Miryafa
Smash Apprentice
- Joined
- Jun 19, 2014
- Messages
- 142
Prynne, would you explain the acronyms you use in the OP before you use them? I see DED in the Roy box with no idea what it could be.
Anyway, someone asked me to post in this thread, so here goes.
My experience is based on playing competitive level Mario (Stoks), Luigi (Dyl), DK (Taint), Diddy (Taint), Captain Falcon (Dyl), Zelda (Irish), Shiek (Hona), Ganon (Taint, others), M2 (don't remember), Pikachu (Gunta), Squirtle (Dad), Ness (Hona), Ike (PlumOrchid), Marth (Hona), Roy (Ashen), Rob (Jitty), G&W (S4J), and Sonic (don't remember), and decent players with most of the rest of the cast, in Oklahoma. Up to now, most of my gameplay has been neutral with Din's Fire, Nayru's, and LK, getting combos in when I can, and going for gimps with LK or dair. I'm just starting to learn the Xeldorno combo and auto-cancelling Nayru's.
Thread talking about Luigi.
As Zelda, I struggle against anyone with longer reach than her, because her approaches are bad/nonexistent. I usually ban WW and Yoshi's Story against them. They include:
I also struggle against anyone too small to grab, and these characters tend to automatically avoid up-smash too. They include:
My neutral matchups:
My good matchups:
Misc:
Anyway, someone asked me to post in this thread, so here goes.
My experience is based on playing competitive level Mario (Stoks), Luigi (Dyl), DK (Taint), Diddy (Taint), Captain Falcon (Dyl), Zelda (Irish), Shiek (Hona), Ganon (Taint, others), M2 (don't remember), Pikachu (Gunta), Squirtle (Dad), Ness (Hona), Ike (PlumOrchid), Marth (Hona), Roy (Ashen), Rob (Jitty), G&W (S4J), and Sonic (don't remember), and decent players with most of the rest of the cast, in Oklahoma. Up to now, most of my gameplay has been neutral with Din's Fire, Nayru's, and LK, getting combos in when I can, and going for gimps with LK or dair. I'm just starting to learn the Xeldorno combo and auto-cancelling Nayru's.
Thread talking about Luigi.
As Zelda, I struggle against anyone with longer reach than her, because her approaches are bad/nonexistent. I usually ban WW and Yoshi's Story against them. They include:
- Ganondorf (but note a Ganon with platforms is spookier than one without, so Final D improves it somewhat). I don't mind playing him on Yoshi's Story on a good day, but never on WarioWare. His fair and bair beat Zelda's fair and bair, and if he just camps with them, it's a bad time. On the plus side, he is combo food.
- Ike (his nair beats out most things I can do, and he can combo into an off-stage fair for the KO against me)
- Ivysaur (whose disjoints beat Zelda in every direction, including from above, so I can't even juggle her)
- DDD (my experience here is limited, but he can gimp even Zelda's recovery)
- Jigglypuff (whose bair reaches farther than Zelda's, and who has greater aerial mobility to weave in and out of fairs, and for the same reason is very hard to land an up-smash on. Similarly she can just jump over Nayru's and fair me in the face)
- ZSS (maybe? I've played one match against a competent Shokio and her reach and speed did a lot)
I also struggle against anyone too small to grab, and these characters tend to automatically avoid up-smash too. They include:
- Jigglypuff
- Squirtle (who can sometimes go through Din's fire, but the most effective option I've found is dash-attack and then juggle him to death, and use d-smash as a get-off-me card)
- Kirby (who can't be juggled because of his down-b, and who can Inhale LK. He can also gimp Zelda with aerial side-B if I'm not careful to drop below it)
My neutral matchups:
- Diddy. My games against Uncle Taint's Diddy seem to be stage-dependent. I win on Final Destination, Norfair, and I think FoD and Dreamland. I don't recall where he wins. Our last tournament match went to 7 seconds on Dreamland, with him ahead on percent and running away from me until I got an LK for the stock.
- M2 (in theory). He likes to short-hop teleport-forward into fair or nair, but my opponent told me it's easy to read (whenever he short hops, or whenever he's at the correct horizontal spacing, assume it's that) and counter with LK. I started doing that and it worked pretty well. Note Shadow Claw (M2's fair) is forward and slightly below him, so doing a high LK is better.
- G&W (I think, haven't played enough matches to know). Yes he can bucket Din's Fire, but I can usually explode it with side-b before he can put it in the bucket, and it leaves him vulnerable to try. Zelda can jump away from his up-tilt/smash up-b combos, and I've done fine against his grabs by always assuming he's doing down-throw and inputting a tech-roll. He can't be juggled because his dair has longer range than Zelda's uair, but if he's off-stage his recovery is usually predictable (down-b, down-b, up-b, jump). S4J will always up-B before jumping because G&W can do anything out of up-B, so assume he'll do that and jump away from his combos after getting hit up in the air. A bad thing for Zelda is that (1) both G&W's fair and bair are disjointed and can beat out Zelda's fair and bair because they're faster, (2) G&W's best move is down-tilt, and he can crouch-cancel down-tilt Zelda for days, and even take a stock with it.
My good matchups:
- ROB. I lost to Jitty in the first match I ever played against a ROB, but just barely. The game I won was on FoD. Jitty likes to use down-throw into up-air, and Zelda can jump away from that. He also likes to laser off-stage opponents for the gimp/kill, and I can reflect those with Nayru's and still recover. One problem is that he can do some weird short-hop side-b fair, and then move back after the fair, so that it's nonpunishable and baits out a whiffed move.
Misc:
- Gnosis said Mario is safe all the time, but when we played a game, I stopped his approaches with Nayru's and punished him. I didn't win the game, but meh.
- Sethlon said his spacing for attacks is the same as Zelda's LK, so it's tougher to approach. However, his approach is completely different from Ashen, who loves to use L-cancelled dair-into-up-tilt, and against whom I'm about 50-50
- Yoshi's grounded down-B is lethal and comes out very quickly =/
- Bowser has a lethal true combo on Zelda at I think 40-100% with grab, up-throw (or is it side-B throw?), down-b-cancelled jump into up-air
- I auto-ban small stages against Lucario like Green Hill Zone and WarioWare, because it gives me less space to escape from his close-range combos.
- Nayru's Love shuts down most of Lucario's approaches, but he can bypass it by spending an aura on Down-B cancelled into up-tilt (and I think down-forward-tilt)
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