SM Mystic
Smash Cadet
So...I feel like at certain percents, Jab to Up Smash is a true combo now. Can anyone test?
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You mean like, at really really low percents?So...I feel like at certain percents, Jab to Up Smash is a true combo now. Can anyone test?
The most insulting thing about Din's Fire is how pathetic the damage it does up close. The explosion is so delayed that to hit someone with it you have to make a hard read and pray they don't just run up and hard punish you. But the reward you get for making such a hard read is so small, it's never worth it. Even worse, the explosion clashes with so many moves, sometimes you make the right read, but you're opponent was in the middle of an attack and it justs eats up din's fire.Also fix din's freefall, that **** is insulting.
...Extremely insulting.
But the thing is with Farore's Wind having no lag and Zelda being able to shield right after would create possibilities. She can kept the powerful hitbox/high KO factor, but be able to act out of the move upon re-appearing. This would allow Zelda to mind game as the opponent is force to shield or dodge either way due to the KO factor, considering they'd shield the re-appearing Farore's with Zelda being able to cancel it she could use that to her advantage and go for her already buffed grab and surprise Farore's/elevator KOs. Opponents would have to guess what she'd do each time upon reappearing, plus with how far it goes in distance this would make up for her lack of speed. This is just what I think though.Idk I feel like the endlag on Farore's is actually justified given how much utility it gives Zelda plus the powerful hitbox.
Shield cancelable Phantom would be amazing. It would make us a lot harder to approach, since we'd be able to shield aerials, dodge grabs, and jump out of a charge. Heck you could even JC Nayru's or something to stuff their approach. It would make the opponent have to guess what Zelda will do each time she uses the move. Aka she'd actually have a superb defensive game like she's supposed to and a usable neutral.
Like if I could change one core thing about one of Zelda's moves, it would be that. So much missed potential with this move tbh.
You do make a good point there. I actually had that as a second thought in mind. Perhaps that would be a better option.I don't know if that's such a good idea, I mean Zelda would just spam teleport > followup/shield/evade all the fight (on top of the powerful hitbox). It would make her broken IMO and also a boring character.
What I think it'd be cool is if you could use Farore upwards and instead of being in helpless state she could strike with an aerial attack inmmediately or almost.
I've been saying this since 3DSmash came out.Shield cancelable Phantom would be amazing.
Phantom Slash
release animation FAF 47 -> 42
phantom health 13 -> 16
minimum charge
damage range 6-8 -> 8-10
kbg 100 -> 92
medium charge
damage range 11-15 -> 13-17
kbg 80 -> 72
maximum charge hit 1
angle 62 -> 80
hitlag x2.0 -> x1.5
maximum charge hit 2
duration 4F -> 5F
size 4.0/4.5/5.5 -> 4.5/5.5/6.5
I don't know if that's such a good idea, I mean Zelda would just spam teleport > followup/shield/evade all the fight (on top of the powerful hitbox). It would make her broken IMO and also a boring character.
What I think it'd be cool is if you could use Farore upwards and instead of being in helpless state she could strike with an aerial attack inmmediately or almost.
Frame one nayru's please kapparai.Okay by Zelda standards does not preclude Zelda getting absolutely wrecked.
Bayonetta's Dtilt 7-9
Nayru's Love Intangible: 5-15
We have a 2 frame advantage, which is 200 milliseconds.
Human reaction time to auditory cues is 170 milliseconds
=
0.17 SECONDS
so we have .03 second grace period to press B.
Had we not gotten buffs, she could trade and hit up b with frame 4 Witch Twist and it would be scientifically impossible to win against Bayonetta in laboratory conditions, making it relevant to the patch.
The average reaction time for humans is 0.25 seconds to a visual stimulus, so R.I.P. headphones users.
And make it do 100% damage.Frame one nayru's please kapparai.
That Dsmash buff shortened the frames, so obviously you can do more with it. Like punish a double roll.I feel like Zelda's Dsmash is a bit better than it used to be. I'm able to do a lot more with it, and I'm starting to incorporate it more into my gameplay. I think the key to playing Zelda effectively is to always keep your opponent guessing as to which tool you're going to use next. She has a lot of kill options to be frank and her ledge guard game is astounding.
Just a bigger hitbox in general is fine with me. No need to make the sweetspot bigger imo.My current short-run agenda is that Sakurai and co should not waste their "pocketful of patch changes" for Zelda trying to fix Din's Fire. To make the move functional would require a lot of improvements, many of which are changes that Sakurai and co would probably never do for the move. At least not all together.
• Less endlag on release
• quicker to hit on release (^or)
• more damage
• bigger sweet-spot (^or just make the whole hitbox strong/useful is a common alternative) (also gonna point out they NERFED the sweet-spot size in 1.0.6)
• bigger hitboxes (^or)
• better maneuverability of the wisp (very unlikely, less necessary)
• no free fall (very unlikely)
• transcendent hitbox (less necessary)
Literally every inch of the move could and needs to be made better. I'd be surprised if it even got a damage buff.
But it's not only useless in 1v1, it's straight up harmfulDin's is bascially one of those moves Sakurai described in an interview as "useless in one on one but powerful in FFAs" or something along those lines.
So how about having Dins Fire just be Brawl Dins with no free fall? Outside of putting Zelda in a helpless state and some predictability it was the best version of the move.That Dsmash buff shortened the frames, so obviously you can do more with it. Like punish a double roll.
Just a bigger hitbox in general is fine with me. No need to make the sweetspot bigger imo.
More damage would be good. Means more shield damage, which would be beneficial for Zelda in the long run. She wouldn't be punished as easily unless it's Sonic.
If Zelda were to get no free fall, Sheik would also have to get no free fall on her side b too (Canonically speaking). One can hope, so...
What's a transcendent hitbox?
Better maneuverability would be a big help. Would mean we can set Din's Fires close to our feet.
The first two is a no comment. That's one of the biggest issues with Din's to begin with.
That's pretty damn sweet.Don't forget that you can even create G&W buckets of death or heal Ness and Lucas.
BJN39 I have a question about Din's being reflected. When it's "reflected", does the explosion only change ownership? If so, does that mean that someone standing really close to the reflector could actually get hit by the "reflected" Din's and take more damage since it would be powered up?
It would be really funny to get a KO like that.