So after playing a crap ton of online 1VS1 tonight, some thoughts:
- Dtilt combos at low percents. There's no lock obviously, Dtilt > Dtilt > ... only really seems to sorta work at lowish percentages. However later in the mid %s you can do Dtilt > Jab / Dash Attack / Ftilt or maybe Dtilt > Jab > Dash Attack before they start to fly up a tad too high. F/Bair follow ups are a bit tough, but it certainly puts your opponent in a bad position haha.
- I actually sorta miss the KO version of Utilt. Mostly because of the ability to trade with aerials, it usually goes in your favor if they're high % VS USmash is sort of a crappy flub 1% trade most of the time that sucks sorta. But perhaps I haven't' given it much of a chance yet? It certainly could set up an easy UAir or F/Bair if you're at a moderate %.
- Getting used to F/Bair having such a HUGE cooldown hasn't been too bad, but I miss my short hop double Bairs... it's a really weird adjustment to be honest and have absolutely no idea why they'd put this on her but alas. On the bright side though, sweetspotting them has been actually surprisingly frequent. Just if you flub, well... you're screwed!
- Fsmash popping people out occasionally, which sorta bothers me but for the most part it seems not -too- terribly escape-able.
- I dunno about you guys, but Usmash feels like it has a bit less horizontal range. Like, I can't quite hit people next to me as easily, except if you're like a huge character like Bowser or Dedede. It does seem to have quite a "suck in" from the top though.
- No c-stick gets annoying, but I'm trying to manage. I definitely feel like I could be using Dsmash more, but I'm definitely not used to doing it manually. Which leads to:
- Die in a fire, you slippery circle pad thing.
- Nayru's Love has been surprisingly pretty good for stuffing spotdodges and rolls. I believe mister Aerodrome mentioned it at some point, which is why I started to use it to counter people constantly rolling behind me or something. Either just tap it as they roll or hop out of shield and b instantly if you want a quick no-brainer punish for people that awkwardly roll justttt behind you. The hitboxes linger for quite a while, so it's pretty effective. Also, I feel like the invul frames seem a bit longer? Or like, they seem to overlap with the attack hitboxes a bit better? There was a pretty hilarious Zelda ditto thing that happened last night but, I'll get to that later.
- Farore's Wind. Seriously, it's pretty great! I mean, mostly it's an excellent tool punishing people who like to just charge their smashes to "threaten" you or when they think they're far enough to shoot/charge projectiles. Against the newbies who don't really understand how to block Farore's, you're just gonna be laughing at how many good knockbacks/KOs it's going to net you from such a large distance.
Now when you're up against people who actually know how to block... yeah, obviously you can't just willy nilly toss it out whenever you like. I've gotten shielded then promptly Fsmashed by Ganon, just let you realize how punishable it is on block. Farore's is fast but, they're gonna learn how to shield your shenanigans if you just raw Farore's into them. Don't be silly about it.
It's a pretty good "reversal" in the neutral mid range particularly against people like King Dedede or Robin who have just enough lag on their projectiles where you can Farore's on reaction or sense a good opportunity coming. I'm not so sure about using it against people like Fox who have very fast low cooldown projectiles though; that would require a much more precise read so it's pretty risky (obviously).
Also thank God for auto sweetspotting and "snaking" up walls when you're recovering. I do admit the "sliding on the ground" for the remaining distance with Farore's if you do it from the air now is... sort of a mixed blessing to me? It's got it's pros and cons. Like, it makes it a tad unpredictable for yourself, especially if you do it too close to the ledge. And it makes "aerial Farore" sniping people's silly stuff a bit tougher because you might accidentally overshoot behind them or something. But on the other side of things, it can make recovering a tad bit more bearable if you absolutely can't go for the ledge. Just some food for thought.
Overall I'm lovin' the new breezy Farore's though!
- Dear God Din's. It definitely feels a tad bit nerfed from my perspective. It feels.. kinda clunky? The explosion doesn't seem to happen -that- instantaneously, like it has a split second before it seems to actually explode. Also hrm, it really doesn't feel like it goes as far as I remember and the control seems a bit more restricted? Not to mention less of an explosion radius...
It's never been that great a projectile but, it has it's moments every so often. Like baiting an airdodge then follow up with a prompt fair or something or, you sometimes get that lucky blast. Not something I would really rely on though.
- Phantom Knight has been a tad underwhelming for me. For crying out loud, I just hate it when a full charge whiffs people DIRECTLY beside me, sometimes even the low charge one whiffs every so often. I guess it can be sorta good if you know your opponent's got no 2nd jump and a punishable up B if they tried to do it from high up. That can sort of be a pretty safe "knight trap" so to speak, but against someone like Dedede or Villager? I dunno about that.
- Seriously, the circle pad is just killing me. Give me a gamecube controller already please.
- I air dodge into the ground -way- too often. Brawl habits are gonna be the end of me if I'm not careful. It's been getting better though.
- Zelda -CAN- do a short hop > airdodge > lagless landing if you time it right. You gotta do it pretty closeish to the start, but it's possible. Thanks to CT Zero for that actually (I got it from one of his videos about it). I haven't used it much on her, but at least the possibility is there.
- Dash attack is your friend most of the time.
- Hurray for reliably quick grabs this time around.
- Offstage gimping is your best friend. Seriously, use her Dair when you can. I'm honestly trying to develop my off stage game a lot more due to the overall safety of returning to the ledge now. Be brave, and ye shall be rewarded. Also edge trumping people as Zelda is pretty much a -horrible- position for your opponent, so keep that in mind too.
Just a little insight on my experience so far. I hope it isn't too unreasonable or outlandish, haha. It's been fun as heck so far at least!