In Melee, blue Zelda’s LKs are faster than the other palettes
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In Melee, blue Zelda’s LKs are faster than the other palettes
Yeah.Back in the Brawl days I mained Red Zelda since that costume had no gloves for some reason. I thought it made it more unique. They nerfed Red in Smash 4 but I still main it just because I'm used to it at this point
I miss TP, I need the real Royalty, not the Disney Princess. She used to look like she was above this and she was gonna take that out on you for making her fight. Princess Zelda should be regal like the queen she is (going to be but I mean she's already QUEEN).I'm couldn't stop laughing after seeing this photo I thought it would be appreciate here.
Anyway I'm excited to play Zelda this time around but a question for previous Zelda mains do you miss the Twilight princess look or do you prefer the Link to the past one? Sorry if this has been asked before.
Oh my gosh guys... They are all situational!
Green: When you want to feel pretty.
Blue: When you feel like spamming Nayru's.
Red: When you've lost a game and you're in rage mode.
White: When fighting a Link use this to intimidate them with commitment.
Black: When you know you're about to bodybag someone you should dress for their funeral.
Pink: When you want to feel like a pop star.
Trash Purple: When you're fighting Olimar and there is no hope.
Default: When you accidentally picked default.
So it seems like in Ultimate, Ness's Dsmash has been changed that the YoYo will fall off the edge and hang by the ledge if Ness is close enough #SmashBrosUltimate pic.twitter.com/qXNpQe0JCp
— Dax (@SB_Dax) July 10, 2018
Wait, they bypass all the time? Not just when done from above the ledge? Very welcome change for Zelda, extremely questionable for other high/top tier teleports such as Mewtwo and Sheik...So it seems like in Ultimate, Ness's Dsmash has been changed that the YoYo will fall off the edge and hang by the ledge if Ness is close enough #SmashBrosUltimate pic.twitter.com/qXNpQe0JCp
— Dax (@SB_Dax) July 10, 2018
There was some talk that teleport recoveries bypass the 2-frame when snapping to the ledge, and I hope that is true for Zelda!
I believe it was mentioned by Nairo or someone else that sheik managed to grab the ledge from below with upb while a smart bomb was going off, and someone mentioned mewtwo could do that too. But I haven't seen video proof yet, and not with zelda either, so it's unconfirmed atmWait, they bypass all the time? Not just when done from above the ledge? Very welcome change for Zelda, extremely questionable for other high/top tier teleports such as Mewtwo and Sheik...
It would be nice if someone could test this with a sex kick or something long lasting like that.I believe it was mentioned by Nairo or someone else that sheik managed to grab the ledge from below with upb while a smart bomb was going off, and someone mentioned mewtwo could do that too. But I haven't seen video proof yet, and not with zelda either, so it's unconfirmed atm
My guess? The animation didn’t come out. Maybe if the move doesn’t connect it’s faster. Hmmm.Could someone please tell me if I'm making things up or if this was already known but
(0:30 if timestamp doesn't work)
Has the landing lag on Zelda's fair been drastically decreased??? After she shields immediately after fair it looks like she can act a lot faster than in Smash 4 but I'm not sure
Ffamran had a post somewhere around here with some rough frame counting on her landing lag. I don't remember exact numbers, but kicks did have a fairly large endlag reduction (I think bair was like -5 frames or something? fair might've been like -3)Could someone please tell me if I'm making things up or if this was already known but
(0:30 if timestamp doesn't work)
Has the landing lag on Zelda's fair been drastically decreased??? After she shields immediately after fair it looks like she can act a lot faster than in Smash 4 but I'm not sure
My friend Skarfelt was counting frames on footage as it came out and he said Fair and Bair had -8 frames each (though obv def take it with a large grain of salt).Ffamran had a post somewhere around here with some rough frame counting on her landing lag. I don't remember exact numbers, but kicks did have a fairly large endlag reduction (I think bair was like -5 frames or something? fair might've been like -3)
What's the big deal if you can just smack someone with Zelda herself if they get that close without breaking it?So just noticed some bad news. Seems if you're too close to phantom on the full charge it will literally phase through you. Look at 0:14 on this vid. And just to be sure, I went frame by frame, and Ridley definitely lands before the phantom starts to rush out. Hopefully it's something that will be fixed on release.
On an unrelated note, Ness having yo yo charge edge guard shenanigans is awesome and might get me to consider playing him again if he has other cool tricks.
https://www.youtube.com/watch?v=NtY6DGrSKJo
You are stuck in the charging animation most likely.What's the big deal if you can just smack someone with Zelda herself if they get that close without breaking it?
I don't think anyone at the demo would think to report about Zelda. Most people think based on what they've seen this far that Zelda will actually be great this time.I guess how bad that is will depend on the situation cuz Zelda definitely was out of the charging phase in that video and could've attacked Ridley
I really hope that gets fixed bc fully charged phantom can whif in Smash 4 too at point blank SO hopefully someone at the demo said something about it or it'll get changed eventually before release or via patches or whatev
Given that your out of charge animation.... nothing. I don't think it's a big deal honestly.What's the big deal if you can just smack someone with Zelda herself if they get that close without breaking it?
Well, nairo definitely gave feedback (I think a lot of players felt she might be good but aren't sure of it) so some things are noted. Zelda has always been unpopular in the competitive community so nuanced stuff isn't always known.I don't think anyone at the demo would think to report about Zelda. Most people think based on what they've seen this far that Zelda will actually be great this time.
Most people know nothing about Zelda. People temporarily thought she'd be great in 4 because they've never considered the ramifications of how bad our sourspots, multihits, and pinprick hitboxes are. They blame all her issues on frame data when there are way more unnoticed weaknesses at play.
She's so under appreciated as a character that they NERFED DINS FIRE. Because they thought Zelda was too good.
If any character goes unnoticed for their brokenness, it will be Zelda, again.
We should know this by now.
Looks like because the sword doesn’t have a 0 percent hitbox anymore since it’s a wall, and this phantom charge is for closing a gap quickly, the hitbox is on the sword and the sword slides under him until he releases it. Think of it like a teleport move and at the end of its reappearance the hitbox comes out.So just noticed some bad news. Seems if you're too close to phantom on the full charge it will literally phase through you. Look at 0:14 on this vid. And just to be sure, I went frame by frame, and Ridley definitely lands before the phantom starts to rush out. Hopefully it's something that will be fixed on release.
On an unrelated note, Ness having yo yo charge edge guard shenanigans is awesome and might get me to consider playing him again if he has other cool tricks.
https://www.youtube.com/watch?v=NtY6DGrSKJo
Right, fsmash and upSmash and Nair just aren't solid get away moves. In fact, theyre more like come hither moves. Lolher frame data is fine except her landing lag really, her problems are her non-functional hitboxes and always needing to approach.
If her Nair was like Mewtwo or hell, why not Peach or Ness. She was so close to getting that same Nair.She's always been built to be a defensive character, too bad her defensive tools have always kinda sucked on top of having a garbage disadvantage.
- Multi-hit transcendent hitboxes are gutter Tr4sh
- Terrible blindspots in the air (can't cover diagonal angles almost at all though this is also a problem for approaching)
- And she never had a proper anti-air because Utilt & Usmash had **** hitboxes.
Since the first two points are part of her character at this point, gonna have to see what the hitboxes are like for the 3rd and how general game mechanics change her. Plus whether or not she has her Tr4sh pivot grab, NL changes & Phantom changes.
...Except that phantom slash is worse than everything else that works as a zoner/approach forcing move.Right, fsmash and upSmash and Nair just aren't solid get away moves. In fact, theyre more like come hither moves. Lol
I think they're addressing her approaching problem with the rework of PS. Their aleast attempting I think to work her more as a zoner, defensive character. It reminds me of how the Persona characters work in BlazBlue XTag Battle.
1. You DO have to worry about Zelda charging because she gets a free approach. If someone shields the phantom she can grab them. If they roll she gets a dash attack punish. The fact phantom can't be destroyed from the front means you have to get behind it which is what Zelda wants, she's making you approach. Being storable would make the move broken....Except that phantom slash is worse than everything else that works as a zoner/approach forcing move.
You don't have to worry about Zelda charging because it's not storable like shadowball, it doesn't give you limit, and it isn't an item that can be abused.
And, oh yeah, she *can't* move and charge like those other characters. She's a sitting duck.
It works like a terrible projectile with bad damage but it charges like megaman's fsmash. Does megaman try to use fsmash as a zoning tool?
Even if it is delayed (this is a FULL CHARGE mind you.) Zelda has to approach! Zelda is terrible at that!
Phantom slash doesn't cover enough range either. People should be able to just, stay out of range or hit Zelda before she does anything. I'm also expecting people to be able to powershield on reaction if Zelda let's go early.
PS will likely be one of the worst zoning tools in the game.
... again.
For edgegaurding on the other hand... Looks great!
Din's is gonna be very MU dependent offstage. I can imagine a good few of them will not give two ****s about it at all, i.e. characters with fast, horizontal recoveries.Can we not wait until the full moveset is labbed out before condemning a move in a vacuum?
I know one thing, and that's the fact that the new airdodge mechanics is a bigger improvement to Din's than ''no helpless state'' ever will be.
You always had to respect it's power offstage, but now you have to weigh the risk of burning your dodge and being unable to avoid the follow-up.
I'm also not really seeing her still being unable to force approaches. Besides the new mechanics generally discouraging excessive defence, Phantom forces the opponent to take some action, because shielding will only work once when used in conjunction with Din's, and sidestepping won't work if you stagger them properly. That leaves jumping, but being in the air is more dangerous in Ultimate because again, weaker airdodges. Whether she still crumbles in the face of pressure is the real question.
I already said I don't know how much has changed, buffed or nerfed about Zelda's moveset as a whole. Do you? Because all I'm hearing is talk of the past as if Ultimate Zelda's normals are completely unchanged from 4, when that just isn't true. Jab multihits, is faster and can freaking KO at high percents, nobody has seriously labbed lightning kicks to see how hard/easy they are to land now, combos haven't been explored...Din's is gonna be very MU dependent offstage. I can imagine a good few of them will not give two ****s about it at all, i.e. characters with fast, horizontal recoveries.
New shield mechanics ruins Phantom more than the old mechanics on paper (given that fully charged Phantom is reactable). It just depends on how much flexibility that we have with how Phantom gets launched will determine how good it would be for forcing something out of the opponent.
Jumping has never been particularly problematic except in Melee due to how good the LK sweetspot hitbox was and how spammable LKs were (but this was only for if you were jumping (near) horizontal to her, she struggled catching anyone who was above her FH height). Since then her air-to-air combat has been terrible when it was only passable in Melee & I've said already her ground-to-air combat is severely lacking in my last post. Tr4sh pivot grab only mitigated the problem slightly by catching unsafe landings but it was still a weakness that Zelda held the L for.