Nammy12
Smash Lord
leg yarn is tempest trial reward
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All I could think of when I saw this.Has anybody noticed either Simon looks like a really manly Zelda, or Zelda looks like a really girly Simon.
Indeed, I was excited about that. I always felt the Japanese players on average and Mew2King have the type of mindset needed to play characters like Zelda, so that is good to hear they feel that way. I played Lima last night and while I got bodied, I was sorely lacking MU knowledge and it was Lima. I still managed to take a stock and with a little more experience, I feel like I could have taken two. Bayo is still good, but those nerfs really hurt I think and the gap between the two has significantly closed since the previous game.Y
The newest Japanese tier list places Zelda as A tier, higher than Bayonetta. That's exciting. Mew2King said he can't see her lower than high tier. Mew2King said that.
Forget everything you knew except BAN•ZELDA. it helps jumpstart the transition.it's been so long since i even touched zelda...for whatever reason it feels awkward for me to try and use her
i thought i could at least make her my secondary but that doesn't seem to be the case
for now Bayos nerfs prevent the dragfest that was in smash4 but Bayo still has her sass walk while Zelda's isn't as intimidating as beforeBAN•BAYO
Meru, from the Netherlands and our resident Peach/Daisy mod, sometimes plays Zelda. To what extent, I'm not entirely sure, but he tried using Zelda as a last ditch effort today against Gluttony's Wario for Ultimate Wanted #1 in Paris, France. Gluttony's a French player, Wario main, and I believe France's best Smash 4 player. Wario looks like a beast in this game as Gluttony and Tweek destroyed the two recent majors they attended. Tweek attended Let's Make Moves that happened yesterday.Thanks for that positive and informative post. I agree with everything you said and you are probably right on the whole trauma and jadedness thing. I haven't seen any tournament play yet or followed any top Zelda players, but I'm going to start doing that now, so thanks for the player suggestions. I'll consider everything else you said as well and I am definitely planning on staying the course in regards to Zelda, so don't worry about that.
Your overall post was quite helpful, but this part is exactly what I was going to be looking for. I wanted to see Zelda from a Japanese perspective as well, so thanks for pointing me in the right direction.I only know of one Japanese Zelda player, but I don't know if he's going to compete in Ultimate or has already since I couldn't find any Ultimate matches with him. His tag is Onpu. You can find Smash 4 footage of him, but I don't know how helpful that would be. Otherwise, recently there have been several Zelda players on footage on Tamisuma's channel: https://www.youtube.com/user/terminalkai/videos. Tamisuma holds online tournament with various Japanese players competing from top players like Eim (Sheik), KEN (Sonic), Ron (Mario, Luigi, Yoshi), Some (Greninja), and Yoshidora (Yoshi). How skilled the Zelda players are and how well-known they are, I have no idea.
There is a Japanese Zelda crew or group, but I don't remember what their Twitter handle was. I think it was Twitter.
I didn't get too great of look, since I went from the two trash Bayos I've played, to one of the best, and I was a little overwhelmed. My limited impressions of that match, are that she can still compete at a high level, but a revamping of her overall playstyle and strategies might be necessary. I don't think she will be on the same level as before and that Bayo mains might dislike her current play now, due to it possibly being so different. Her aerials still seem to have a lot of range, possibly more than before, and Lima seemed to lead off with them quite frequently and they feel like they cover half the stage. So maybe she plays more range than speed now. Those ladders are pretty brutal on Zelda, though.Bayo is so underwhelming. I mean, I get her nerfs. But she would be so much more fun if she didn't lag after basically everything. It's okay if she can't kill till 200%, but her landing lag is ew.
Even SSB4 Zelda is faster than her now, lol.
the "I found money" walk lolZeldas walk animation looks like she saw $20 on the ground across the room and is incredibly excited to get it lol
but it's not as strong now that we are happy sass rather than resting sassIf you can manage to tilt the stick like, literally 1 degree forward you get ha minimum speed walk and that’s pretty sassy
Yew have to work for it now tho
In my opinion,the new airdodge mechanic combined with her buffed Din's Fire,Phantom, and easier to land (?????) Fair and Bair makes her bait-and-punish game much better, she is still weak to rushdown characters/playstyles and while her approach is better now,it's not so stellar. I think she might be Mid Tier,High Mid at best. I want to say that this is just my opinion formed with my gameplay experience,you guys are invited to prove me wrong if this is incorrect or misleading.I have a question. Not sure how it works, but I'm asking out of being curious. But I thought I'd make this because I've been hearing mixed opinions. Not here to start a war, but I'm asking as a curious Zelda main how is her actual viability? Is she actually better than Melee, Brawl and Smash 4? Or is she just more of the same with some gimmicks tact on? For instance I love some of her changes (Dins, Phantom, Farore's, Jab) but dislike other ones (D-Tilt, F-tilt and NAir) With so many mixed opinions it's hard for me to tell. It's honestly making me conflicted about how she'll actually stack up. I've mained Zelda since Melee. But it seems the hype surrounding her has died out. Especially considering how she has a lot of the same weaknesses. Where do you guys see her?
I think her advantage state got much, much better, but her disadvantage state and her neutral (for MUs where the Phantom cannot effectively wall) are worse than in Smash 4. Her strengths got better, but I also think her weaknesses might be worse, too, as she's easier to juggle and getting back to stage from the air can be tough. Many of her bad MUs still seem bad from a first glance.Especially considering how she has a lot of the same weaknesses. Where do you guys see her?
My current impression's that she looks better than in 4. Buffed Phantom/Din's and better hitboxes are nice changes, and with the upB option select being a thing she doesn't need to react/predict for Farore's OoS anymore.I have a question. Not sure how it works, but I'm asking out of being curious. But I thought I'd make this because I've been hearing mixed opinions. Not here to start a war, but I'm asking as a curious Zelda main how is her actual viability?[...]Where do you guys see her?
With regards to neutral, it's a large, threatening projectile that Zelda isn't committing to herself. With 4's phantom, you were stuck in place for the charge as well as most of the attack. With ultimate, you're free to do whatever after the charge, meaning you can advance alongside it and cover what it doesn't (grab them if they shield it, lightning kick them out of the air if they try to jump over it, etc). It's a tool Zelda can use to control space and by extension how her opponent moves, which is something her kit's been sorely lacking every iteration up till now.How does the Phantom actually help neutral or disadvantage state?
Sm4sh ZeldaI have a question. Not sure how it works, but I'm asking out of being curious. But I thought I'd make this because I've been hearing mixed opinions. Not here to start a war, but I'm asking as a curious Zelda main how is her actual viability? Is she actually better than Melee, Brawl and Smash 4? Or is she just more of the same with some gimmicks tact on? For instance I love some of her changes (Dins, Phantom, Farore's, Jab) but dislike other ones (D-Tilt, F-tilt and NAir) With so many mixed opinions it's hard for me to tell. It's honestly making me conflicted about how she'll actually stack up. I've mained Zelda since Melee. But it seems the hype surrounding her has died out. Especially considering how she has a lot of the same weaknesses. Where do you guys see her?
How does the Phantom actually help neutral or disadvantage state? I'd love to see a guide video on how she actually stacks up or the utility she brings. Just as a side note I know patches will happen in the future, if so what changes do you think Zelda needs? Again I'm new to this and not exactly sure how this works, but I'd thought I'd ask considering I'm seeing very mixed opinions. Feel free to fix anything or provide any sort of missed insight I may be missing out on. Just thought I'd want a discussion.
Interesting I've noticed that actually. I think as long as she can keep Phantom in Advantage state she'll have a much easier time surviving or keeping pace of the match. It's mainly just people who can get past her Phantom walls that'll throw her away basically. I'd say Zelda has an okay disadvantage if they can't reliably get around Phantom as much. How are they much worse than Smash 4 actually? Is her advantage state to keep her out of bottom? I just figured she couldn't do anything in 4. lol Her character archetype is built around having sword and speedies be her bane so I'm okay with that as an inherit weakness, I just want more neutral options. lol That was honestly my guess as well, I'd say Low Mid or High Low is a suitble spot for Zelda. I just want her out of bottom 5 or bottom 10. lolI think her advantage state got much, much better, but her disadvantage state and her neutral (for MUs where the Phantom cannot effectively wall) are worse than in Smash 4. Her strengths got better, but I also think her weaknesses might be worse, too, as she's easier to juggle and getting back to stage from the air can be tough. Many of her bad MUs still seem bad from a first glance.
I think, overall, she's the best incarnation of Zelda to date, though. If I had to hazard a guess, I would say she'll likely end up on the higher end of Low Tier or the lower end of Mid Tier.
I think Zelda's disadvantage is worse mainly because of the game mechanic changes. The speed boost to most of the cast, end/landlag reduction on aerials, and physics mean Zelda gets combo'd/juggled in the air worse than before.How are they much worse than Smash 4 actually?
I think so. I don't think she's Bottom Tier this time around.Is her advantage state to keep her out of bottom?
I think she needs more range in neutral. She needs to be able to stuff approaches better and more safely so she can prevent herself from losing neutral and entering disadvantage so often.What buffs do you think she'll need to have a better time surviving?
Zelda having a functional neutral is what's missing lolto me it just feels really awkward trying to use zelda like there's something missing
I think it's fairly good. I struggled a lot at the beginning and was considering putting Ultimate as my least favorite Smash, due to how seemingly brainless advantage and some characters were in general. I've since figured out what is intended for you to do in Ultimate and have had a more positive outlook since. My opinion is now similar to Dabuz's, in that Ultimate isn't that different to 4, just advantage and disadvantage ease has been flipped. Most of the hard work is now how to get out of disadvantage, not how to stay in advantage. Once I finally realized that, I set about figuring out how to adapt Zelda to the new meta.but I'm asking as a curious Zelda main how is her actual viability?
I think the hype was largely around her aesthetic redesign, and her high learning curve brought that down and them back to reality. I don't think you should take it as a bad viability sign.But it seems the hype surrounding her has died out.
The Phantom's applications are very broad and situational, so I don't know that a video can adequately cover them, at least not currently, when we are still figuring it out. It's likely going to be one of those things you will have to experiment and get a feel for, yourself. A lot of it is going to be getting a feel for its range, speed, timing, and how your opponent responds to it, and that's not something a video will help with.How does the Phantom actually help neutral or disadvantage state? I'd love to see a guide video on how she actually stacks up or the utility she brings.
I don't feel like I've figured out enough about Zelda's meta to adequately answer that, unfortunately.Just as a side note I know patches will happen in the future, if so what changes do you think Zelda needs?
Maybe it's the slow-mo, but the Zelda in this video seems to be DIing out of their Nair or is coming at an angle that will have the finisher, DI into the space around the hurtbox and not adjusting for that. I don't do much DI after the initial hit, unless I'm adjusting for angle or countering my opponent's. The only times I have this problem, are when I accidentally DI too much or when I purposely do so, to gain stage control or go for a more advantageous position or hit.vidya
Personally I think Zelda's Jab is better here, mainly because it can be used to stop approaches and a good get off me move (Zelda was lacking it outside Nayru's which is punishable after a while) Not to mention it stops being useful at around 40% aside from following into Dash attack (which wasn't that good in Smash 4) I also find it got out ranged often. I personally think Zelda should have both jabs. Keep the rapid jab the way it is, but make standard jab the way it was in Smash 4, that way she gains the applications of both Jabs. I'd say give D-Tilt it's Smash 4 angle and make Nair longer/connect all the time and she'd be good to go. Also F-tilt should have more range, it seems to whiff a lot. lmaoI think Zelda's disadvantage is worse mainly because of the game mechanic changes. The speed boost to most of the cast, end/landlag reduction on aerials, and physics mean Zelda gets combo'd/juggled in the air worse than before.
Zelda's neutral is worse, in my opinion, because they changed her three previously most valuable moves in neutral: Jab, D-tilt, and N-air. Jab is less safe and doesn't cover the same range as before, and I think that hurts her. (There was a short discussion not too far back about her new Jab vs old Jab if you haven't already seen it). D-tilt no longer has much reward on it, so it's not nearly as useful. And N-air has problems reliably connecting. See that video above for more lol. So, now when Phantom cannot keep her opponents away, she's left with less range, less safety, and less reward in her neutral game.
I think so. I don't think she's Bottom Tier this time around.
I think she needs more range in neutral. She needs to be able to stuff approaches better and more safely so she can prevent herself from losing neutral and entering disadvantage so often.
Zelda having a functional neutral is what's missing lol
U-Smash can be used to catch opponents getting up from the ledge because of its multi-hits. You can net some early KOs this way if you mix it up or get a good read. I find that it's also decent for trapping landings, especially if paired with the Phantom. The move is decent, in my opinion.and am still missing Up-Smash and Dsmash
Yeah it's not. I like to use it as a decent get-off me option in a combo, but there are times when I use that it puts me in a bad position. Still trying to figure out when I can use it safely and properlyI do use F-tilt sometimes, but not very often.
Pivot F-tilt is an okay retreat option. Up-angled F-tilt can be an anti-air in certain situations, and down-angled can catch small characters occasionally.
My most frequent use of F-tilt, however, is as a (relatively) quick punish when her other ground moves either a) won't reach or b) F-Smash wouldn't be quick enough to net the punish.
I really want to like F-tilt, but unfortunately it's just not a very good move
True.the fact that you can't run through your opponent in this game helps its viability a little
Honestly, outside of punishes I feel like the move is not safe to use. It's probably best we don't use it very often, which is unfortunate given that it's one of her longest ranged ground moves.Still trying to figure out when I can use it safely and properly
So, DI'ing refers to when the opponent is hit and alters their launch trajectory. SDI'ing is when they're being hit by a move and trying to shift their position during an attack. This usually would happen with multi-hit moves if the opponent reacts to that since there's more time essentially compared to be being hit by a single hit attack. Smashboards has a Smash dictionary: https://smashboards.com/threads/the-smash-dictionary.374538/.Maybe it's the slow-mo, but the Zelda in this video seems to be DIing out of their Nair or is coming at an angle that will have the finisher, DI into the space around the hurtbox and not adjusting for that. I don't do much DI after the initial hit, unless I'm adjusting for angle or countering my opponent's. The only times I have this problem, are when I accidentally DI too much or when I purposely do so, to gain stage control or go for a more advantageous position or hit.
I feel like this video explains the discrepancy in experiences people have, regarding Nair.
The issue with Zelda's Ftilt being used to two-frame people is that it's only active for 1 frame. It works, but it doesn't have as much leeway compared to other moves with 2 to 3 active frames or in the case of Pichu's stanky leg (Ftilt), 8 active frames. Oh, did I mention that Pichu's Ftilt is frame 5, has 13 recovery frames, and can kill?F-Tilt can find some use if you want to two-frame opponents or catch them by surprise if they stay too long on the ledge. It's a work-only-once-in-a-match kind of option, but I've found success using it to kill opponents trying to stall a little too much. They don't expect the downward angle at all and if spaced correctly it can net you an early KO depending on the character you are facing.
Personally I feel shes going to drop down because her issues are amplified due to the weakening of defensive options that actually helped Zelda on the defense in previous games it's just she still did bad because on advantage those same defensive options she couldnt break past. Honestly despite her bottom tier rank in smash4 I personally felt like she wasnt that bad just smash4 had too many tiers creating a more negative viewpoint because unlike brawl Zelda actually could fight the characters ranked around and above her not get bodied.I have a question. Not sure how it works, but I'm asking out of being curious. But I thought I'd make this because I've been hearing mixed opinions. Not here to start a war, but I'm asking as a curious Zelda main how is her actual viability?
Personally phantom has created an over reliance to her game that frankly bothers me. Hes created a safety net that we cant always use or set up but when hes not around the safety is gone and Zelda is more exposed and we also lose out on free damage and some set ups.How does the Phantom actually help neutral or disadvantage state?
usmash is still good for some kanging catches and damage. But I feel like it's back to 1.0 smash4 it doesnt even tickle through platforms anymore and I find myself using it as a "my brain decided this without my prior consent" damage move. And just rip Dsmash I feel if you need that coverage you might as well just nayru's better protection and coverage area.I haven't fully figured out all her moves yet, and am still missing Up-Smash and Dsmash, but I found quite a lot of applications for her others.