Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
It appears that you are using ad block :'(
Hey, we get it. However this website is run by and for the community... and it needs ads in order to keep running.
Please disable your adblock on Smashboards, or go premium to hide all advertisements and this notice. Alternatively, this ad may have just failed to load. Woops!
When you win as Zelda, you feel this incredible sense of satisfaction, or at least there's a chance that you'll feel it
When you win against Bayo, you feel nothing but angst and hatred for her. I bet if she were released as a part of the original roster rather than DLC, Smash 4's ratings would go down by 5% and you'll see in every review site that they have Bayonetta labelled as a negative aspect
You want to know what bugs me? The number of FG players who leave after the first one or two matches when they win. Okay, sure, I lost, but usually those matches are fairly close. If they're not, give me a bit. I may not know the matchup, either in gemeral or with the charafter I'm using. But I can usually catch on to some degree after a few matches. I really respect people that stay for a good sparring session even after I lose the first few... or all of them. I understand not wanting to play a lot of matches sometimes, but the number of folks who just leave after two fights makes me think that they view it as a tournament-type setting, rather than ranked friendlies.
I don't know how many people knew this but I wish if you did you told others about it.
This is hard to explain for me over text but I'll do my best:
If you jump and then FW immediately down, you will reappear in the direction your facing with the same distance of a maximum teleport, adding together your height above the ground and then across it.
For example, let's say FW is 1 unit long.
If you do one regular full hop, that's .5 of FW, meaning you'll slide the remaining .5 distance on the ground.
Or more bluntly, if you double jump and then FW down, you'll appear about one Zelda in the direction you were facing. If you do a short hop and IMMEDIATELY fw down, you'll appear almost the full length of FW away, roughly one zelda shorter.
This is sort of a huge deal because it makes less predictable ledge cancels (IE the maximum distance from center stage) SO much safer. Instead of guestimating one of 8 directions, you can gauge the maximum distance between your jump and the ground added together.
Edit: This applies only to teleports, and explains why we can't ledge cancel from directly above a ledge; you'll always slide at least one zelda away from the ledge. This is incredibly bizarre and I'd like to know what causes this property.
I think her rapid jab is the only one with a finite duration. The full combo still does 19%, though I've had some success escaping it by DIing the second hit.
You wanna know one way to nerf her? Make her Bullet Arts never flinch like (IIRC) they were advertised in the presentation instead of flinching right up close. Minor, but it's kind of dumb when they have that extra bit of safety.
Question: how do you consistently get a second Afterburner Kick in the air? I can only get it very occasionally but it seems to be reliable if one knows what to do.
C-sticking Farore's Wind felt really awkward for me, not sure how you got used to it xD But I can def see the wave bouncing possibilities with the other specials.
That's odd, I found C-sticking FW very helpful and now I almost feel it's necessary.
Example: You can FF FW frame perfectly and then point the FW to reappear whatever direction you want. This gives full downward momentum as you are disappearing and allows you to get unique teleport angles and positioning. Aside from that, you can point upwards for Zeldavator and since you're using the left stick only for movement, you can bail on Zeldavator and mix-up your reappearance more intuitively.
Tl;dr Special C-stick gives you such immense control over FW.
Also, on the Gamecube controller, what was your controller scheme? Because I'm not sure I had mine mapped out correctly since the layout was intended for the classic Wii U controller/game pad.
If I'm not mistaken, L for Special, R for attack and Z for Shield. I didn't map a Jump to shoulder buttons because I didn't master Bidou to the point of being able to use Jump cancels or integrating Jump in any way. I also found having to hold a shoulder button down for so long during Bidou to be tiring. Ordinarily, I never use shoulder buttons aside from Z for shielding. My grab is mapped to X. (Yes, I'm weird)
While this part I agree with, but losing Tilt C-stick means giving up full control of your aerials (which isn't good at all for a character that either does 4% or 20% damage on their aerials depending on their spacing)
I actually recently began feeling the lack of having C-stick for Lightning Kicks (and even Dair offstage for those awkward recoveries from my opponents) to be a HUGE loss. I also used to Dair on hard reads against rolls but that's not so easy without Attack C-stick.
I am so torn on whether to use Special C-stick or Attack C-stick. Maybe I should have a control setting for both and decide based on the MU? (counter-picking at a whole. new. level.)
>Inb4 someone says customising control settings need to be banned.
Omg, you're from EU. Can we try having a game or two online? I have a feeling it might not lag that bad... I tend to have near perfect connection against Japanese players.
I've seen your Zelda in action and it is gud. TEACH ME SENPAI.
I actually recently began feeling the lack of having C-stick for Lightning Kicks (and even Dair offstage for those awkward recoveries from my opponents) to be a HUGE loss. I also used to Dair on hard reads against rolls but that's not so easy without Attack C-stick.
I am so torn on whether to use Special C-stick or Attack C-stick. Maybe I should have a control setting for both and decide based on the MU? (counter-picking at a whole. new. level.)
>Inb4 someone says customising control settings need to be banned.
Omg, you're from EU. Can we try having a game or two online? I have a feeling it might not lag that bad... I tend to have near perfect connection against Japanese players.
I've seen your Zelda in action and it is gud. TEACH ME SENPAI.
No C-stick for aerials is what made me hate the 3DS version so much. Can't space **** properly.
Just use Attack C-stick, you can technically do everything with B-sticking (Brawl term for Specials for C-stick), but you can't say the same vice versa (you lose full control Nairs, retreating Fairs, advancing Bairs not from RAR).
Someday lol. Today is hectic as **** & I'm gone all weekend
Just an image of Bayonetta holding one of her guns Love is Blue while saying "Sorry 'Little Ninja'. Your sewing kit is useless now." Since she's apparently dethroned Sheik from the #1 spot on the Tier List. :e
I only remember how to do **** with Chris and Frank. I usually have Strider as anchor but my Strider ****ing sucks. I only remember Wright's turnabout combos really well but I rarely get into turnabout mode because evidence gathering was RNG based and my relationship with RNG is not all that great when it comes to... well... any game in general
Funny thing is, I still remember some of the combos:
Hsien-Ko combo:
(Air Dash) j.H, j.S, M, H, c.H, f.H, jf.H, j.S, M, c.H, S, M, M, H, S, Hulk Assist (Gamma Wave), dpb.H, c.H, S, H, S, qcb.2ATK, dp.2ATK (Hulk)
Hulk combo:
c.L, M, f.H, S, M, M, H, S, Iron Man Assist (Unibeam), bf.L (Charge), S, H, S, Hsien-Ko Assist (Senpu Bu), bf.L (Charge), dp.H > M, dp.H > H, H bf.L (Charge), qcf.2ATK
Iron Man combo:
c.L, c.M, H, qcb.S, L, M, H, u.H, S, c.M, H, S, M, H, d.H, S, Hsien-Ko Assist (Senpu Bu), dp.M, qcb.L > H, dp.L, qcf/dp.2ATK
I never did get too indepth with Hsien-Ko combos. I just stuck with the basics. :V