Timbers
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Zelda is discussing Lucario
http://www.smashboards.com/showthread.php?t=190698
Please go there to post if you know the matchup a little
QUOTE DUMP
Din's is bad and won't be used unless they're off the stage. Zelda cannot camp Lucario, even with naryu's. Luc has range and AS to prevent Din's spam.
Don't underestimate Zelda. Bair kills you at ridiculously low percents. Naryu's and dsmash set up very plausable spike opportunities (one of the few characters in the game that can force Luc to use ES at such low percents due to trajectory) and her spacing game is easily on par with your own.
Despite Zelda having some amazing killpower, landing them will prove difficult. So you won't be dying under 130 very often (uair is heavily telegraphed, usmash requires you to land like right on top of Zelda, fsmash CAN be DI'd+doesn't kill until 140% or so fresh, Lightning kicks require Zelda to be very close to the opponent to sweetspot, and Luc's overall better aerial game will prove difficult for Zelda to land one of these very early...ftilt/utilt have pretty flimsy range, but will kill you sooner than 130 if you do happen to screw up and somehow land right on top of Zelda...), and Zelda is light. Take advantage of that. A lot of Zelda's moves require the player to fully commit to them, which makes for some easy punishers from AS, fsmash, etc. should Zelda happen to whiff.
And...despite the situational killers she has, her dtilt sets them all up wonderfully. Dtilt pops you up into fair, usmash, utilt, ftilt, fsmash, and at lower percents can trip into dsmash. Easily considered a fundamental move to Zelda. It's really not recommended to stand in front of her long enough for her to get the dtilt off anyways, especially when you should be playing it safe and reaping the aura. Zelda simply has better closerange options than you do.
Okay for starters, even the Zelda mains have come to the consensus that usmash and fsmash are used for racking damage. A fresh usmash will kill Luc at around 115, but in order for Zelda to land this you have to literally be right on top of her. That's right at 115. Any competent player is aware of when certain moves will kill their character, and will be extra careful to avoid it as long as possible. Living until 130 against Zelda is common. Fsmash, even when fresh, is insanely easy to SDI. It should not be held as a killer for Zelda. Higher percents only make it easier to escape.
Utilt is in the same boat as usmash. Difficult to land right at killer percents, as it's range is even less than usmash, and it'll require very tight spacing to get a dtilt to utilt off successfully. I'm not sure what ftilt percentage is for KO, but it is weaker than usmash. I'd place it around 125-130 before you hit blastzones.
Both fair and bair are scary killers, as they're relatively safe given the risk/reward factor, but attempting to use either headon with Luc's lingering, overpowering aerials will definitely not be granting her a lightning kick every stock.
I don't know who gets hit by uair anymore. Zelda's running speed is kind of lol, and her airspeed isn't amazing either. So long as you don't like, land right on top of her, you're fine. It's very predictable.
Dsmash is scary too. At the edge that kills at very low percents (like 110 fresh?) but I've seen this used in Zelda's usual damage racking before, so the chance of it being fresh, or you being caught on the edge to be dsmashed, is not going to be common.
What else did I miss? 11 killmoves is certainly stretching it.
And I'm taking well into account Zelda's killpower. Living until 130 with Luc is not an amazing feat, as Snake usually runs more along the lines of 120-150, MK 140-160 (without gimps), etc.
Lucario vs. Zelda posted in Zelda boards:
http://www.smashboards.com/showthread.php?t=199697
OMG THE BIG GIANT CHART OF JEEPY MATCHUPS
http://i153.photobucket.com/albums/s220/mootmootmoot/LucarioMatchupChart-1copy-15.png
If she usmashes under you itll poke your shield, which is dumb. lol.
Bthrow won't kill until like 160? You gotta learn to DI these throws. I'm not sure if 160 is accurate, but I've lived well into 140s from a Zelda bthrow.
Everything else I can see as potential killers, but plausable ones are really limited to bair, fair, dsmash, usmash (am I missing one?)...unless Zelda just came back on a fresh stock then throw in a few others as well.
And I'm aware that center stage isn't always where the match takes place, but it's where we should keep the numbers. Lucario can kill as early as 70% on the edge of FD with aurasphere and fsmash, but for sanity's sake it's best just to keep the numbers in the center of the stage. On the ledge, Luc can kill with ftilt, bair, dair, forcepalm, aurasphere, fsmash, dsmash, fthrow (no DI), nair. A lot more moves become "killers" on the ledge, but listing the plausable ones are obviously the most important to this discussion.
Luc can stall with dairs if he feels he's landing in a bad spot. He's not a run of the mill char where baiting the airdodge will be easy.
I'm pretty sure Luc is large enough for Zelda to bair/fair oos too, thanks for bringing that up.
As for her aerial DI, she's like the same as Lucario. Luc does have trouble with baiting airdodges, as his ability to pursue characters can be difficult (Snake, DDD, Ike are really the only characters that come to mind for effective airdodge baiting, and half of that is due to slow air games), and Luc's midair jump is pretty amazing as well..whereas Zelda's is so-so.
I won't doubt you, as I don't play Zelda, just saying that from my experience, Luc deals with any sort of airdodge baiting much more well than most, thanks to his stalling. It's not as effective as Fox's shinestall, but it gets the job done.
Oh and I'm not talking that she's bad at pursuing a character, just landing a relatively slow move (uair) isn't going to be a common thing with Zelda.
DDD utilt has much more range than Zelda's utilt.
I dunno, I'm killed by usmash, dsmash, and lightning kicks the most often. I don't remember dying to utilt in a long time lol.
protip: good lucarios don't roll into their opponents.
The only way you'll be getting the utilt off successfully is out of a successful dtilt to pop them up into Zelda.
Din's is way too laggy for her to successfully camp you with both dins and naryus. She can fake you out and cancel dins to naryus an oncoming aurasphere, but her reflector is too laggy to start up another dins before youve already shielded the reflected AS.
You really want to make Zelda approach though. her oos options and overall defensive game is much much better than her approach options.
I never thought of DTing farores, but I'm willing to bet that she can throw a shield up before DT connects.
Regarding farores being used offensively, if you're able to powershield the farores then you can dsmash her before she can react. If you don't PS it then simply grabbing her is fine too.
G-beast I'm not sure where you're pulling this information.
Zelda's fair and bair are the same range as Luc's fair. The sweetspot in both of those has less range than fair.
Din's won't be used unless you're coming back to the stage, where she can force you into compromising positions.
Lylat ***** Zelda's recovery, forcing her to recover onto the stage in some situations. Lylat platforms also let her abuse her defenses more than usual, so it's a tossup. I'd say it's one of her worse stages, but Luc isn't very good on Lylat either.
Ideal stage for Luc against Zelda would be Japes, however the Zeldas I have played in a tourney setting have enjoyed banning this stage against me. Water ***** her recovery and high ceiling is nice for you. I'm sure you could do well on Mansion and Frigate too.
And that's why I believe the matchup to be in Luc's favor, and other believes it to be an even steeper advantage lol.
Zelda has a less than appealing approach game, while Luc forces her approach and brickwalls her exceptionally well.
When your only safe approach is a walking powershield, it's pretty much GGs to whoever character is forced to approach like that.
Zelda's just forcing Luc into a bad position when she Din's his recovery. he still has his midair and airdodge and all that fun stuff.
Zelda's just as vulnerable in her farore's startup than Lucario. Aurasphere can really trash her offstage, as naryu's is way too laggy to use if she's already wasted her midair.
AS is the sole reason that Zelda is forced to approach in this match. It's a pretty big deal.
Also Zelda can't airdodge out of her farore's startup either, and farore's startup is much longer than Luc's ES startup.
I beg to differ. Zelda is the one that is forced to react. Whether the auraspheres hit her or not she is still being controlled by Lucario's actions, not the other way around. Even if no one is getting hit, Lucario is still controlling Zelda's movement. Zelda cannot retaliate with her own projectile due to it's nature.
[In regards to some Zelda claiming that Zelda was unpunishable when landing onstage with farores] Even if Zelda can land on the stage, she is still vulnerable to Lucario's grabs. At this point in time I think it's an ideal example for me to bring up what you said several posts ago, saying how Din's can harass Luc's recovery with 10%, because between Luc's pummels and throws, he'll rack up 15% easily for a landing on the stage.
It's not a matter of speed. Din's speed is actually fine given it's destructive hitbox and damage. The fact that the hitbox goes dead whenever Zelda is hit (unless it hits the ground or has reached it's maximum length) is what makes it less than appealing. Zelda is stuck in both heavy startup and afterlag from the move as well, which makes punishment all too easy. It's priority is also terrible.
Actually 1 =P
Zelda has a lot of tricks up her sleeve to make a comeback in the match due to Luc's weak aura at lower percents. Like a lot of those games ended with me low % last stock, but I was still having to treat it as I was in kill percents, considering all it would take was one usmash to put me in range to be killed by uair or bair.
It's not a very realistic happening, but it can happen. Behind Lucario, I'd have to place either Zelda or DK as a character known for their comeback potential.
tl;dr lol.55:45 or 60:40 I'd say.
if any pour soul actually bothered reading that, don't take the numbers into consideration. Those quotes are several months old and I was guessing even then, and that was without momentum cancelling, I'm just too lazy to reword anything.