StoicPhantom
Smash Ace
- Joined
- Dec 11, 2018
- Messages
- 631
Properly spaced, they will have to respect. I don't know what this miracle counter that has yet to be discovered is, but you only have a few options to do, against such a large and powerful disjoint. Just the overhead slash alone, forces the opponent to DJ to completely avoid it and that only leaves them with air-dodge and landing, as the their only options. That's where the Zelda portion of the duo comes in to punish those options.Well this looks....heated
I actually kind of agree more closely with Nammy’s assessment, tbh. Phantom, when used, doesn’t inherently make the opponent respecT it, OR at least it shouldn’t and won’t do so if people understand it better (bar some MU-dependent situations where a character either has no options to maneuver it or has a lot of them.)
I played Robin in 4 and know how to get around reflectors. They are not all powerful and Zelda has much better options to deal with them than Robin did. Simply fully charging a Phantom and taking to the air, will force the opponent to either have to reflect the Phantom and be punished by Zelda or jump up to greet Zelda, only to be met with Phantom's upwards slash.Right off the bat, many reflectors can reaction reflect and unless it’s the full Delay variant Zelda actually can’t counter reflect in time. Zelda could risk getting into a reflect battle with some chars but is then sitting there waiting to do so instead of trying to capitalize on potential space control. If anything that delay just gives lots of players time to make a move. I think if released prematurely but at full charge, it is rather quick for a big projectile, though. Hmm, I wonder if Villager can pocket phantom to disable it in this game like some item projectiles.
Nayru isn't a good reflector and has little use in that regard, due to the endlag. There are generally better options to punish most projectiles, like FW and shielded Phantom.
Villager can.
Luma also had short range and could only attack in most cases, when Rosa did. As such, any time Luma whiffed, Rosa was vulnerable and had just as bad, if not worse disadvantange than Zelda. If Luma is away from Rosa, it would desync from Rosa's attacks and sometimes hit behind while Rosa hit in front. This is both a blessing and a curse and upped the learning curve significantly.Luna had a full moveset with several directional kill moves at sub 10F, wnd could be anywhere on the stage. Phantom only hits hard after at least 40F of Charging, so nearly 1 whole second. And kills well only after 50+ frames. It also is very telegraphed, even for its hitbox size at later charge. It’s hitboxes are more than Luma’s but also more predictable. Again, people who have more MU knowledge will probably be familiar with how quick Zelda can pop out higher charge phantom or where the uppercut hits relative to starting position.
All Phantom charges, hit hard enough, to give time to get Zelda her bearings and some stage control, relative to their respective endlag. I don't think we need to worry about its KO power, since that only seems to be relevant off stage. Being telegraphed is fine, since you want to primarily force your opponent to react and move.
Smash 4 Corrin's pin, was infamous and the thing everyone watched out for. It didn't even need to be used, just the mere possibility of it being used, was enough to make everyone play cautious and defensive. This allowed a slower character like Corrin, to compete with other high and top tier characters. The entire basis of range based characters, is that the opponent has to respect, even the mere possibility of those ranged attacks being used and space accordingly.
Yeah, and that's the thing, anywhere relative to Snake. I'm not knocking its potential as a spacing move or trap tool, merely saying it wasn't an active and moving hitbox like the Phantom, as was implied. Not only is it centered around Snake when he deploys them, he can also damage himself with them. My friend had some amusing SDs when we last played, botching that spacing.Snake C4 can literally kill at the press of a button, be anywhere relative to snake, even on the opponent. Having MU knowledge means your space is constantly limited. With Zelda she’s working to constantly limit space, and ain’t doing bad, but after the hitbox, Phantom is kind of just a pushy wall for half a second. IDK why but they also made it kind of bad at holding its shield forward after attacking, so it doesn’t sap damage quite as well as one could hope.
Zelda can separate from the Phantom, not just by fully charging it, but also by setting it on a ledge, while falling below. Not only can she then move while it is charging, but it covers the air and below, while Zelda can freely move to cover the rest. I don't know if that is a glitch and will be patched in future updates, but it currently opens up a whole other dimension in her spacing. Being able to separate from the Phantom, means they can both cover entire swaths of the stage, not just a specific area.
They are not the only one, who has ever played another fighting game nor are you. I'm not trying to be cute here. Smash as a fighting game shares the same fundamentals, but is different in terms of freedom of movement, both in the air and on the ground. Previous Smash games, letting you run through your opponent, broke many conventions in terms of traps and spacing and is part of what turned off the FGC on the whole to Smash. They share similar principles, but those are going to look and apply differently to Smash, due to its freedom of movement.Also, I think you’re discrediting Nammy rather heavily on playing other fighters. I’m not really sure why, because if anything Smash has some of the least complex gameplay, (at very least input intensity) and reaction/area control/spacing are just as relevant to many other games. It ain’t cute. If you need it to come from the mouth of a “certified Zelda main” then here, I do think Phantom is being overhyped right now because almost no one even knows how to handle it in a competitive match. They just cower in “what is this move” shock. It’s the kind of thing that gets characters reaction nerfed by complaining players during smash 4’s patch prime, actually.
In all of my matches, plenty of people are very familiar with it and don't hesitate to act on a counter. I have to then come up with a counter to their counter. The match turns into a battle of wits and is what leads to those accidental 1000 IQ plays. People aren't "cowering" because they don't understand the move, they "cower" because they know full well how oppressive it is and how much of a bad spot it can put them in, trying to avoid it. The Phantom doesn't need to actually hit or be used in isolation, just trying to avoid it can setup other attacks/traps.
I feel like it's the other way around, where people are trying to play her exactly like before and not taking advantage of the new mechanics or her moveset buffs. All the complaints centering around moves like Nair or Down-Tilt, seems to confirm that. Down-Tilt isn't really useful anymore, when everyone is content to just hop around and Nair works just fine as a wall and intimidation, even if it doesn't combo as well or easy as it used to.It makes me uncomfortable how some are shouting from the rooftops how ‘amazing’ Zelda is all of a sudden when her only major change is no freefall din and phantom buffs. Din’s Fire has 80% the same traits and is still very weak outside edgeguards, multiple moves received only negligible buffs (dash Attack, Nayru’s) but remain the same from the last game, which I repeatedly warned is a bad sign of it happens, some of the minor buffs came with worse trade offs (Dtilt, NAir, arguable Ftilt’s changes too). Her LKs got decently better but her aerial kit is far from the bar it needs to reach for how dominant good aerials can be now. I know this is turning into a takedown of Zelda’s full kit, but it might as well.
Din's Fire is fast enough to use as a jump read and as a combo in certain situations. Nayru's Love is fast enough to work as a pseudo counter and can even break super armor, when properly timed. It makes otherwise impossible match-ups like Little Mac, a total joke. Her aerial kit is better suited as follow ups, not as neutral tools. FF Up-air can be used after Phantom forces a DJ, to provoke an air-dodge and the nerfed air-dodges, means Zelda has time to punish the landing. There are similar applications taking advantage of the nerfed defensive options.
Zelda's kit might seem like it got relatively minor buffs, when compared to the rest of the cast, but those buffs in conjunction with the new mechanics, have opened up more uses and applications than before.
Farore's Wind now has the frame data, to be more than a recovery and hard punish. It can now be used anywhere from a projectile punish to a roll/dash read punish. It is a very potent OoS shield option, that can really shutdown all of the rush down and aerial spamming. It can be done in place to make attacks go through it and punish very hard, at the same time. It even has off stage applications, outside of recovering, like the first hit being able to stage spike.
Up-Tilt has more range and being able to use it out of a run, means Zelda too, can juggle people like everyone else. Up-Smash can beat every attack that isn't a disjoint and its wide hitbox is good for catching air-dodges. Up-air is similar and I have yet to see a Dair do anything more, than trade at best.
Anyone who actually thought the previous Zelda's were going to be any good, were putting on the tinted glasses. I disagree that this time is similar. It seems more to me, that people are poopooing Zelda based on initial impressions and trying to play her like before, then taking their frustrations with the character, out on people like me, who keep an open mind.I spent multiple years trying to clear up misconceptions that many Zelda players had in SSB4 about the wildest of notions, and got labeled shady I’m sure, but there was an echo chamber of overly optimistic Zeldas last game that refused to even come here anymore because of Zeldawful jokes or more bluntly realistic viewpoints of Zelda’s kit, which was bad. I see a lot of similar claims popping up here right after release and I’m not convinced a lot of what we think of Zelda will stand once people have better MU knowledge of the char.
I was talking overall, with his movement buffs combined with his lagless moves. Having his specials come out fast and cover lots of ground combined with his lagless moves gimmick and the new dash mechanics, makes him fast on the ground IMO. Not relatively faster than the rest of the cast, but his moves still being ridiculously powerful makes him a bigger threat than before.A few nitpicks and comments on this heated discussion.
Ganondorf is one the slowest moving characters in the game and has been since Melee. In Ultimate, his run speed is 1.34, walk speed is 0.767, dash speed is 1.87, and his air speed is 0.83. The only speed he is decent in is fall speed at 1.65. Compare this to Zelda's run speed of 1.43, walk speed of 0.914, dash speed of 1.958, and air speed of 1.092. Zelda's a floaty with a fall speed of 1.35.
When I compared Phantom to Luma, I wasn't making a direct comparison, but stating that they fulfill the same role. Phantom does multiple attacks and Zelda can separate from it. The lag on the fully charged version is what allows Zelda to move where she needs to.Can Phantom Knight even be classified as a puppet or summon since it's more like a projectile or an assist? When I think of puppeteer and summoner characters, I think of characters who can call or command an active or constant participant to fight alongside them. Luma counts when Rosalina can tell Luma what to do, tell it to stay, come back, or have it move to a position, and unless Luma gets knocked out, Luma is always present and attacks alongside Rosalina. Other examples would be Carl and Relius from BlazBlue, Chaos from Under Night In-Birth, and I think Menat from Street Fighter. Phantom Knight wouldn't count when it only fights when Zelda calls for it and only does one type of an attack. Otherwise, it doesn't participate anywhere else; you can't command it to stay in place or go to position and hold it and you can't tell it to do anything else, but charge in an attack. Also, not the Ice Climbers or Olimar & Pikmin since they're more like tag team characters and the Pikmin are literally living ammunition.
Luma also has the problem of having their own damage meter and hurtbox. Luma isn't completely disjointed in that regard and part of playing RosaLuma is trying to keep Luma alive. Sword characters in particular were good at safely shutting Luma down and it was a nightmare trying to keep Luma alive in those matches. Cloud's dash attack in particular was completely safe and always knocked luma away and forced Rosa into shield, lest she be hit.
Phantom doesn't have that problem and even if you managed to destroy it, the respawn timer is very short and Zelda can handle her own in that time. If you are properly utilizing Phantom, there won't be many chances for your opponent to destroy it.
Yes, that is the point. If one of Zelda's major problems was being a defensive character, that was easily camped and had no recourse in baiting or forcing an approach, then having a move that can be released early and that simply just charging, forces them to break camp, would then mean that Zelda got a huge boost in regards to her viability.Then that is what telegraphing is. If you see an attack about to occur, then you are going to react to it. Slower moves are more telegraphed as a result.
No, I'm going to say it, when it is relevant. Yes, taking the time to learn and practice something, does mean you are more knowledgeable and better at it, than someone who hasn't. And it is far more arrogant to speak from a position of ignorance and pretend you know as much as someone, who has dedicated time and effort to learn something. Do you really think you can just walk up to someone with experience in a field, you don't have, and try to argue basic things in that field, you don't understand, and not have them be irritated at best? Does that mean a world class pianist, is on the same level as someone with only an hour of practice under their belt?Avoid ever saying this again. Just because you play, primarily or otherwise, and/or have extensively put time into a character does not mean you know everything or hold a more superior position over other people who do not play that character as their main, as much time as you have, as how you do, and so on. Not only does that reek of arrogance, but it also reeks of ignorance. You putting yourself above others can lead you to restrict yourself to only your beliefs, ideas, and experience and, thus, blinding you from learning from others and seeing different points of views.
I don't mean for that paragraph to sound condescending, but I am legitimately baffled that you can insinuate that people with more time, knowledge, and experience, are not better in those regards ,than someone who doesn't have those things.
I welcome challenges and push back to my ideas, because I don't have all the answers, but would prefer it from someone who has some experience and that I'm not constantly correcting basic facts and misconceptions, while trying to discuss the finer details. And I don't appreciate having to clear up things, that a little reading on this very forum would clarify and I really don't appreciate having to repeat myself, when my posts can be easily read and reviewed by everyone.
I never said they didn't and Smash does have things other fighting games don't, in terms of movement freedom, off stage, and blast zones. The FGC doesn't consider Smash as a traditional fighting game for a reason.Skills transfer over from different games and Smash isn't such a special entity that it has things other fighting games don't. Dealing with hitboxes in front and behind is not uncommon. Menat is a fairly mainstream example of that with how many people play Street Fighter V.
Those characters and their hitboxs are still limited by the movement restrictions. There is a lot more freedom along both the Y and X axis in Smash and as such you can do some pretty tight, confusing, and asymmetrical spacing with both of those hitboxs, that make it difficult to judge by eye, especially in a split second and in a high pressure situation.
That's why I added the caveat, that you don't even need sound, because you should be watching your opponent anyways.You're assuming people play with sound on or are listening to the game's audio. Some people don't if tournament players wearing headphones or earphones are any indication of that.
C4 is an explosive, but it is also a trap. Snake can place it anywhere he wants within reason including onto his opponent. In other words, it has positional variance.
I'm well aware. It still isn't an active and moving hitbox, covering multiple levels of space.
Yep. I only played a little of Melee and didn't play Brawl, and she wasn't in 64, but I do have extensive playtime with her in 4 and I think she is still my most played character according to the records.Let me ask you sis have you used Zelda in previous games extensively? I'm not asking about rank or anything just general play time because you say you are just getting the basics of Zelda down but seem to be ignoring that alot of Zelda hasnt changed that drastically since the last game. Even from brawl, Zelda primarily got mostly QoL changes that helped her be able to do things that other characters could do like combos and shield grab. Now she can camp better, but shes still not able to fully camp to force the approach even armed with a reflector.
Zelda still has the same moveset, but both the buffs and the new mechanics, open up more uses and applications than before. When I said I was just starting to get the basics, I meant in how her buffs relate to the new mechanics. As I illustrated above, there are quite a lot of new applications to do and as such, it's been taking me a while to figure them out and where they apply. And then there is getting used to the speed and timing of a new game.
It might seem like the new mobility makes it easier to camp or escape, but the defensive nerfs, actually make it easy to trap people even with a slower character. I gave some examples above, but shields being weak and air-dodges being laggy, means conserving resources is more important than before. You can't just simply DJ above your opponent or on a platform and expect to easily air-dodge through any punish attempts, like you could in 4. Being in the air and above your opponent, is much more risky now.
That means Zelda can space in a way, where she has access to her quick moves, while forcing the opponents defensive options to become increasingly riskier and laggier. You can literally box your opponent in, in this way. So long as Zelda has large disjoints, opponents will have to respect her and approach or try to avoid her attacks.
Because I played her a lot in both games, I feel like she plays differently now than she did before, and adapting to a different playstyle, was what took so long in the first place.
Being in sections is perfectly fine. Zelda doesn't need a lot of hits to deal major damage and can afford to take her time, slowly closing that space. With the defensive nerfs, you don't need overly complex traps, since it doesn't take much to do well in advantage. So long as you have a plan in mind, when you can set those up, your opponent has a much bigger hill to climb, getting out of them.Zelda can wall off alot of space but it's in sections and it's slow not enough to create truly complex traps. You can trick people into things but even these setups only work When Zelda has the time and space to do them
Anytime an opponent camps, is time and space for Zelda to set those up. If the opponent tries to blitz, that's where Zelda's base as a defensive character comes in and any successful wall, will give you time and space to set Phantom up. She's has good defensive and get off me options, unlike say, the Belmont's, who I have a feeling will drop on the tier list, once people start figuring that out. Patience and knowledge is key.
Rosa traded huge hitboxs for a huge hurtbox. Solo Rosa was fairly linear without Luma and if an opponent spaced around that, she had the same disadvantage problems as Zelda, while being a bigger hurtbox. Rosa's base stats were fairly meh on the whole and when you compare them to the others in her class, she had some of the worst. They let her camp and run away, but they definitely were not going to compete with other top tiers. Watch Dabuz's matches and you'll notice, he camps and runs away heavily when he loses Luma, only poking when he spots an opening.Rosalind even solo in smash 4 had 2 things Zelda did not speed and big not precise hitboxes, Luma was just icing on the cake because just speed alone helped rosalind get in and get out when she needed too and her hitboxes combined with luma made her hard to get in on. Drive by luma always forced players to be cautious or get rid of him first otherwise Rosalind can turn a disadvantage around very easily just die to a little tunnel vision, you didnt even need to be good with rosalind to do this. And once luma was gone rosalind still had the threat of his return so close range fighters had to rush her. Nobody HAS to rush Zelda because she doesnt have a tool that threatening. Rosalind could almost always stay on the defense and have others play her game or risk a time out meanwhile Zeldas hand is forced the moment she loses % advantage if people can camp her or just choose not to deal if they cant and wait for her to come forward. And back in smash 4 phantom was on a 13s timer.
She is easy on the lower levels, because they haven't figured out Luma, but she is really difficult to use in the higher levels, due to people understanding how to fight Luma. Keeping Luma alive against a good player is difficult to do and is why so many FG Rosa players were trash and easily beaten with a rushdown strategy. There is a reason why there were few notable Rosas at the higher levels of play.
So long as Zelda has center stage, Phantom can cover nearly every amount of space your opponent has. If her opponent has center stage, Phantom covers everything in there. Shields don't last long and can be grabbed or otherwise punished and going into the air is dangerous. Your opponent can't camp in one place, the new mechanics don't allow it. Eventually they will get tired of dodging Phantom assaults and have to approach. If they don't have a good projectile, they will have to anyways.
I think people are really underestimating, how annoying and disruptive Phantom can be.
Luma got bodied by disjoints and ranged attacks in general. If someone is rushing you, either release the Phantom early or if they shield often, then you can release it at the more potent charges. If you are anticipating someone rushing you, hopping back while charging Phantom in the air, will give you enough space to make your opponent overextend or just release the lower charge.Luma was always a threat whereas phantom is not and if someone is rushing you while you are putting phantom together Zelda is forced to make a decision since hitting her breaks him and while shes putting him together if he doesnt have enough HP you may still get hit and phantom gets broken, hes better but still not threatening if people understand him.
Yeah, it's not an instant win button. It requires awareness of the situation and proper spacing to use it effectively. Paying attention to your opponents habits in his response to it, is an important thing to do, in order to plan ahead.
As I mentioned above, in my matches everyone is aware of what both characters can do. People who let Zelda charge Phantom, don't have the means to rush her down or have been stuffed by the follow up to my bait. Overhead slash alone covers everything, except a DJ and there are very few characters that can punish or act from there. Opponents are cautious and respectful, because they know how oppressive Phantom can be.I've watched in my own matches and in videos people let Zelda charge phantom up because they dont know what he does or how he moves since only Zeldas cared about Zelda and most zelda players in the last game barely used phantom so hes partially unknown as a projectile. Villagers and isabelle's arent even pocketing him since they dont know they can. Players are respecting her space too much and if they are approaching are often wildly approaching letting Zelda do the defending like she wants too even if shes at disadvantage in percent.