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I'm probably just still bad but with how much time I have to wait before inputting Nair I can't really do it and also move during a shorthop, so a bit more horizontal speed in the air would be great. Also I know she's defensive but a bit of run speed to at least try combos would probably help too. I just want Zelda in high tier in any way it can be helpedI'm interested so see if patches would effect characters. Maybe not? If so what patches would you like for Zelda to have?
To be honest, I'd give up any future buffs for a guarantee that phantom doesn't get nerfed.I'm interested so see if patches would effect characters. Maybe not? If so what patches would you like for Zelda to have?
You do have a point. Phantom loss would hugely downgrade Zelda.To be honest, I'd give up any future buffs for a guarantee that phantom doesn't get nerfed.
Its pretty much her life line.You do have a point. Phantom loss would hugely downgrade Zelda.
It's pretty much her Pink Fairy in a bottle. I very much agree. Can't wait to see crazy Phantom stuff.Its pretty much her life line.
I mean she doesnt have the life alert landing lag on all her aerials like smash 4 tho, whiffing a kick and landing isnt so harsh anymore lol.Barring Phantom, Zelda's still fundamentally the same character. So any problems she had in Smash 4 will
be worse in Ultimate due to the engine changes. I think Ultimate made her weaknesses more extreme
and her mobility is relatively the same as it was in Smash 4 when compared to the rest of the cast.
All I want is for them to fix whatever makes UAir wonky, and maybe return DTilt back to smash 4 version. But yeah, as long as phantom stays I can deal with the wonkyness and no combos from DTilt.I'm interested so see if patches would effect characters. Maybe not? If so what patches would you like for Zelda to have?
Life alert...ded. Now I just need that comic strip one gorl here made where Zelda misses LK and just lays there and says “what is life...”I mean she doesnt have the life alert landing lag on all her aerials
I don't see why it'd ever get nerfed. The ability isn't gamebreaking overall. It's just good on a bad character.To be honest, I'd give up any future buffs for a guarantee that phantom doesn't get nerfed.
I'm burned out on that game. I spent quite a bit of money on it and have +10s of my favorites. I'm basically done.Also, who here is looking forward to Book III of FEH? Just thought I'd mention since I know we got some Fire Emblem fans here.
Ooo, I remember that strip, it would be perfect lolLife alert...ded. Now I just need that comic strip one gorl here made where Zelda misses LK and just lays there and says “what is life...”
I havent spent enough time on Zelda yet ,juggling daisy so I dont have a big list yet.I saw the 1.2.0 patch notification and thought wow, already! But for patches, just fix her multihits again for starters, it really shouldn’t be that hard. They could also readd her patch on Ftilt making it hit faster just because it’s weird to revert that, but otherwise really just don’t nerf her, like, Sakurai team you may have gotten Zelda actually right this time, don’t m e s s i t u p.
For personal patch desires, if FAir could autocancel 1-2F earlier she could SHAC FAir. That would be godly. I also wouldn’t mind seeing real pushback on her single jab second hit because it’s awkward that it has 0 KB or hitstun. It transitions into rapid hits fast enough that fallout shouldn’t be an issue as long as the pushback isn’t huge.
I agree with a lot of your observations. I think she has some solid tools that can make her a good mid-tier. I still need to really work on Phantom and utilize it to the best of my ability, but I've seen people put it to good use. While Din's still has a weird hitbox, the fact that it is more maneuverable makes it better to use. Her aerials feel so much better to use. Although they're not safe on shield, they do feel better to land. I've been having great success landing her lightning kicks, especially on a short hop. Her Nair is also great out of a D-Throw. The lightning kick out of D-Throw is also good when doing it at the right angle.So an update for you gorls. I won a tournament at a release party for Ultimate as yours truly . Also just played her Online in Quick Play for an hour and didn't lose a single match and unlocked Elite Smash for her, so yay? I guess?
First Impressions:
It really does seem like our Princess has a much better shot this time around. Right off the bat the new Phantom alone made her feel better than she ever has. Now all they have to do is fix Nair and make Dtilt less useless and we've got ourselves a solid mid tier... Hopefully.
- Phantom is your BFF (mostly after jumping back and reversing it toward your opponent) and allows for lots of mixups and easier spacing and security.
- Din's Fire is no longer Din's Failure
- You can drift a lot more with Nayru's Love in the air, idk if I can see a use for it yet.
- Dtilt angle nerfs and almost everyone popping out of Nair have put me in a sexy French depression.
- All aerials feel arguably better to use, most notably Uair.
- She's one of the few characters I've noticed to keep her Dthrow combos, and she really needed it.
That is until you take into consideration that her problems in Sm4sh were partly thanks to how easy everything was to dodge even if she has the upper hand. Mass dodging gets punished and there's only 1 aerial dodge. That in itself means she isn't playing a Spirit Board-esque minigame every time she's trying to land a L-kick or D-air. It's just a shame her Dsmash is still too small (for some reason) to actually punish rolling properly. But at least her edge guard game is safe and solid (she doesn't have to go off stage at all, and if she does, she has that awesome Dair of hers to use).Barring Phantom, Zelda's still fundamentally the same character. So any problems she had in Smash 4 will
be worse in Ultimate due to the engine changes. I think Ultimate made her weaknesses more extreme
and her mobility is relatively the same as it was in Smash 4 when compared to the rest of the cast.
Chrom, Roy, Marth, and Lucina cannot dash grab ROB when he's shielding no matter what direction he's facing. The only way they can grab him is if they dash grab him when he's at the ledge (so he can't be pushed back) or if they standing grab him. pic.twitter.com/WBgFpVoov2
— Amari (@Bozzy_D) December 12, 2018
have u tried yoga ladyAs for previous OP characters, they are tuned down enough so they aren't so oppressively annoying. Then K Rool comes along and pretty much has every form of cheese imaginable that's easily abusable in laggier situations. Heavy character with intense recovery. Reflects. Extreme smash attacks with powerful armor. Great reach. Powerful medium speed projectile. CUCC N SUCC mechanic x2 (his projectile or enemies). Like...???
Wii Fit Trainer breaks K.Rools Belly Armor in 1 hit with Side-B.
— PAR | TKbreezy 🎙️ (@TKbreezy) December 11, 2018
I traded with a K.Rool Nair twice with Side B and both times it broke with no prior damage to the armor
that's. OD.
Smash 64 - Pikachu, Melee - Fox, Brawl - Metaknight, 4 - Bayonetta, Ultimate - Pikachu(?).I mean she doesnt have the life alert landing lag on all her aerials like smash 4 tho, whiffing a kick and landing isnt so harsh anymore lol.
I'm still salty about Smash 4 Robin's wind jab being nerfed. It was her only good ground move and now anyone can half-heartedlyI don't see why it'd ever get nerfed. The ability isn't gamebreaking overall. It's just good on a bad character.
Wasn't Robin the slowest character in Smash 4 in terms of run speed? Yes Robin had tools to keep him out of bottom tier, but it doesn't change the fact his run speed is the worst, yet Robin is mid tier in Smash 4.Smash 64 - Pikachu, Melee - Fox, Brawl - Metaknight, 4 - Bayonetta, Ultimate - Pikachu(?).
The things these characters have in common is speed and aerials. What separates Smash from other fighting games,
is unrestricted movement and aerial mobility. Fundamentals such as spacing and movement are going to have much more importance
than a traditional fighting game. The things that affect spacing boil down to two things: speed and range.
Speed is needed to beat your opponent to an advantageous position. Range is needed to intercept your opponent, preventing them
from taking the advantage. All the top tiers tend to have one if not both of those things. If a character has poor speed then
range is need to prevent the opponent from taking the advantage, like center stage. High level play is not about fancy combos,
sick reads, or insane high-risk high-reward crowd pleasers. It's largely a battle of space and movement. The things a character
needs to be good in smash are speed, range and aerial superiority. In Smash aerials are quicker and allow you to move while attacking.
Thus short hop aerials have become an essential part of the meta, like ground movement tech(dash dancing, wavedashing, etc).
All of these have the same goal of affecting space and are a fundamental part of what Smash is. Regardless of engine or mechanics,
all Smash games have these fundamentals and characters need to have these tools to do well. Characters that have them dominate,
characters that don't remain bottom tier. Heavys have traditionally suffered because they didn't have the speed and aerials to
compete. Zelda is in a similar bind because she lacks speed, range and has lacking aerials. Frame data is all well and good, but
if you can't maneuver into a safe position to attack it's pointless. If Zelda and Cloud had a race to center stage, Cloud
would get their first and preemptively attack, preventing Zelda's advance. Zelda then needs range to intercept, preventing
the advantage. She doesn't so she can't do anything and that sets the pace of the match. Cloud will always beat her to
every position and if by some miracle Zelda gets the jump on Cloud he can use his range to intercept. This results in
Zelda always having to take the inferior position and eventually Cloud will have her right where he wants her.
She's bottom tier not because her moves are laggy but because she lacks the tools to control space. No amount of frame
buffs will change that. You can make her aerials frame one, instantly KO, and have nair do 50 and KO at 90 but that doesn't
matter if she can't hit Cloud. So long as Cloud properly spaces he has no fear of ever being hit, because Zelda cannot
challenge his range or speed. Zelda is in the bottom quarter for speed and among the shortest of ranges. Lots of characters
can easily outspeed and outrange her regardless of their tier. Even Jigglypuff outsped and outranged her and was only
under because the slightest breeze would KO her. Zelda is a fundamentally bad character, because her moveset is not
conducive to the fundamentals of Smash. Frame buffs can't change her base speed and mobility or significantly affect
her range. She was bottom tier since her debut and will be so in future Smash games unless she is redesigned or buffed
to the point of ridiculousness. Ultimate takes the current meta and makes it official by building it directly into the
engine. Characters aren't being buffed so much as streamlined and pushed toward an average or standard. Short hops and dash dancing
are being made universal so no character has any advantage or disadvantage in the meta. This is what allows heavys to be viable.
However character speed and mobility are still the same relative to where they were. Fast characters are still fast and heavys
are still relatively slower. That goes for Zelda as well. As Lil Puddin pointed out Zelda still suffers from inherent weaknesses
in her moveset. They still lack range, need precision, and are unsafe on whiff or sour spot. A character like Marth has everything
Zelda's fair has without any of weaknesses, as well as large disjoints and faster frame data. Zelda's weakness is inherent in her
moves not necessarily their speed and lack the special properties and versatility other characters have. Marth's neutral air can
space, combo, and KO. Zelda's aerials have very limited use. To me Zelda's moves always felt like an amalgamation of KO moves and
finishers with no setup. And since she lacks the ability to control space she can't manipulate her opponent for the setup. You
just kind of have to throw things out and hope they connect. She needs a redesign on a fundamental level in order to be a
proper Smash character. And while she's largely the same, one of her moves did get a redesign and it looks like it might flip her
meta on its head.
I'm still salty about Smash 4 Robin's wind jab being nerfed. It was her only good ground move and now anyone can half-heartedly
swipe in the vicinity of the controller and successfully sdi out of the shortest duration then punish. It's not exactly
unprecedented for good moves to be nerfed on not so good characters. We are kind of a nerf happy community after all.
That is a good point. If Zelda had the same fundamentals applied her slow speed wouldn't matter as much. She just needs tool to augment her slow speed as well as consistent combos and better range. I mean Zelda's defining attribute in terms of playstyle is a wall, she's not designed to be fast but rather doesn't have the tools to counteract her slow speed.Robin's play is a little difficult to grasp, but her run speed wasn't a problem once you fully understood what Robin was about.
Robin was more about concocting strategies on the fly to manipulate your opponent where you need them to be.
You don't want chase your opponent, but force them to move in a certain way, so you can get around that slow speed.
For example if your opponent is blitzing, arcthunder is basically like a shotgun and will catch anyone in your face.
Your opponent will either have to shield or be caught in arcthunder. If they shield, the lightning properties will
trap them in shield stun allowing you to grab. If they get hit you can combo either into a grab or a levin sword aerial.
Essentially you want to set things up in a way that you have multiple ways to attack with only one move. Think Chess.
Another example would be a character like Falcon who camps with movement when aggression doesn't work.
To match that speed you would have to have a well-placed arcfire at specific points. With that, you slowly wittle away
the space Falcon has to work with and eventually you will either trap him at the ledge or catch one of his landings
with arcfire. Robin was about utilizing all of their tools and fully understanding every detail about Robin and Their
opponent in order to manipulate space and trap them. Run speed wasn't an issue because Robin's projectiles are an
extension of them and levin sword was ridiculous in its range and priority.
What was an issue was Robin's projectiles, despite being traps, were easy to get out of and thus not particularly useful.
Even the infamous arcthunder could be sdi'd, although that was not well known. I believe Esam has a video demonstrating that.
Add on that they were linear and could easily be jumped over, Robin's ground game was poor outside down smash (which I forgot was her other good ground move) and her jump squat was frame 7 she ended being mid tier when she could have easily been high tier.
To me Robin felt like the perfectly balanced character everyone wants, put with low tier stats and all of her moves having a
counter to them. And she was tied with Jigglypuff with the slowest run speed IIRC.
Well, think about the new Phantom. What we have here is essentially a massive disjointed, nigh omni-directional hitbox, that can spanThat is a good point. If Zelda had the same fundamentals applied her slow speed wouldn't matter as much. She just needs tool to augment her slow speed as well as consistent combos and better range.
Will it really be that good though? I mean faster characters and swordies are still a problem. It also breaks easily from what I've been hearing. But I do agree that this one move is something she did need for like ever. Being reflected can still be a problem as well. Like I know it's useful for Zelda, but it won't be the best zoning tool in the game. But will help Zelda setup or make other opponents retreat defensively. But yeah, Robin's sole tool for trapping is Arc fire setups, so I guess the same application with the Phantom applies to Zelda?Well, think about the new Phantom. What we have here is essentially a massive disjointed, nigh omni-directional hitbox, that can span
over half the stage, cover any platforms, edgeguard for free, and although I don't know the exact frames I'm thinking possibly single digits.
Each of its charges have different properties and ranges associated with them and can cover pretty much any direction except behind it.
Its speed and range is extreme and being completely disjointed means Zelda is safe once the hitbox starts. If Zelda's fundamental flaws
are her speed, range, and aerials, leading to her being unable to control space then the new Phantom is the polar opposite having all of
those in spades. The new Phantom essentially covers all of those fundamental flaws that has been plaguing Zelda since her debut. Charge 1
is a kick that hits low, meaning short characters that would normally duck under most of Zelda's moves will be punished. Charge 2 is a high punch that can hit tall characters or short hops and does a fair amount of knockback, so a good get off me tool. Charge 3 is a horizontal swing that covers a lot of distance in front and can be used to preemptively stop blitzes as well as a potent edgeguard. Charge 4 is an over head slash that covers over half the stage and can reach the top platform. Good for anti-air, platform campers, and short hoppers or those who like to hangout in the air in general, as well as edguarding higher recoveries. Charge 5 is a low scooping attack that covers possibly 75% of the stage or close to it and can hit small characters, as well as go under the ledge and hit people hanging on the ledge. Charge 6 is like charge 5, but Zelda is able to move during the attack and has almost limitless applications.
This means that no matter how much faster,how much more range you have, how small you are, or how disjointed your hitbox is the Phantom has you covered. So properly spaced and with the appropriate charge level it's impossible to evade the Phantom on movement alone, risk-free. What the Phantom doesn't cover, Zelda does. That means no matter what action your opponent takes they will lose something. Be it shield strength, stage control, momentum, pressure,or even a stock. This will not buff Zelda's fundamentals but bring her opponents down to her level. The Phantom has what Zelda lacks, so if Zelda can't control space then the Phantom can. And not just about shutting down her opponent, think about how it will help the rest of her moveset. I mentioned in the previous post that it felt like an amalgamation of finishers, right? If Zelda's moveset was a jab, they would be the big hit, while the Phantom would be the one-two setup.
The Phantom single-handedly gives meaning and purpose to the rest of her moveset. Din's Fire is useless as a traditional projectile, but as a combo to the Phantom's setup it can be a pretty potent finisher. Fair is a powerful, but highly risky move that's pretty useless for spacing. But comboing off the Phantom launch, it can be that early KO near the ledge. Not even just hitting the opponent,imagine the shield pressure the two combined could pull off. You could very well break someone's shield. Zelda's moveset is largely useless by itself, but used in conjunction with the Phantom, it can become pretty potent. The Phantom serves as a solid foundation that Zelda's moveset was lacking and sorely needed. Now think about all I've just said.
With Zelda's entire moveset becoming viable and the near limitless applications the Phantom has, Zelda might change jobs from a defensive character to an all-range creative strategic character in the same vein as Sheik and Rosalina. Her playstyle might end up being one where you need to understand all the tools Zelda has, as well as your opponent's and concoct strategies on the fly, in order manipulate space and put your opponenet where you need them.
Doesn't sound so different from Robin, does it?
I was speaking in an ideal setting where Zelda made the right judgement and successfully released the Phantom to illustrate the principlesWill it really be that good though? I mean faster characters and swordies are still a problem. It also breaks easily from what I've been hearing. But I do agree that this one move is something she did need for like ever. Being reflected can still be a problem as well. Like I know it's useful for Zelda, but it won't be the best zoning tool in the game. But will help Zelda setup or make other opponents retreat defensively. But yeah, Robin's sole tool for trapping is Arc fire setups, so I guess the same application with the Phantom applies to Zelda?
I mean peach normal turnips do like 12% now, he needed to up his stamina to cover that 25% attack buff everyone got lolBtw full charge phantom can tank 21.5% now instead of 13%. BEAUTY ...
When you finally can camp and dont know how, oh Zelda problems lolI literally can’t just camp, but now Zelda kinda has to try to do it, so...
I wanted to unlock most of the cast first before playing that mode.I’ve been playing through the World of Light for the past few days. The first time I played it, I thought it was just a trash mode, but it’s actually pretty fun. It’s cool how many individual spirits they made unique battles for. I’ve been using mostly Ivysaur now, but I played through most of the beginning as Sheik and then as Bowser. It’s crazy how long WoL is, too.
I can't buy loot boxes so I must grind and pray for all the legendary skins except Furry GoatRat. Which is problematic because I also want to play SmashU and knit+watch shows. I should've just been a good gorl and waited for SmashUuUuUuU.Also I finally fixed Overwatch (for the last few months I'd get an error saying "Your rendering device has been lost! Application closing." in the middle of games and I lost basically all of the endorsements I had so now I gotta start from level 1 again smh) so it's snowball fight tiem.
I did tho. I hate to say it, but I think WFT/Robin might be used more than Kawaii Zeldoo at this point. I don't have a problem vs him. But there are some moments that feel beyond unfair because we shouldn't have to tip-toe around this character. Then we have a mostly-melee ranged Incineroar who is slower and has a worse recovery than KRool and not as much cheese and I'm just sitting there like ??? I get K Rool is a bad boi and will play dirty, so I appreciate his cheese. But Fire Kitty is supposed to be a Heel-type, which basically means "also like K Rool" - so where is his bad boi cheese? Where's his not-garbage recovery? Where's his fluidity and speed (he's a wrestler, the other is a fat gatorgorl)? It's just so mind-hurty. Sakurai y r u liek dis???have u tried yoga lady
hunTy you forgot that even Olimar's sneeze deals 20%+ damage. Made worse in 1v1s where damage is slightly boosted. Phantom is good due to the speed, but it's hardly top tier material since it falls apart if you just look at it funny. It's very insecure. pls no bullie knightieBtw full charge phantom can tank 21.5% now instead of 13%. BEAUTY
Farore's Elevator and then sing Thank U, Next.This is so sad.
There was a problem fetching the tweet
So, what could Zelda do to capitalize on this turtle abuse?
Nair 1 is still good, possibly even better now. It reliably combos into kicks, regular nairs, sometimes Usmash and probably jumping Farore's tooAlso just curious but is elevator still a thing that Zelda can do? I remember seeing someone here (I think BJN or Ricky) say that falling Nair is gone, so linking into elevator is gone, but what about elevator itself?