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Right here, you just demonstrated how little you know about Mario's jab lock. It's not any harder than D3's CG to maintain, its startup is generally Utilt since the grab allows time for DI, and you can end it with an Fsmash or Dsmash; both of which would very likely kill Zelda from the edge with her weight at any percentage above 80 AND set her up for a gimp in the event that she survives. Also, Luigis is banned in MD/VA, which is why you've never seen Boss or Famous do it (Mario pros). Fear, TC1, and Kanzaki on the WC, however, have done it in tourney IIRC. TC1 did it on Sky twice during the match...vs Peach...A lot of characters in the game have jab lock setups on multiple stages yet you don't ever see experienced players getting ***** by jab locks. If so Link would be a lot better than he is considered to be right now.
Jab locks mean nothing, not only are they difficult to continue for more than two jabs, you will rarely ever get a guaranteed kill setup from it. In most cases it isn't even worth the trouble.......Zelda still beats Mario on this stage.
I'll give you the bit about Zelda's Dsmash, since Successor of Raphael would chew me out if I said otherwise. HOWEVER, Fludd and cape both are very effective vs Zelda's recovery when used in conjunction, even moreso than vs Shiek's recovery because Zelda vulnerable to cape and Fludd until she completely vanishes. If hit with either, her trajectory is greatly changed. In Fludd's case, she goes into a freefall after the upB since it pushes her up and away, where she'll be vulnerable to cape or Fsmash.yes but, on most stages, Zelda can't camp. you know how hard it is to approach a zelda when she forces you to?
the thing is, it's not even anything terribly matchup specific.
Mario's got a subpar recovery and our Dsmash is hard to recover from. that hurts.
We outrange mario fairly comfortably.
we have more kill moves than mario and they work.
Mario often relies on gimping recoveries, and, while zelda doesn't have a great recovery, it's not really affected by cape or fludd.
it's not like zelda really counters mario or anything, it's just that she's a better character with more advanatges and he does nothing to overcome these advantages.
Zelda is not at all forbidden from recovering below, in fact it's my preferred method of recovery when facing gimpers like Mario: as i said before, whether you decide to ledgehog or not you will pick wrong. If you go for ledgehog, she passes you and lands on the stage: if you try to FLUDD on reentry, she catches the ledge with a sweetspot. She doesn't have to be at perfect range to sweetspot at all, therefore you cannot gimp traditionally.Offstage is where my biggest issue with your analysis lies. I don't think you guys realize that the only safe place from Fludd is below the stage...where Zelda is forbidden to go for fear of ledgehogging.
Easily fixed by doing a Gliding Din's (SH Din's and floating forward) which puts her farther away from the ledge and closer to Mario. In addition to this, if Mario starts up FLUDD then Zelda could easily detonate Din's early to prevent her being helpless while being pushed back. Neither will end up doing damage to the other (assuming the blast radius of Din's wasn't close enough to Mario) and you're back where you started.@ Pie: At long range, neither is safe. If Zelda is caught using her Dins and we manage to fludd you offstage while you're doing it (if Fludded offstage during Dins, you're automatically put into a freefall stage. Insta-death), the risk is too great. Mario merely can't fireball without having enough time afterwards to Nair or cape or he takes damage. Zelda runs the risk of losing her stock.
I'm talking about directly below, not diagonal to the stage as you were suggesting since Fludd can still catch you here. If you're DIRECTLY below, you will be ledgehogged if not bair stagespiked first.Zelda is not at all forbidden from recovering below, in fact it's my preferred method of recovery when facing gimpers like Mario: as i said before, whether you decide to ledgehog or not you will pick wrong. If you go for ledgehog, she passes you and lands on the stage: if you try to FLUDD on reentry, she catches the ledge with a sweetspot. She doesn't have to be at perfect range to sweetspot at all, therefore you cannot gimp traditionally.
Granted, this doesn't happen on every stage: some stages with quirky ledges do not allow you to catch the ledge inside of full range, but all the neutrals do, so it's a CP issue.
Your answer to not being pushed offstage while doing a grounded Dins is to JUMP instead? Besides, you Fludd after Dins starts. If you aren't close enough to the ledge to be pushed off, then we don't Fludd. If you detonate early, you'll still be pushed offstage, except this time you'll grab the ledge, giving us time to close this range onstage.Easily fixed by doing a Gliding Din's (SH Din's and floating forward) which puts her farther away from the ledge and closer to Mario. In addition to this, if Mario starts up FLUDD then Zelda could easily detonate Din's early to prevent her being helpless while being pushed back. Neither will end up doing damage to the other (assuming the blast radius of Din's wasn't close enough to Mario) and you're back where you started.
It's really just something a Zelda player should only fall for once, and shouldn't work for every single match.
You just got edgehogged.What could possibly force her to get directly below the ledge? I havn't been there since.... summer (unless I drop from the ledge and Uair for fun)! If you DI up you'll never really find yourself immediately under the ledge. The worst you'll get is a trajectory that sends you diagonally below the ledge but nothing too concerning.
And I love how gimpable it is.Love the distance of FW xD
You mean the ones that actually main better characters?I rarely see high level zeldas get gimped that easily...
I'm sorry, but you fail. You can't argue against or refute fact. You can't argue tried and true strategies when all you bring to the table is theory.as for mario.... yeah umm... Fludd and Cape.... not useful against Zelda's recovery.... at all.
in fludd's case, you really can't push zelda any farther away with fludd than she's capable of recovering unless you intend to use it when she reapears above the ledge (why would she) in which case it's no better than just GRABBING THE LEDGE.
in cape's case, it is ALWAYS possible to retain your original trajectory even when caped.
55:45 Zelda. We kill earlier, and we rack up damage just as well since we're harder to get inside.
Zelda players should not be using Farore's Wind this close to Mario in the first place. Or at least not spamming it enough to give Mario the opportunity.If you cape Zelda while she's doing her upB, her direction WILL be reversed. There is no "Well, if you do it below the stage then...". If you're caped while aiming toward the stage, your direction will be reversed and you will reappear free-falling in the blast zone.
If you're Fludded while starting up your upB, it WILL push her far enough away that you will likely have to freefall to the ledge instead of sweetspotting it UNLESS your original intended destination was lower than the ledge; compensating for the change that Fludd makes with its push. In that time during the freefall, you are vulnerable to cape, or you may not be close enough to reach the ledge.
I'm sorry, but you fail. You can't argue against or refute fact. You can't argue tried and true strategies when all you bring to the table is theory.
If you cape Zelda while she's doing her upB, her direction WILL be reversed. There is no "Well, if you do it below the stage then...". If you're caped while aiming toward the stage, your direction will be reversed and you will reappear free-falling in the blast zone
If you're Fludded while starting up your upB, it WILL push her far enough away that you will likely have to freefall to the ledge instead of sweetspotting it UNLESS your original intended destination was lower than the ledge; compensating for the change that Fludd makes with its push. In that time during the freefall, you are vulnerable to cape, or you may not be close enough to reach the ledge.
THIS is what happens. If you doubt the validity of my claims, I can provide video evidence. I understand not being able to accept the fact that cape completely wrecks your upB because in dittos it wrecks ours too. But don't pass off your theorycraft as an actuality.
If you want the 55:45, take the advantage. I've given the rundown of the matchup and I've suggested how either party will win. If you insist on it being your advantage, there's no reason for me to waste my time. The ratio means little when it comes down to it anyway. If it did, I wouldn't main Mario.
this....
You obviously have no knowledge of "new" Zelda discoveries, so let me break it down to you.
You can constantly readjust the teleport's trajectory until Zelda actually disapears.
Caped? Return to neutral and then reinput the trajectory, cape is negated. The cape is useless against Zelda.
Fludded? Readjust for the new trajectory, taking into account the fludd and the effects it will have until your hitbox ends (and there's plenty of time before Fludd hits to see if it will hit and how far it will push you back).
So no, unless it pushes Zelda physically beyond the point where it's possible for her to return (which is pretty much, the blast zone), no move that simply changes momentium will have any effect on her recovery.
It's not even difficult to make the adjustment, all it takes is a little knowledge.
Nobody should ever upB when Mario is that close to them. That's why a smart Mario will force it out through usage of Fludd to slow your approach to the stage and fireballs to steal jumps. Once you know that your opponents options are reduced, then you go for the cape even if they're saving their upB. After the cape, you hold the ledge. If you DONT upB when we're forcing it, you end up losing the stock anyway.Zelda players should not be using Farore's Wind this close to Mario in the first place. Or at least not spamming it enough to give Mario the opportunity.
Farore's Wind is punishable by every single character if used close enough to them, it's not something Mario has alone.
Also, I think someone already said that if Mario capes the beginning the beginning of FW, then a quick-thinking Zelda could simply reverse the direction she was originally aiming for.
Yet even then, if Mario is close enough to be able to jump over to Zelda then most likely she should not need to use Farore's Wind in the first place. A second jump should suffice for her recovery, unless she was already jumping back from far off the screen. Even then, running up to attack Farore's can be done by any character, and shouldn't be made into a special point for just this matchup.
Still, these matchup discussions are meant to be about players familiar with the matchup playing to their best abilities, not people brand new to it. The methods you're describing are still just things a Zelda player should only fall for once.
If you're able to compensate for cape pushback, reverse direction on your controller to aim for the ledge (or onstage), all while gauging whether or not you actually even NEED to readjust at all in just about half a second, then I applaud you. The question I have for you is: have you ever successfully pulled this off vs Mario? I seriously doubt it....
You obviously have no knowledge of "new" Zelda discoveries, so let me break it down to you.
You can constantly readjust the teleport's trajectory until Zelda actually disapears.
Caped? Return to neutral and then reinput the trajectory, cape is negated. The cape is useless against Zelda.
Fludded? Readjust for the new trajectory, taking into account the fludd and the effects it will have until your hitbox ends (and there's plenty of time before Fludd hits to see if it will hit and how far it will push you back).
So no, unless it pushes Zelda physically beyond the point where it's possible for her to return (which is pretty much, the blast zone), no move that simply changes momentium will have any effect on her recovery.
It's not even difficult to make the adjustment, all it takes is a little knowledge.
Well, I don't want to sound like I'm bragging, but... I played Boss, and he only used the cape to reflect Din's. And that was sparingly. There was never really a good opportunity for him to cape me - I recovered in all the places he didn't want to go.have any of you ever actually fought a mario with real skill? give me their name and i'll take it back. until you play a mario that actually knows what their doing u dont know what ur talking about. i'm sorry but this is sad...cape plays a HUGE role in mario's matchup against Zelda.
Sorry to burst your bubble, but I doubt there's even many people that know who Jwn3d is. I do, and I know he's good, but he's no Boss. Neither am I.Boss has nothing on Jwn3d. sorry to say.