JigglyZelda003
Smash Hero
is it possible to DI out of the first hit of his Fsmash and Nayrus?
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Defensive Zelda is easy.Defensive Zeldas can really make life hell for Tink.
zair is useful, but landing bairs can be tough with Zelda's disjointed smashes.
And with his less than impressive air speed, he can get ***** from a distance by Din's Fire.
The key for Tink is to get Zelda in the air, which is exactly what can make the match-up so difficult.
On the other hand, Zelda is both light and tall, meaning if Tink presses his advantages, he can both string hits together more easily, and get more low percentage kills.
LIES! Zelda CAN play defensive against people that outcamp her and she doesn't HAVE to approach. She'll just lose after 8 minutes because she'll be at 200% and the opponent will be at 30%...Zelda can't get defensive against any character that outcamps her. Which is pretty much everyone with a projectile. When Zelda is outcamped, her defensive game is moot. As for Toon Link, she has no answer to his spam. She HAS TO APPROACH.
How about spacing close enough that you can't get peppered by projectiles?The thing about Zelda's defense game is that it's pretty bad.
Now I know someone is going to say "LOL ZELDA'S DEFENSE IS GOOD!" That's wrong. Zelda's defense game is good compared to her other attributes, but it's still bad.
Generally, all you have to do is throw out Dins, Fsmash a lot, and Dsmash when you get pressured. If that's the only defense that she has, then that still sucks.
Zelda can't get defensive against any character that outcamps her. Which is pretty much everyone with a projectile. When Zelda is outcamped, her defensive game is moot. As for Toon Link, she has no answer to his spam. She HAS TO APPROACH.
The difference is that Marth is fast and has a sword. The speed allows him to reach and maintain that distance for extended periods of time if necessary. The sword gives him the safety he needs while spacing. He also swings in fairly large arcs which provide large hitboxes that allow him to protect himself at almost all angles, in all positions. He can also attack and cancel out many projectiles if someone is brave enough to use them at such a range. His OoS options are quick and have great reach which allows him to punish opposing spacing options that might carry greater range than his own.How about spacing close enough that you can't get peppered by projectiles?
Marth technically has the same issue, but he's probably got the best defensive game in the entire game, because for most characters he can get into a blind spot and melee camp, and the opponent is forced to react.
Zelda doesn't really have safe pokes, but she can just stick around and space, so if she's even slightly ahead she becomes very difficult to approach.
Depends on the match-up obviously.
that doesn't make her defensive game BAD. that means that she can't use it against everyone, but if you CAN'T outcamp her then her defensive game is probably going to be enough.Zelda can't get defensive against any character that outcamps her. Which is pretty much everyone with a projectile. When Zelda is outcamped, her defensive game is moot. As for Toon Link, she has no answer to his spam. She HAS TO APPROACH.
not so much that think can shake us off... more that zelda tends to knock her foes too far away so that she can't keep spacing.Getting there: hard.
Staying there: not all that bad.
Toon has very few close range options, none of which are safe.
I lol'ed. ^^LIES! Zelda CAN play defensive against people that outcamp her and she doesn't HAVE to approach. She'll just lose after 8 minutes because she'll be at 200% and the opponent will be at 30%..
Her defensive game is bad. Snake has a good defensive game. MK has a good defensive game. Zelda's defensive game is mediocre.that doesn't make her defensive game BAD.
The problem with that is that the character's who can't outcamp Zelda are usually bad to begin with.that means that she can't use it against everyone, but if you CAN'T outcamp her then her defensive game is probably going to be enough.
No. Because a lot of character's that get outcamped can approach. Marth can get camped by everyone with a projectile, but like SniperWorm said, Marth can approach.By this logic ANYONE who can't outcamp 75% of the cast has a bad defensive game.
that and Usmash also says bite me to practically every aerial as well.Zelda's defensive game is mediocre.
The only reason why a lot of players think it's good is because it's Zelda's best attribute. Too bad her other attributes are just plain bad.
Of course. Player skill.Though, a lot of the defensive/approaching gameplay of the character is determined by the player's skill
unless, of course, you're character is incapable of mindgames. Then it should be noted that you can't even attempt to use them.Of course. Player skill.
Mindgames and such should never be factored into matchup discussions, since they are based upon the individual player, and not their character.
Every character is capable of utilizing mindgames, but the thing is that some characters are better suited for it then others. In general, the more options you have, the more potential you have to trick your opponent in such a way.unless, of course, you're character is incapable of mindgames. Then it should be noted that you can't even attempt to use them.
But I'm at a loss for a single character so shallow.
I don't know if I'd say they have NO place.Every character is capable of utilizing mindgames, but the thing is that some characters are better suited for it then others. In general, the more options you have, the more potential you have to trick your opponent in such a way.
It doesn't matter though. Mindgames are based on player ability, and should not even be mentioned in matchup discussions.
But I'm at a loss for a single character so shallow.
Of course, I know that Marth is better at it, check out the little icon on the bottom. I know a great deal about both characters.The difference is that Marth is fast and has a sword. The speed allows him to reach and maintain that distance for extended periods of time if necessary. The sword gives him the safety he needs while spacing. He also swings in fairly large arcs which provide large hitboxes that allow him to protect himself at almost all angles, in all positions. He can also attack and cancel out many projectiles if someone is brave enough to use them at such a range. His OoS options are quick and have great reach which allows him to punish opposing spacing options that might carry greater range than his own.
Zelda simply doesn't move fast enough on the ground to maintain the optimal distance. Her defensive, spacing move (Fsmash) has enough ending lag to be punished on block/miss. While Zelda's not slow in the air, she loses her high priority, long lasting hitboxes, and inherits huge blind spots. She also lacks the massive disjointedness that a weapon provides (even on the ground). The only move in her entire arsenal that can attempt to mirror the disjoint of a sword is the Fsmash. However, it's slow, poor when trading hits (except the last one), and actually doesn't have much true disjointed range until the ending burst. Zelda's ability to punish opposing spacing options is also extremely limited because her OoS options either lack range or speed.
I'm not saying that your idea is bad (since that's generally how Zelda would be played against someone who can outcamp her). I'm just pointing out that she's greatly inferior to Marth in this aspect (aka she's not that good defensively).
He didn't say anything about approaching AT ALL, neither did I. We were talking about Marth's DEFENSIVE GAME, not his offensive game (he does have a good rushdown game, but that's besides the point).No. Because a lot of character's that get outcamped can approach. Marth can get camped by everyone with a projectile, but like SniperWorm said, Marth can approach.
Zelda cannot. She is forced to approach, and with her approach options being so bad, it still puts her in a bad position.
So, you're telling me that if you have to make a one pixel spacing mistake in order to make your move punishable versus a spacing mistake equivalent to about the length of the hitbox of Ganon's warlock punch, it's totally player ability and doesn't have an effect on the match-up? The fact that it takes a great deal more of a mistake to be hit by an Ike F-smash then to be grabbed by DDD as DK is irrelevant to the match-up?It doesn't matter though. Mindgames are based on player ability, and should not even be mentioned in matchup discussions.
Well, I mean, I'm not talking about match-up. I'm just talking about the whole defensive/approaching topic, which shouldn't really be discussed in match-ups in the first place except for some characters who base themselves around being a fortress or whatever.Of course. Player skill.
Mindgames and such should never be factored into matchup discussions, since they are based upon the individual player, and not their character.
I've never actually seen agood toon link "camp"I'm going to ask you all kindly to get back on topic of this thread and start coming up with summaries to the Zelda vs Toon Link matchup.
We can argue all this after we've completed our matchup discussions so we can determine a new framework or whatever for when we do rediscussions. Either that or if the need desperately arises, you can take this to PMs.
If this topic continues to derail into general matchup discussions (which should be discussed in tactical) rather than Zelda specific, then I'm going to be handing out warnings.
Zelda vs Toon Link
- He can camp hard... but how will get the final blow on her?
- Is there a range in which din's can possibly fight back against the spam? I know there's a range where it can sometimes explode during the lag of the opponent's projectiles.
In all honesty I HAVE camped a good toon Link before. If you can time your jumps to dodge two of his projectiles and get hit by the third while aiming a Din's you will do more damage to him than him to you. You just have to learn his pattern, then make sure you know when its changed. Well.. maybe that wasn't outcamping but it made him think more about spamming projectile which created some good openings.For example I'm thinking bombs can be caught with SHAD.... and the boomerang -- could we possibly Nayru's its return to toon link... I havn't tested this myself, but would it make it Zelda's boomerang as it zones in on Toon Link.
The arrows IMO are easy to dodge but... he can autocancel them I believe. As for Zair, is it possible for Zelda to duck under SH ones?
I´m not 100 % sure about this, but I think NL works on returning boomerang. It could be pretty dangerous move to pull of though since the cooldown is so tremendous and returning boomerang does very little damage.and the boomerang -- could we possibly Nayru's its return to toon link... I havn't tested this myself, but would it make it Zelda's boomerang as it zones in on Toon Link.
Bombs can be caught just like any other item. From my experience though, they usually throw them so they hit the ground near your feet so you can't reflect/catch them.How would you deal with each individual item from his camp game btw? I was thinking about this and thought, instead of thinking of his camp game as a whole, it might be easier to deconstruct and react differently depending on what he pulls out.
For example I'm thinking bombs can be caught with SHAD.... and the boomerang -- could we possibly Nayru's its return to toon link... I havn't tested this myself, but would it make it Zelda's boomerang as it zones in on Toon Link.
The arrows IMO are easy to dodge but... he can autocancel them I believe. As for Zair, is it possible for Zelda to duck under SH ones?
M'kay.Wall of text
Once Zelda get's to obscenely high percents, a simple Usmash would do it. If you wiff anything, then you're going to get "EEH YAH!" smacked.- He can camp hard... but how will get the final blow on her?