McKnightlíght
Getting back into the dunk game
My guess is that she'll be banned, just like in Sm4sh.
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I really hope dins doesn't do that anymore. I want to be able to throw out dins and force them to waste their airdodge.The moment when people figure out Din's is cancelled out by most aerials will be a dark day. I remember when that happened in my community in the Brawl days
Prolly.She'll still be bottom tier because the only thing she's gotten is buffed Phantom Slash, everything else seems worse or the same outside of like... Din's Fire which is now only mediocre instead of literally the worst move in the game. You're welcome.
There's a lot of other buffs Zelda got. You can drift immediately out of UpB. Upsmash has a way better hitbox. Her run is noticeably faster. Jab comes out way faster and is multihit (but dunno how mulithit changes her jab game). In general a lot of her attacks seem to be faster and have less endlag.She'll still be bottom tier because the only thing she's gotten is buffed Phantom Slash, everything else seems worse or the same outside of like... Din's Fire which is now only mediocre instead of literally the worst move in the game. You're welcome.
There's a lot of other buffs Zelda got. You can drift immediately out of UpB. Upsmash has a way better hitbox. Her run is noticeably faster. Jab comes out way faster and is multihit (but dunno how mulithit changes her jab game). In general a lot of her attacks seem to be faster and have less endlag.
Dtilt looks really bad though lol
I just hope Sakurai does more tweeking, so there's no more bottom tier.
Well, it could just the new game mechanics in general with less hitstun, and people haven't adjusted to it. We haven't seen anyone try a dthrow to upair either. Maybe we just need to relearn the combo percent windowsAh I dunno Dtilt still looks ok its just the move dosen't travel very far, seems to send the opponents at the tried and true angle from what I could muster though I may be mistaken. Looks like you can act fairly quickly afterwords. Aside from melee and project M I thought dtilt was pretty good in general for zelda.
I could be a big silly dum dum though.
I'm really surprised it didn't have transcendent priority (A needle has transcendent priority but not FIRE.... really?)The moment when people figure out Din's is cancelled out by most aerials will be a dark day. I remember when that happened in my community in the Brawl days
Pause.Upsmash has a way better hitbox.
I don't have proof on me, but I remember from the footage I've seen of her, there were multiple times when she would upsmash and the opponent standing next to her (but not visually touching the halo she makes above her) would get hit by it, so I think the horizontal reach may have improved a little.Pause.
Literally nowhere I’ve seen says that.
I need receipTs...
because I like Usmash so if it was more useable I need to know
In some of the zelda gameplay shown, her upsmash appears to have a wider horizontal range now. Looks way better than smash 4 upsmash, where the opponent has to be literally touching zelda sometimes for upsmash to hit.Pause.
Literally nowhere I’ve seen says that.
I need receipTs...
because I like Usmash so if it was more useable I need to know
I also saw in that vs Mario match, he dropped his shield at the end of fsmash and got a perfect shield. I do wonder how vulnerable her multihit moves will be to ezpz perfect shields. I hope they buff the shield stun on the intermediate hits so that getting a perfect shield isn't as simple as "just let go near the end lol".My thoughts on Zelda:
Looks like a solid wall archtype, but this time around, actually functional with walling. Aerials are underwhelming for pressing the offense or comboing, but aSH (auto shorthop) looks to be devastating with her kicks, and her improved airspeed gives her flexibility with using aerials to zone.
https://gfycat.com/MisguidedNeatLeafcutterant
^nair is safe on PS (perfect shield) for instance. At least on some characters. Although, I think at most, this will be less about giving her frame traps and more about giving the Zelda main confidence to throw out attacks in order to defend vs certain options
good riddance! there's a lack of comprehensive toolset use from zelda footage so far, not that anyone can blame that since it's only been 3 days with a brand new game. It's important to note that the jab multihit combo is optional, and that she still has her single hit jab like before (technically it was a multihit, but it was effectively just a slow single hit jab) only now it's frame 4 instead of frame 11. it's tough to say whether she has the same quickness to act out of the single hit jab, but she probably will have some similar followups after it, probably DA, Dash grab, ftilt, maybe dtilt or aSH kickI "slow start up, low cooldown". IIRC, her Smash 4 jab was able to combo into things since it had low knockback and low cooldown.
It probably won't be safe on shield because of perfect shielding, lol. They always seem to look at it like this... 1) invent a new defensive mechanic 2) allow Zelda to have some sort of offensive option she used to lack because the new defensive mechanic will safe them the bother of balancing her, since anything op she has will be negated by the new defense mechanic. I hope they buff the shield stun on the intermediate hits so that getting a perfect shield isn't as simple as "just let go near the end lol".
lol. I'd like to see some actual use
It does like, 8%... Yeesh.
Treehouse demonstrated Zelda's new Phantom Knight, and later have a Zelda vs Link match.
You can see that the fully charged phantom can be released immediately or held for a second while Zelda moves first before it launches.
My guess is you press down b to start building phantom, and press down b again to launch it. Or just let the phantom complete and it fires after waiting a second.
It's a breath of fresh air. An immediate disjoint flurry to deal with fast opponents is much more useful than the slow ass jab from before, combo potential included. They really seem to be designing her around being a defensive long range pesterer this time, which is exactly what I wanted. Din's Fire is now for pestering, Phantom is essentially a trap, Farore is even faster to get those long range kills for opponents not approaching due to having a reflector or something, and jab flurry takes care of speedy ******** who think they can just run in. The only problem I still see is having both Lightning Kicks for fair and bair instead of something a little safer over one of them, though the landing lag of both seems to be massively reduced so it's not too bad. I'm really hopeful this time guys, fourth time's the charmSo I don't know much about Zelda, so I wanted to ask, what do you guys think about the Jab change? It looks good, but I feel it may have ditched the previous design of "slow start up, low cooldown". IIRC, her Smash 4 jab was able to combo into things since it had low knockback and low cooldown. So if the new jab sends them away, isn't it worse in some aspects? The new jab does look cute as heck though with all the expressions and elegance.
I've already seen it happen in this game. I think it was a mario nair or something.I really hope dins doesn't do that anymore. I want to be able to throw out dins and force them to waste their airdodge.
Definitely not a combo, but maybe uptilt could do something? Please?https://gfycat.com/HiddenSoggyKagu
what do you guys think of this? I can't tell how long characters stay in hitstun in this game so I don't know just how unlikely this followup is with Zelda.
You can see link dair before it hitshttps://gfycat.com/HiddenSoggyKagu
what do you guys think of this? I can't tell how long characters stay in hitstun in this game so I don't know just how unlikely this followup is with Zelda.
Ah unfortuanetely its not a true confirm I dont think.https://gfycat.com/HiddenSoggyKagu
what do you guys think of this? I can't tell how long characters stay in hitstun in this game so I don't know just how unlikely this followup is with Zelda.
You can clearly see link regain control of his character when he starts to drift left after the apex of the jump unfortunately, so he just needs to be a lower percent. The faster hitstun forces us to know what option we must choose in that situation. Instead of fair, she should have unpaired I think, for a combo at least.https://gfycat.com/HiddenSoggyKagu
what do you guys think of this? I can't tell how long characters stay in hitstun in this game so I don't know just how unlikely this followup is with Zelda.
Damn, that charge speed actually looks pretty fast!Phantom Slash now is a single press chargeable move. Pressing B again will release the Phantom as its current charge level, and has five charge levels. You can see this easily by watching the visual cue: counting the pieces as they fall and “shake“ as it forms. (The final piece, the head, is the visual indication the Phantom will be delayed.)
Each level is a different attack. Finally, Releasing the fifth charge delays the phantom, invoking for crazy sets ups, baits, and edgeguarding. A very “traditional fighter” stylized projectile, allowing her to pressure opponents safely. The Phantom still acts as a shield as well.
unpair wouldn't have worked I think maybe upnair or unfair is the only unfirm.You can clearly see link regain control of his character when he starts to drift left after the apex of the jump unfortunately, so he just needs to be a lower percent. The faster hitstun forces us to know what option we must choose in that situation. Instead of fair, she should have unpaired I think, for a combo at least.
Sorry, my English is not the best sometimes. I meant unpaired as unpair herself from the phantom lol I was thinking if she set one up as he was landing and then went for an attack, she’d be better offunpair wouldn't have worked I think maybe upnair or unfair is the only unfirm.
I am sorry couldnt help myself
Oh your fine haha I was just being silly.Sorry, my English is not the best sometimes. I meant unpaired as unpair herself from the phantom lol I was thinking if she set one up as he was landing and then went for an attack, she’d be better off
ITS ZELDA, *****.DOWNWARD SPECIAL - Phantom Slash
Phantom Slash has received a major overhaul in Ultimate.
Phantom Slash now is a single press chargeable move. Pressing B again will release the Phantom as its current charge level, and has five charge levels. You can see this easily by watching the visual cue: counting the pieces as they fall and “shake“ as it forms. (The final piece, the head, is the visual indication the Phantom will be delayed.)
Each level is a different attack. Finally, Releasing the fifth charge delays the phantom, invoking for crazy sets ups, baits, and edgeguarding. A very “traditional fighter” stylized projectile, allowing her to pressure opponents safely. The Phantom still acts as a shield as well.
Level One - Kick
Level Two - Fist
Level Three - Strike
Level Four - Slash
Level Five - Slash (Trap)
GRAB - Hex Hold
PUMMEL - Flash
FORWARD THROW - Levitation
BACKWARD THROW - Reverse Levitation
UPWARD THROW - Levitation Launch
DOWNWARD THROW - Plasma Beat
id say it’s high risk high reward, it has a great payoff for the risk, so to call it a low reward move doesn’t really sound right to me at leastPhantom is a such a high risk, low reward type of move (like most of Zelda's kit). Really glad Sakurai added the fully charged slash delay to give Zelda players a proper reason to charge phantom all the way, which can be difficult and dangerous to do.
Ya it seems like it only hits once, but the animation makes it look like it should hit at the end as well. Could just be a beta build thingIs level-4 and level-5 charge no longer 2 hit?
edit: sorry quoted wrong post
They are in factIs level-4 and level-5 charge no longer 2 hit?
edit: sorry quoted wrong post
Found this one on twitter yesterday and it's the most wholesome thing I've ever seen