Gay Ginger
Make Smash Bros. Gay Again
I've learned this the hard way, believe me.Or just don't jab.
Thanks for the info about his Tough Guy trait, though.
Last edited:
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!
I've learned this the hard way, believe me.Or just don't jab.
HmmT mine is all the same as this,BJN39 , dropping this onto you in case you want more resources to double check your frame data findings for Zelda: https://docs.google.com/spreadsheet...nf1GGIteH35UX3IM7-mnbdG6eE/edit#gid=346281106.
Yeah, not sure about that. I just looked at Zapp Branniglenn 's section for Zelda and he got 61 total frames for Zelda: https://docs.google.com/spreadsheet...fmDed-NoczEq28BbnEvqD4NQ7I/edit#gid=400688521.HmmT mine is all the same as this,
Except Dthrow.
Not sure where they’re getting like, 27F if endlag because it’s without a doubt much better than that. (I got 18F of endlag) 27F sounds like preptch SSB4 zelda.....
Bowser's Tough Guy was not improved in this game. Or at least we have no proof or disproof of this claim until somebody starts laying out knockback in "units" and can confirm knockback itself is unchanged from 4. Until then, it's just a list of what works and what doesn't. I do notice they remembered to increase its armor threshold in accordance to the 1v1 damage multiplier. So It's improved in the sense that they remembered not to unintentionally nerf it...I guess?Bowser's Tough Guy trait was improved in this game. I'm not sure to what extent, though, like I think there's a formula or set amount of knockback he can endure and moves that go over that is when Tough Guy doesn't work. The Bowser boards are working on it and so far it seems like all rapid jabs are something he can tough out to very high percents: https://smashboards.com/threads/ultimate-tough-guy-armor-test-analysis.464767/.
Zelda's in particular, a post says he can tank her rapid jabs until 320%. If you're going to use jab against Bowser, going to for the minimum amount of hits is probably the best way to go and hope that the Bowser isn't mashing one of his faster options to interrupt you. Or just don't jab.
That throw would be easier to count if Zelda and the victim weren't engulfed in flames making it hard to see when the animation is continuing or stuck in hitlag. Anyway, endlag is what matters when it comes to throwsYeah, not sure about that. I just looked at Zapp Branniglenn 's section for Zelda and he got 61 total frames for Zelda: https://docs.google.com/spreadsheet...fmDed-NoczEq28BbnEvqD4NQ7I/edit#gid=400688521.
You got 69 total frames and the Japanese group got 78. Zelda is simply a mysterious creature, I guess.
Fun fact tho despite being high I remember in brawl(I'm sure it was brawl) zeldas jab reach the floor to jab lock but not on a squatting kirby lol.A little more investigating and I think you’re spot on; tested hitting from a dozen different angles, proximities, heights, etc, and came up with this:
View attachment 183614
Red is theoretical hit 1, green is hit 2. This would alone cover every placement I tested. There might be some shoulder thing, because there’s 2 different hit angles on aerial targets, but it would be mostly in the other hitbox, but presumably with hit priority. Either way, neat that you can’t really crouch it that easily. For clarity the initial crouch hit image was on hit 2, which reaches farther/lower.
In other news it’s a terrible anti air move now. Doesn’t even reach above her finger tips...
I've been doing jab1>utilt or grab until higher percents when jab1 magically pushes them away to prevent infinites on noobs. I feel we have basically turned into Pally with the way to use our jab despite ours not really being a true situation(they can mash a button)At first, I was in love with her new jab. But now I'm feeling a lot more mixed, and I often find myself wishing she had her old jab back,
It sucks as a defensive move now because of its new hitbox, and losing it as an AA move hurts. And although her old jab was slow for a neutral B, it had almost no endlag so it was one of her few safe moves in neutral. Now it has bad endlag making it very unsafe. It's also not super reliable, as I've had multiple different Bowser players all but ignore its multi-hit and attack me through it. Maybe it doesn't have enough hitstun?
Since her down tilt has lost a lot of its combo potential, the fact that her neutral A also can't combo like in Sm4sh hurts too. Maybe my opinion will change as I adapt and get better, but right now I think Zelda's neutral game sucks.
At least her new jab looks pretty and feels satisfying to land lol.
I feel the same way.I am mixed on her jab as well mostly because dtilt has been jab for so long I felt zelda didnt need a Jab because she had one. I dont hate this jab, but coming from smash4 jab and all the bonus changes to jab in smash 4 making it a spacing and a combo tool it feels like this new jab just gave all that up to be like everyone else....it lost its identity as the Zelda jab.
I'm about to go eat but we can try and play later if I get back on or tomorrowAnyone want to play?
Jab is pretty buffed in spite of it's landing lag, if you ask me. You put up a decent wall, for decent damage, and being Frame 4 is a huge buff, if you ask me. It also has pretty decent range, and definitely more than D-Tilt. You don't always want to approach with D-Tilt. You can also still throw out the first hit, and apparently combos into other things, such as D-Smash or an actual D-Tilt.Hot take, Zelda's new jab is much worse for the game she's trying to play now. Everything you really want out of her new jab already existed in D-tilt, and now they buggered them both.
I use Pivot Grabs far more than standing and dash grabs. I basically spam them...their range isn't anything to call home about. It takes a pretty solid read from something like reading an opponent's Dash Attack (like Fox or Ganondorf). In these cases, it seems longer because they extend their hurtboxes, beforehand.Experimenting with pivot grabs a bit more and her Hitbox for it seems pretty wonky and big.
I like her new jab but hate the range. Her kit is still fundamentally flawed, like WFT's kit. "Yeah you got the power and your specials are even better, but you got the same ol' drawbacks. And people with the same power (or more) have less drawbacks. OopsT!" Zelda just seems to have 2 smol range for everything but her specials. She's still so much better than her original version thanks to the overall buffs, but her MUs didn't drastically change. She just has more windows of opportunity for harassing and sneaking in KOs without having to get someone to 150%+ first. A slightly better hurtbox placement is also helpful (tad bit shorter).Jab is pretty buffed in spite of it's landing lag, if you ask me. You put up a decent wall, for decent damage, and being Frame 4 is a huge buff, if you ask me. It also has pretty decent range, and definitely more than D-Tilt. You don't always want to approach with D-Tilt. You can also still throw out the first hit, and apparently combos into other things, such as D-Smash or an actual D-Tilt.
I had a Link dead to rights off-stage. I hit him directly with N-air, only for it to phase through him and allow him to get back on stage, putting me at a disadvantage. Ended up eating a Smash attack trying to get back up from the ledge and losing the match :/I hope Nair is fixed. It was almost OK before only because it was her fastest aerial with sad range (like everything else in her kit anyway), but now it doesn't connect
Already saw this on Twitter earlier but thx for looking out for me gorl
I find Zelda's grab really wonky. Sometimes it works like I think it should and other times I watch it go right through my opponent, who then proceeds to do the world's latest spot dodge and yet still has time to punish me, somehow.I use Pivot Grabs far more than standing and dash grabs. I basically spam them...their range isn't anything to call home about. It takes a pretty solid read from something like reading an opponent's Dash Attack (like Fox or Ganondorf). In these cases, it seems longer because they extend their hurtboxes, beforehand.
I hope Nair is fixed. It was almost OK before only because it was her fastest aerial with sad range (like everything else in her kit anyway), but now it doesn't connect. It's still small. And the stun is too small to use drag-downs into combos unless it's Nair 1 which is so specific/early that it may as well not be a thing.
Are you guys sure you aren't DIing too far from your opponent? We now have the aerial mobility to DI out of our own attacks. Make sure you're DIing into your opponent with Nair, so you don't miss the finisher.I had a Link dead to rights off-stage. I hit him directly with N-air, only for it to phase through him and allow him to get back on stage, putting me at a disadvantage. Ended up eating a Smash attack trying to get back up from the ledge and losing the match :/
I think her kit is fine as it is and if you dropped her current version in Smash 4, she'd be top tier. I think she just got screwed by the new mechanics in Ultimate. This game seems to be based around speed and aerial spamming and she doesn't have the ability to do that at the moment. Things seem to be currently dominated by sword characters because they have speed, range, combos, knockback, and hitboxs that are wide, sweeping, and have no need for precision.I like her new jab but hate the range. Her kit is still fundamentally flawed, like WFT's kit. "Yeah you got the power and your specials are even better, but you got the same ol' drawbacks. And people with the same power (or more) have less drawbacks. OopsT!" Zelda just seems to have 2 smol range for everything but her specials. She's still so much better than her original version thanks to the overall buffs, but her MUs didn't drastically change. She just has more windows of opportunity for harassing and sneaking in KOs without having to get someone to 150%+ first. A slightly better hurtbox placement is also helpful (tad bit shorter).
I agree. I don't really feel like there needs to be any changes to her moveset as it currently is, except maybe have a little more upwards range on Up-Smash. Just on her base stats, disadvantage and possibly making her sweet-spots need a little less precision. Although changes to her aerial mobility, might make those easier to hit anyways.Not even gonna lie, I think this Zelda is perfect.
In more ways than one, anyway.
I think our whiffed grab is like 40 Frames, so it makes sense.I find Zelda's grab really wonky. Sometimes it works like I think it should and other times I watch it go right through my opponent, who then proceeds to do the world's latest spot dodge and yet still has time to punish me, somehow.
I thought Smash 4 Bowser was very good right off the bat, back when I mained him. To me, he was perfect even without his grab kill confirms. But people always find an excuse (no offense to people here).I agree. I don't really feel like there needs to be any changes to her moveset as it currently is, except maybe have a little more upwards range on Up-Smash. Just on her base stats, disadvantage and possibly making her sweet-spots need a little less precision. Although changes to her aerial mobility, might make those easier to hit anyways.
I really do like the new Zelda a lot, despite my current frustrations with some match-ups.
You should see him now, if you haven't already. I'm not sure he can really be classified as a "heavy" anymore, even if he is one of the heaviest characters in the game. I've really only run into one good Bowser but he two and three-stocked me, through all the matches we played. Even the not-so-good Bowsers, still give me a run for my money. I thought the changes to Ganondorf were ridiculous but Bowser is on a whole nother level. You should try him, when you get the chance.I thought Smash 4 Bowser was very good right off the bat, back when I mained him. To me, he was perfect even without his grab kill confirms. But people always find an excuse (no offense to people here).
I'd probably only change U-Smash horizontal hitbox. Either that, or I just have to get better at it.
That was pretty great. She definitely has the best advantage of any character I have ever played. Once you finally get in, never let go.https://twitter.com/SUGOI_ven/status/1073449563246125056?s=19
If anyone says Zelda is bad in this game, you're just not playing her right. Lmfao.
jajaaja holy ****Apparently this is a thing. All aboard Zelda's elevators, I guess.
There was a problem fetching the tweet
aaaaaaaaaaaayApparently this is a thing. All aboard Zelda's elevators, I guess.
There was a problem fetching the tweet
Perhaps snake still has some hidden jank up his ass lolOnline adventures, got WFT into elite, and got trounced by like 3 separate Ganondorf's. Probably because he was pretty free for Smash 4 Zelda and I still haven't learned any respect for his new stuff.
Also, please somebody tell me why snake becomes possessed here so I can calm down
Seems like maybe the ledge cancelling shield breaks from Smash 4, might still exist. I remember having a few fails from pushing opponents too close to the ledge in 4.Online adventures, got WFT into elite, and got trounced by like 3 separate Ganondorf's. Probably because he was pretty free for Smash 4 Zelda and I still haven't learned any respect for his new stuff.
Also, please somebody tell me why snake becomes possessed here so I can calm down
Like S StoicPhantom said, definitely some ledge-canceling jank going on.Online adventures, got WFT into elite, and got trounced by like 3 separate Ganondorf's. Probably because he was pretty free for Smash 4 Zelda and I still haven't learned any respect for his new stuff.
Also, please somebody tell me why snake becomes possessed here so I can calm down
I was DIing into him, not away. The hits just don't seem to always connect as they should.Are you guys sure you aren't DIing too far from your opponent? We now have the aerial mobility to DI out of our own attacks. Make sure you're DIing into your opponent with Nair, so you don't miss the finisher.
I was DIing into him, not away. The hits just don't seem to always connect as they should.
It's not the worst problem, but it is a bit annoying.
I'm not sure how you're using it but I've found success in using it as a wall to keep out people trying to invade my spacing bubble at center stage and at the ledge. I think it might be intended as an aerial that beats out other attacks, not as a combo tool anymore. I don't find many aerials that can start-up fast enough to defend against it except Sheik's and aerials that are meant for spacing and significantly outrange it.To put it bluntly Nair feels like a slightly improved Melee Nair
And that's terrible
Oh, what I meant was it drops people out by itself waaay too often, just like it did in Melee. It's strange considering how consistent it was for both Brawl and Smash 4I'm not sure how you're using it but I've found success in using it as a wall to keep out people trying to invade my spacing bubble at center stage and at the ledge. I think it might be intended as an aerial that beats out other attacks, not as a combo tool anymore. I don't find many aerials that can start-up fast enough to defend against it except Sheik's and aerials that are meant for spacing and significantly outrange it.
It's basically my aerial jab and I use it to stuff aerial approaches and to preempt attacks that will cause a lot of problems in terms of space and stage control. It's range is short but it is very fast and perfect for center stage and platform battles and controlling space in general. You might not get a lot of combos anymore but it is very good for manipulating your opponent and micro-spacing.
If you're having issues with hits not connecting, maybe you're fast-falling it like the old one and thus falling out of the finisher? I'm not sure the way the multi-hit combos, is the same anymore and Zelda's hitboxs seem to be more precise in certain ways in general.
I was DIing into him, not away. The hits just don't seem to always connect as they should.
It's not the worst problem, but it is a bit annoying.
To put it bluntly Nair feels like a slightly improved Melee Nair
And that's terrible
I havent had that happen much but the consistency does feel closer to a better Melee nair than the brawl/smash4 oneOh, what I meant was it drops people out by itself waaay too often, just like it did in Melee. It's strange considering how consistent it was for both Brawl and Smash 4
If nair is still like it was in smash 4 in regards to its hitbox/trancendancy it's only a wall out one its active and as long as your opponent doesnt have more reach than you. Its frame6 which isn't that slow but when others have faster naira or aerials they lead with Zeldas Nair already has to be out there...but its trancendant so it doesnt protect her from trades for that 2% vs their 8%I'm not sure how you're using it but I've found success in using it as a wall to keep out people trying to invade my spacing bubble at center stage and at the ledge. I think it might be intended as an aerial that beats out other attacks, not as a combo tool anymore. I don't find many aerials that can start-up fast enough to defend against it except Sheik's and aerials that are meant for spacing and significantly outrange it.
It's basically my aerial jab and I use it to stuff aerial approaches and to preempt attacks that will cause a lot of problems in terms of space and stage control. It's range is short but it is very fast and perfect for center stage and platform battles and controlling space in general. You might not get a lot of combos anymore but it is very good for manipulating your opponent and micro-spacing.
If you're having issues with hits not connecting, maybe you're fast-falling it like the old one and thus falling out of the finisher? I'm not sure the way the multi-hit combos, is the same anymore and Zelda's hitboxs seem to be more precise in certain ways in general.