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Absolutely. Everything you just said, has been all me. I've struggled a lot with ego issues in 2016, and it was one of my worst year in Smash in spite of my best success (won my first tournament). I used to take things very personally. Couldn't even play For Glory, since I would take anything personally. I got the bad habit of getting hit by things that "shouldn't" be, so I got frustrated and played worse. Didn't help people could put the little pseudo text box-like messages via tags (something I'm glad Free Play/Elite don't have).Don't worry about not performing as well as you'd hoped to. When you get really nervous you will always second guess your decision making which leads to poor play.
I don't really know how you feel towards the game competitively, but for me I am not taking this game 100% seriously. If I was I'd have likely switched to someone like Lucina or Inkling by now. Almost all pressure you feel during a match is ultimately being put on yourself by yourself. It's easier said that done, but try to ditch made-up expectations of yourself. It can affect your play by:
a) underestimating an opponent ("this guy just spams dash attack and smashes, if I don't win this I'm bad" or "I've rarely lost this matchup so I should win") which leads you to making careless misplays
and b) Because you believe you should win, you can also end up focusing too hard and putting wayyy too much pressure on yourself. This often happens when you're playing with the first mindset but then realise you're in risk of losing. You immediately switch gears because you strongly believe you should be winning the game, and the fear of losing pressures you.
Take each game as it comes. Ultimate is young, and there's a TON of things to learn. You already have the right mindset for improving and getting better which is honestly the hardest part to fix when it comes to trying to get better at something.
I have this same problem which can be really frustrating when I’m playing a matchup I want to work on, like Chrom or something.I personally feel like Zelda is like 10x more cancerous now. Now that she can actually play neutral people have to deal with all her bs lmao
I rarely have people in quickplay stay for more than one match now. And if they win once they usually teabag then leave
I play a little different than other Zeldas. I'm far more aggressive, and literally ever use Phantom. That said, I think I'm fairly decent and beat most of my matches, so I don't know why a lot of these people don't stick around for the rematch.I personally feel like Zelda is like 10x more cancerous now. Now that she can actually play neutral people have to deal with all her bs lmao
I rarely have people in quickplay stay for more than one match now. And if they win once they usually teabag then leave
What are your main tools for approach in neutral? Also what’s your most used edge guard?I play a little different than other Zeldas. I'm far more aggressive, and literally ever use Phantom. That said, I think I'm fairly decent and beat most of my matches, so I don't know why a lot of these people don't stick around for the rematch.
I do a lot of dash dances and try to bait attack whiffs, which means I tend to go for Dash Attack punishes 90% of the time. It's an amazing tool, as it does decent damage, it's one of our quickest moves and even catches under a few hitboxes deceptively (given the timing). I should work on my juggling better, but I also try to mix these in to stuff out aerial approaches. Our juggle game is no short of amazing with tools like U-Tilt, N-air and U-air. I don't find myself relying on grabs, very much. They feel short-ranged, and people can throw out attacks soon after landing an aerial (which you can't grab armour through).What are your main tools for approach in neutral? Also what’s your most used edge guard?
Fuiste al torneo.Yesterday I played a lot of Ultimate (I don't own a Switch yet) and I can't believe how comfortable I feel with this Zelda,my friends now say that with the buffs and the new Phantom my playstyle turned 100% more obnoxious and annoying and now they hate me
No,no pude ir jajaja. Seguramente al de la semana que viene sí.Fuiste al torneo.
No yeah it’s still hard to land. The hitbox actually did get a base size increase that I’m sure most people have felt, but the set distance you’re forced to cast at minimum and the release startup make it pretty underwhelming. We keep saying it’ll be an airdodge force/trap but I struggle to see how it’ll be effective when the hitbox just...misses...Mind you it STILL can be clanked by aerials...It doesn’t have freefall now, but it’s not good enough at hitting people that using offstage can be a liability.Speaking of which does anyone still find Dins Fire hard to land? It could be just me, but I think Dins should activate much faster and end sooner (or at least act the moment it's casted) I also wish it had the large radius of Brawl Dins, but eh it's still the only good non PM iteration of this move. lol
I had a general feeling there. All the more reason to scream for Dins buffs, if the startup on casting were much faster and ended the moment before it exploded (as well as having the short distance last in front rather than a great deal away) it'll be much more effective. imagine falling off the stage and dins right infront of you to catch recoveries while retaining the overall sourspot with decreased lag it'd be great for edge guarding instead of just guessing.No yeah it’s still hard to land. The hitbox actually did get a base size increase that I’m sure most people have felt, but the set distance you’re forced to cast at minimum and the release startup make it pretty underwhelming. We keep saying it’ll be an airdodge force/trap but I struggle to see how it’ll be effective when the hitbox just...misses...Mind you it STILL can be clanked by aerials...It doesn’t have freefall now, but it’s not good enough at hitting people that using offstage can be a liability.
I’m always surprised at people trying to use this move so often as though it’s suddenly buffed and useable. It’s really still not good. I suppose that people are still getting a feel for playing her optimally, and I think Din’s will fade out of use more outside of well-spotted times.
Fun fact: people in comp commonly rated Din’s Fire as one of the worst projectiles in Brawl. And we’re talking about its best iteration. I’d probably give back no freefall to have Brawl’s Din’s tbh. We know better how to use it and can avoid falling offstage tbh
I think anyone that lacks range or event horizon levels of speed. She probably does well against the majority of the cast, just has issues with top tiers like everybody else. I think she goes even with a lot of sword characters at the end of the day, but I wouldn't call it a "decent" MU. There hasn't been a MU that I have thought "This is impossible" but Shulk, Marth/Lucina, Chrom, Inkling, Mewtwo, Yoshi, Meta Knight, Pit, Isabelle, and possibly Megaman(not sure yet) are all her definitively bad MUs I feel. Anyone outside those is a good or ok MU, I think.What would you guys say are MUs Zelda has an overall okay or decent time with? I've seen her struggle helplessly against Megaman, that MU is just a big no for Zelda. lol What do you guys think about actually having kicks that work this time?
Ganon can be completely walled and juggled with Phantom and he is very easily edgeguarded. DK is really good in this game, but does lack disjoints and is one of the only heavys that still have traditional heavy weaknesses. Carefully space your disjoints and watch for dash attack, Dair, Fair, and Side-B and you should be fine. Phantom works well on the ground and Up-Tilt and Up-air will keep him pressured in the air. He's bad at landing, so if he's recovering, try heading to where he is going instead(top platform usually). His DI is really good, but lacks real landing options, so just keep out of Dair and Fair range and you can easily juggle him. Up-B is much better than before, so watch for surprise Up-Bs in neutral. When edgeguarding you need to be directly above him, since his DI allows him some vertical climb, otherwise he will hit you.Online I've had a decent time against K Rool. Most heavies except Ganon and DK to be honest. I can't beat them, but it's probably because of my skill more than anything. Yet, even then I still get close to beating both of them. I've also had a decent time against Snake.
The character I'm struggling most against is Ike. His attacks are so fast and strong I have such a hard time creating space. I feel like it's 0-100 in just seconds.
Snake's projectiles aren't much of a problem when it comes to Phantom usage. They're too slow and you will likely have it released before they can actually hit. If he holds the grenades, that's just asking for an Up-B punish. It's his normals that are the problem and dash attack can go through even an active Phantom and hit you. Snake can go toe-to-toe with Zelda on his normals alone and his weight and the ability to blow himself up, if he is about to get hit, means he can win through a war of attrition alone.I have heard Snake is decent for Zelda since he's also defensive. Just be wary of C4's and Grenades though, as it can limit Phantom usage. Not sure how much is true though. Especially considering Snake's excellent trapping abilities. I have heard Zelda is good against K Rool, again not for sure on that.
In the last two weeks I have run into over 10 lag switchers, 3 cord pullers, numerous rage quitters, and few rematches and we are approaching FG Little Mac status, I feel.I personally feel like Zelda is like 10x more cancerous now. Now that she can actually play neutral people have to deal with all her bs lmao
I rarely have people in quickplay stay for more than one match now. And if they win once they usually teabag then leave
You may need a little more practice with it. It's very good for edgeguarding and forcing air-dodges. Try to aim where your opponent is going to be, not where they are currently at. Try to place it where your opponent is going to need to jump or Up-B to successfully recover. If you knock your opponent off stage without any jumps, they can only DI or Up-B to recover. Even if they successfully air-dodge it and that is actually incredibly difficult to do safely, the endlag is low enough that you can punish the air-dodge. With characters with bad recoveries, even the sour-spot is enough to finish the job.Speaking of which does anyone still find Dins Fire hard to land?
I think her grab is wonky in general and range has nothing to do with it. I've been standing right next to my opponent watching her hands go into them and the game just goes lolno and I get punished.also am I the only one not seeing Zelda's pivot grab range. It just looks average. If anything moderately janky happens, it's because your opponent is likely extending their hurtbox.
Grab and Pivot Grab aren't exactly the same, though. But what you mention, is another reason as to why I don't just come up to someone and grab them unless they actually just sit in shield all day. This is a reason why I would start throwing in tomohawks.I think her grab is wonky in general and range has nothing to do with it. I've been standing right next to my opponent watching her hands go into them and the game just goes lolno and I get punished.
I know, I just meant that it doesn't matter how long or short of range or what kind of grab, if it refuses to register you're screwed. And yeah, that is why I don't grab, unless they're in shield. The way and situations it fails in, lead me to believe there is something more than just lag or jank at work here and I'm wondering if her grab is actually bugged.Grab and Pivot Grab aren't exactly the same, though. But what you mention, is another reason as to why I don't just come up to someone and grab them unless they actually just sit in shield all day. This is a reason why I would start throwing in tomohawks.
I question if Zelda will fall off in usage as the game progresses. It seems the same thing will still happen. Considering she had no MUs in any previous game aside from Melee. Pika/Pichu, Peach/Daisy and ROB would also be a nightmare. We need more options to stop speed or aggressors. Zelda's grabs are inconsistent with me too, more range would be nice. lol Ganon is a good MU? Zelda loses the up close combat to him.I think anyone that lacks range or event horizon levels of speed. She probably does well against the majority of the cast, just has issues with top tiers like everybody else. I think she goes even with a lot of sword characters at the end of the day, but I wouldn't call it a "decent" MU. There hasn't been a MU that I have thought "This is impossible" but Shulk, Marth/Lucina, Chrom, Inkling, Mewtwo, Yoshi, Meta Knight, Pit, Isabelle, and possibly Megaman(not sure yet) are all her definitively bad MUs I feel. Anyone outside those is a good or ok MU, I think.
Having a move that can KO at 40 at the ledge and 80 center stage is pretty good. It's not as difficult as Marth's, but still retains the same power and with the added benefit of no one watching for it. LK being fairly quick this time, means any mistake the opponent makes is going to be a stock or at least an edgeguard situation.
Ganon can be completely walled and juggled with Phantom and he is very easily edgeguarded. DK is really good in this game, but does lack disjoints and is one of the only heavys that still have traditional heavy weaknesses. Carefully space your disjoints and watch for dash attack, Dair, Fair, and Side-B and you should be fine. Phantom works well on the ground and Up-Tilt and Up-air will keep him pressured in the air. He's bad at landing, so if he's recovering, try heading to where he is going instead(top platform usually). His DI is really good, but lacks real landing options, so just keep out of Dair and Fair range and you can easily juggle him. Up-B is much better than before, so watch for surprise Up-Bs in neutral. When edgeguarding you need to be directly above him, since his DI allows him some vertical climb, otherwise he will hit you.
Ike has long lasting hitboxs, so you can often punish OoS. The trick is to figure which aerial he is using and try to space around that. You can duck under most of his aerials, so long as they aren't Nair and Dair. Since his aerials swing from side to side, simply attack when it is going to the other side. Make sure to punish any recovery attempts and edgeguard him. If you time and space it right(hit his back) Nayru's Love can stage spike his Up-B recovery and I think if you hit him right, you can spin him around and ruin his recovery.
So for example Ike's Fair starts at the top and swings down. Ike seems to want to start it up beforehand, then DI into you. If you dash under him and Up-Tilt, Zelda's Up-Tilt starts in front of her and swings back. You can hit his legs and setup a juggle situation. Apply that principle to his other aerials and you should be able to slip in some attacks, even with that wall of hitboxs.
Snake's projectiles aren't much of a problem when it comes to Phantom usage. They're too slow and you will likely have it released before they can actually hit. If he holds the grenades, that's just asking for an Up-B punish. It's his normals that are the problem and dash attack can go through even an active Phantom and hit you. Snake can go toe-to-toe with Zelda on his normals alone and his weight and the ability to blow himself up, if he is about to get hit, means he can win through a war of attrition alone.
K. Rool is a good MU for Zelda, but his projectile can make things a little difficult in neutral and he has enough cheese to sometimes end things in his favor. He is powerful and Zelda is light, so jank can sometimes swing things in his favor.
In the last two weeks I have run into over 10 lag switchers, 3 cord pullers, numerous rage quitters, and few rematches and we are approaching FG Little Mac status, I feel.
You may need a little more practice with it. It's very good for edgeguarding and forcing air-dodges. Try to aim where your opponent is going to be, not where they are currently at. Try to place it where your opponent is going to need to jump or Up-B to successfully recover. If you knock your opponent off stage without any jumps, they can only DI or Up-B to recover. Even if they successfully air-dodge it and that is actually incredibly difficult to do safely, the endlag is low enough that you can punish the air-dodge. With characters with bad recoveries, even the sour-spot is enough to finish the job.
A lot of it is reading DI and understanding character options and recovery habits. Pay close attention to how your opponent likes to recover and learn what each character needs to do to recover. My Phantom video in the video thread, primarily deals with Phantom, but there is quite a lot of examples of me exploiting recoveries with Din's Fire, so check that out if you are interested in some visual examples.
I think her grab is wonky in general and range has nothing to do with it. I've been standing right next to my opponent watching her hands go into them and the game just goes lolno and I get punished.
I struggle with Ganon so much because he comes at me so quickly. I have so much trouble avoiding his attacks. I have a lot of trouble setting up Phantom because he's always coming at me so hard. Am I doing something wrong?Ganon can be completely walled and juggled with Phantom and he is very easily edgeguarded. DK is really good in this game, but does lack disjoints and is one of the only heavys that still have traditional heavy weaknesses. Carefully space your disjoints and watch for dash attack, Dair, Fair, and Side-B and you should be fine. Phantom works well on the ground and Up-Tilt and Up-air will keep him pressured in the air. He's bad at landing, so if he's recovering, try heading to where he is going instead(top platform usually). His DI is really good, but lacks real landing options, so just keep out of Dair and Fair range and you can easily juggle him. Up-B is much better than before, so watch for surprise Up-Bs in neutral. When edgeguarding you need to be directly above him, since his DI allows him some vertical climb, otherwise he will hit you.
Ike has long lasting hitboxs, so you can often punish OoS. The trick is to figure which aerial he is using and try to space around that. You can duck under most of his aerials, so long as they aren't Nair and Dair. Since his aerials swing from side to side, simply attack when it is going to the other side. Make sure to punish any recovery attempts and edgeguard him. If you time and space it right(hit his back) Nayru's Love can stage spike his Up-B recovery and I think if you hit him right, you can spin him around and ruin his recovery.
So for example Ike's Fair starts at the top and swings down. Ike seems to want to start it up beforehand, then DI into you. If you dash under him and Up-Tilt, Zelda's Up-Tilt starts in front of her and swings back. You can hit his legs and setup a juggle situation. Apply that principle to his other aerials and you should be able to slip in some attacks, even with that wall of hitboxs.
It might just be you tbh. Like others before me have stated, it takes a while to learn to use it effectively. Its hitbox is kinda strange.Speaking of which does anyone still find Dins Fire hard to land?
You mentioned in my first days that you also don't rely on grab as much, because of the same reasons. It's hard to grab people that are throwning out aerials. Catching their landing just outside of the hitbox range can be pretty strict, even with Pivot Grab. Tomohawks would be a fine addition for me, because I find myself landing on people's shields with attacks, a lot. As we all know, Zelda doesn't have the best attacks on shield, and even Kick on shield can be punished by a lot of OoS options.I know, I just meant that it doesn't matter how long or short of range or what kind of grab, if it refuses to register you're screwed. And yeah, that is why I don't grab, unless they're in shield. The way and situations it fails in, lead me to believe there is something more than just lag or jank at work here and I'm wondering if her grab is actually bugged.
Is Zelda's framedata better than previous entries?No yeah it’s still hard to land. The hitbox actually did get a base size increase that I’m sure most people have felt, but the set distance you’re forced to cast at minimum and the release startup make it pretty underwhelming. We keep saying it’ll be an airdodge force/trap but I struggle to see how it’ll be effective when the hitbox just...misses...Mind you it STILL can be clanked by aerials...It doesn’t have freefall now, but it’s not good enough at hitting people that using offstage can be a liability.
I’m always surprised at people trying to use this move so often as though it’s suddenly buffed and useable. It’s really still not good. I suppose that people are still getting a feel for playing her optimally, and I think Din’s will fade out of use more outside of well-spotted times.
Fun fact: people in comp commonly rated Din’s Fire as one of the worst projectiles in Brawl. And we’re talking about its best iteration. I’d probably give back no freefall to have Brawl’s Din’s tbh. We know better how to use it and can avoid falling offstage tbh
Well, yes, kind of. It’s probably close to the “best it's ever been,” but not exactly. Some moves are distinctly better now than they used to be. Dtilt/Utilt/Dash Attack/Ftilt all have less endlag than SSB4 and Brawl, and her landing lag has almost never been lower on aerials. But her frame data will never compare to Melee.Is Zelda's framedata better than previous entries?
Does she even have any usage in the first place?I question if Zelda will fall off in usage as the game progresses. It seems the same thing will still happen. Considering she had no MUs in any previous game aside from Melee. Pika/Pichu, Peach/Daisy and ROB would also be a nightmare. We need more options to stop speed or aggressors. Zelda's grabs are inconsistent with me too, more range would be nice. lol Ganon is a good MU? Zelda loses the up close combat to him.
If you haven't already, try playing those characters for a while yourself. Sometimes unsafe or laggy options aren't immediately noticeable to the naked eye. I used to feel the same way in the Ike MU, until I played as him and realized he has trouble safely approaching and dealing with campers. His aerials aren't lagless and properly timed OoS options can really shut them down.I struggle
Pretty much. I play at distance with Phantom and am more spacing oriented, so tomahawks aren't too useful for me, but judging from your playstyle might be useful for you. I tend to approach with Phantom, so don't have too much problems with shields. Sweet-spot LK does a ton of shield damage, though. So if maybe try learning how to combo that with Phantom, for a shield break.You mentioned in my first days that you also don't rely on grab as much, because of the same reasons. It's hard to grab people that are throwning out aerials. Catching their landing just outside of the hitbox range can be pretty strict, even with Pivot Grab. Tomohawks would be a fine addition for me, because I find myself landing on people's shields with attacks, a lot. As we all know, Zelda doesn't have the best attacks on shield, and even Kick on shield can be punished by a lot of OoS options.
Actually you just answered my question, it was for her framedata as a whole. I have noticed it's better comparatively to Smash 4 and Brawl, but still needs more. Her LK should be Melee SH LK (I think her aeriels would be much better) her D-tilt is unforgivable in Ultimate and in Melee what tilts did she have? lolWell, yes, kind of. It’s probably close to the “best it's ever been,” but not exactly. Some moves are distinctly better now than they used to be. Dtilt/Utilt/Dash Attack/Ftilt all have less endlag than SSB4 and Brawl, and her landing lag has almost never been lower on aerials. But her frame data will never compare to Melee.
All of zelda’s smashes in Melee (and somewhat Brawl) used to be built on a slighlty different framework. Her Up/Down smash hit sooner and ended faster. Her fsmash ended considerably faster and was infamous in Melee/Brawl compared to many other smash attacks (it was comparable to MK’s Fsmash). Not to mention LKs. The design for them was drastically nerfed in SSB4, but before that they both were hit 8/5 FAF 36/33 in Melee and FAF 40/36 in Brawl, which was incredibly fast. Another design that now, would be quite useable.
On the other hand, her specials have pretty much never been better. nayru’s never really changed that much, but it is technically the fastest to hit now, and has intangibility lasting thru the first hit, which makes it solid. Dins Frame Data was better in Brawl (no other game compares for Frame Data there), Phantom obviously didn’t exist until SSB4, but it’s still quite a bit better compared (the release FAF is 7F sooner, release hits are quicker, charge is probably near 2x as fast), and FW seems to get better and better every game. (Used to take nearly a whole second to disappear, then in SSB4 it was like 24F, now it’s only 17F to disappear. Speed of travel is faster too.)
Grabs are obviously a bit better but also worse. Since SSB4, her Grab grabs is a tiny bit sooner, but the endlag was badly nerfed.
In conclusion it’s kind of a mix. Over time many of her moves were redesigned or retooled, leading to alterations in their frame data:
- Her smashes had endlag nerfs in SSB4 to follow a trend of “smashes, especially high KB ones, are slow”
- Up tilt followed the SSB4 trend of combo up tilts and was altered from a slow kill move to a fast move.
- LKs were nerfed because sweetspot moves were treated overall harshly in SSB4. (Zelda seemingly worst of all, but CF Knee was hit badly too.)
- Common sense buffs were given to specials each game.
- Tbh her tilts were really pointless moves in Melee and they’ve been given mew life in other iterations (but dtilt is once again pointless lmao)
I honestly think her overall shift in frame data is motherboard for the better or worse. Some of it is great, but other things are just so unforgivable and we’re teally uncalled for on a character that was consistently bad in every smash game at the time. Personal preference is that most of her newer-Game frame data buffs were not relevant enough while the old moves that got nerfed were more detrimental. Zelda honestly needs faster aerials, landing viable and SH viable aerials.
Edit: I realized just now this may have been a question solely on Din’s and I apologize if I made an essay answer to you about her frame data as a whole and not just dins ^^’
It's probably because he is bad overall, but I've found DeDeDe hilariously favourableWhat would you guys say are MUs Zelda has an overall okay or decent time with? I've seen her struggle helplessly against Megaman, that MU is just a big no for Zelda. lol What do you guys think about actually having kicks that work this time? Any sourspot setups that actually work?
Thanks for the suggestions. Rarely (If ever) do I take the time to play as my opponents' characters and get a feel for what they're dealing with in their respective kit to pickup on potential weaknesses I can take advantage of.If you haven't already, try playing those characters for a while yourself. Sometimes unsafe or laggy options aren't immediately noticeable to the naked eye. I used to feel the same way in the Ike MU, until I played as him and realized he has trouble safely approaching and dealing with campers. His aerials aren't lagless and properly timed OoS options can really shut them down.
I went a bit into Ganon in the last paragraph in my response to Codebox above. Learn the distance and spacing with his specials and charge Phantom outside that. Wizard's Foot starts up quick, but peters out a bit toward the end. Try to keep Phantom around there and if he starts it before you have a chance to release, release Phantom, which should slow him down long enough for you to move and punish. Ganondorf has lagless moves, but only some of them are, so learn those and be ready to avoid them. Ultimately, you just keep a healthy distance between the two of you and you can take to the air if you run out of ground. He's laggy in the air, so give yourself plenty of space and escape to the platforms/other side of the stage. Ultimately you just need to put in disadvantage a few times, so perfect Zelda's advantage state as much as possible.
Don't treat DK as a heavy anymore. He is way too fast for that now. Rather, put him in the same category as the other fast characters like Fox or Falcon. Use spacing of your disjoints to beat out his range and speed, instead of trying to aggro him yourself. Dash attack is something you need to watch for, when he is charging you or wants to approach. Otherwise, learn the range of his attacks and always have an Fsmash or Tilt waiting for them. Disjoints are key whether he is approaching or camping, otherwise you will be beaten by his range or frame data.
Are you using the right stick as a Tilt stick or a Smash stick? If you are using it as a Smash stick, try changing it to Tilts in the controller preferences. I find Smash attacks much easier to pull of in the heat of battle, than the subtlety required of Tilts. You might find it easier to do Tilts that way. Otherwise, be sure you are spacing Up-Tilt in a way that hits your opponent, before their attack hits you or before any disjoints reach yours. Up-Tilt is a little laggy and starts from front to back. Try to insure that your opponent is on the side it is starting up on, unless their attacks have disjoints.
Don't worry, you're not alone in regards to the overall speed of the game. I and I'm sure many others, took a long time to get used to the speed and flow of the game. I also personally have complex health problems and one of those is autonomic dysfunction. My hand-eye coordination is messed up because of it and my input and reaction time are really bad compared to the average. I can't mash out of things like others can, my SDI is very poor, I can't play characters that require fast inputs and reaction time very well, and it might possibly be a cap that stops me from truly becoming a top player.
What I do to get around that, is to rely on prediction and intuition. It is faster to act than to react, so if I know what my opponent is going to do, I can setup a plan and act a little beforehand. I do this by getting an idea of how my opponents character plays and my habits and playstyle. Grinding through matches online, is my main form of practice and I try to gather as much info on the various characters I can. If you now the optimal options a character can take at anytime, then you can limit those options and force some bad ones, as well as make prediction easier. Then comes the player and watching for their habits and any flaws they have.
Eventually, that all becomes "feelings" and I just sort of "know" what my opponent is going to do and can be a step or two ahead. I find Zelda's frame buffs to her big punishes like Farore's Wind or LK, works wonders for such a style and I land FW quite often. I can't beat people head on, so needing to be a step ahead and relying on traps and trickery is important for me.
All of that isn't really unique to me and are things you need to have, in order to truly be a good player, but I especially need them, to get around my other deficiencies. So maybe try doing those things and see if you improve. Otherwise, lots of practice and the daily grind, is just something you can't get around. If you played Zelda in other games like I have, you won't have too much trouble with the spacing and timing, but if you are relatively new to her, it is essential that you get very familiar with all her moves spacing, range, and timing. Put lots of extra practice in, to try to counter act any input issues.
I think too many players are way too serious about their GSP, and since you lose way more points when you lose a match than you gain when you win, they probably don't want to risk it.That said, I think I'm fairly decent and beat most of my matches, so I don't know why a lot of these people don't stick around for the rematch.
I've had my game crash twice. Both during boss fights. Thankfully I had saved before each boss fight so I didn't lose any progress - other than having to restart the fight - but I'm annoyed that I have to worry about it.I got myself Tales of Vesperia: Definitive Edition, and I experienced my first game crash on it.
Yup this is definitely me. I care more about a six-to-seven digit number (that is flawed in a number of ways) than how I can improve as a player. That's a terrible mindset to have, at least for me. I need to knock some sense into myself. I need to use online as a tool for improving, not for seeing how high of a GSP I can get with a certain fighter.I think too many players are way too serious about their GSP, and since you lose way more points when you lose a match than you gain when you win, they probably don't want to risk it.
That's stupid. At that point, you're not even focusing on improving. You're pretty much just caring about the rank and numbers, which won't necessarily make you a better player.I think too many players are way too serious about their GSP, and since you lose way more points when you lose a match than you gain when you win, they probably don't want to risk it.
Exactly. Focusing on a number doesn't make you better. So long as what you can see in your game to improve at for future matches, win or lose. That mindset is what will help your game in the long run. I'm gonna start applying this ASAP whenever I get back online. It'll make the game a lot more fun, and also relieve me of the unnecessary stress of my GSP number.That's stupid. At that point, you're not even focusing on improving. You're pretty much just caring about the rank and numbers, which won't necessarily make you a better player.
You might need to focus on Zelda first, before you play others, but it is a good thing to do. What I like to do though, is play other characters as a warm up before I actually play Zelda. That way I can get some playtime with other characters.Thanks for the suggestions. Rarely (If ever) do I take the time to play as my opponents' characters and get a feel for what they're dealing with in their respective kit to pickup on potential weaknesses I can take advantage of.
I tried it for about ten minutes or so in training, then just gave up. I don't if it is a clunky Zelda thing or if it is much more difficult than 4, but that is way too much of an investment, for too little gain for me.Is there something up with Ledge Trump, in this game? It's far, far harder than it is in Smash 4. In Smash 4, it was basically the same timing than in Brawl. I only get it like 3/10 times, here...
That's stupid. At that point, you're not even focusing on improving. You're pretty much just caring about the rank and numbers, which won't necessarily make you a better player.
The only thing that motivates me to keep my rank up is the potential to play better players.
Pretty much. I don't think it is very accurate in terms of measuring rank. I lose like 50-100,00 GSP with each loss and gain maybe 3-15,000 with each win. I need to go on crazy high win streaks to get anywhere significant. That can unfortunately lead to lots of tedium in beating on weaker players, until I make it back in Elite. So yeah, just worry about improving and not rank.Exactly. Focusing on a number doesn't make you better. So long as what you can see in your game to improve at for future matches, win or lose. That mindset is what will help your game in the long run. I'm gonna start applying this ASAP whenever I get back online. It'll make the game a lot more fun, and also relieve me of the unnecessary stress of my GSP number.
I'd argue it's a pretty big deal. Shouldn't a trump lead right into a Kick? If not, there's likely a lot to gain from simply disabling ledge invincibility.I tried it for about ten minutes or so in training, then just gave up. I don't if it is a clunky Zelda thing or if it is much more difficult than 4, but that is way too much of an investment, for too little gain
ohfor me.
Honestly I was the same way until one day when I was playing poorly I just decided to go on a big losing streak. It took a few sessions but I got back a pretty good score where I’m playing people at my rough level. It’s totally worth it if you need to crack a MU.Yup this is definitely me. I care more about a six-to-seven digit number (that is flawed in a number of ways) than how I can improve as a player. That's a terrible mindset to have, at least for me. I need to knock some sense into myself. I need to use online as a tool for improving, not for seeing how high of a GSP I can get with a certain fighter.