drsusredfish
Smash Ace
I haven't seen much 3.5 zelda videos so is there anybody willing to upload my gameplay replays? I've been using zelda in some interesting ways that some may like. ( redording my tv screen just looks so bad)
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Hey now, you can be irritated all you want, just remember to be constructive. And if not constructively, at least polite, haha. We're all Zelda players here!-snip-
yo, A++ attitude, 5 stars, would respond to again :]4tlas said:I also totally agree its too early to be sure of what needs buffs or nerfs, but we might as well talk about it anyway! =)
True. It's a bit different, though. It's unintuitive in the same ways as Samus having smash missiles and Zelda's ftilt knocking people behind you are, however. It makes sense after it's explained and a handful of games. Whereas, damage via din-clink (that's my new band name, thx) is a new mechanic to the game entirely and would require distinct visual or auditory feedback (probably both) in order to start to convey properly. I mean, Ike has his self-damaging nB, but that is simply at the end of his attack and has no real consequence on the usage of the move, at least in terms of counterplay. Your iteration of the dins would require looking at matchups in a way foreign to all other characters, which, in itself is not a bad thing! However, the combination of these factors coupled with the PMDT's desire to somewhat homogenize playstyles makes it feel, to me, out-of-place. But again, thinking outside the box is always good for designers to be able to do. Props, dude.4tlas said:The problem of it being unintuitive is something we may have to deal with no matter what we do to it. Even boomerang-dins is unintuitive, especially when it goes through the floor or loses its hitbox after hitting someone.
Hm, would dins clink only projectiles while placing them then? I could see that being alright for a counter-projectile approach option if so! Hard to say if that's implementable, though!4tlas said:You mentioned that projectiles would force her to approach and getup attacks would prevent it from techchasing. She already had/has to approach projectile users, but she can use dins to block an enemy projectile at the cost of some hp. Also getup attacks don't prevent techchasing, but they do counter the dins-on-wakeup. On the other hand, shield grabs and telecancel grabs do counter getup attacks. So really its more like a rock paper scissors, right?
The way I like to look at it instead of being a super long cooldown is it is an indirect pressure tool. By having a dins out you are telling the opponent 'in ~3 seconds you will have to deal with more than just me' while simultaneously forcing them to bait/think out their approaches less because you also have the chance to force that situation to happen immediately if they are too slow and deliberate with their approach. It can make opponents play recklessly which all of the cast enjoys, but especially Zelda with her awesome punishes and great defensive options.4tlas said:I think this is preferable to having 1 din mine on super long cooldown like we have now, since she can place multiple in different locations to bait clanks and/or zone.
It would require testing to say for sure, but it sounds like it would always be optimal for both players to want to play reactively due to the commitment heavy actions of teleporting + placing a dins. Tech chasing is generally made effective by the number of low commitment options the aggressor has, like a jump or a quick running speed. Althooough, I just thought of the fact that fine-tuning that interaction via din placement speed, startup, etc may adversely affect her neutral game in undesirable ways. But again, it could be cool if tested properly and could work in the way you described!4tlas said:On the other hand, shield grabs and telecancel grabs do counter getup attacks. So really its more like a rock paper scissors, right?
Do you use tap-jump? I know it's harder if you don't, but use Usmash OoS, man. It's GLORIOUS and totally worth learning. Like, my friend plays Zsuit and if he's at 0% and does an unsafe approach that I can't shieldgrab, usmash OoS gives the initial usmash -> a followup running usmash -> probably nair or uair (bair or fair instead if he DIs dumb, which can be a kill on levels like warioware if they go towards the blast zones) -> din placement if I can't followup from there. *swoon*4tlas said:I don't have an opinion on OoS telecancel. I am actually just bad at doing things OoS. I have used it to escape juggles by hitting with the startup though.
Of course, and ditto!4tlas said:And thank you for the direct response =)
It gets exponentially more potent the longer it takes to place, but the two situations where I find myself using it most are edgeguarding so that the hitbox covers a wider area + you get to have it available in case they can avoid it. And the other situation is when I am placing it and the opponent is grounded and likely to shield, thinking I will place it on them. In this case you can place it in front or behind, pop it for extra shield damage (and sometimes you get the hit from its return arc as well when placed in front) and to get it back in the instance that you need to continue to reposition.Kaeldiar said:Yeah, I tend it to use it the same way. It just bothers me that there's a specific mechanic of it that I'm not using :/
Exactly.Hey now, you can be irritated all you want, just remember to be constructive. And if not constructively, at least polite, haha. We're all Zelda players here!
I think you're right. I played with them in debug mode and thought they were huge, then played with them normally and I have to be much more precise, probably because I know to not trust the graphic.Is it me or do the explosion hitboxes seem smaller than the graphics indicate?
In the General Discussion forum you can find a thread called "3.5 top videos by character" or something like that. Let me know if you need it linked. It doesn't have much yet as 3.5 only came out a few weeks ago, and I highly doubt what is already there is the "top" like the title suggests, but it's a start.Does anyone know of good 3.5 Zelda footage? She seems horribly underrepresented in the competitive scene; I can't really find anything cool to watch.
Thank you! I haven't been around on these forums in years, so I don't really know how stuff works anymore. I'll check out the thread in general discussion and see what I find. Heck, maybe I can get some of my own gameplay added in to that list from the tournament I was at yesterday.Oh also welcome to the forums WindlessZephyr!
Well I would still recommend you look at some of the 3.0 videos anyway, since even if the tactics you see don't work EXACTLY as advertised, you can still try to reinvent them with new Zelda. Some things won't work but hey, we have to try and redevelop the metagame so we might as well start somewhere, right?Admittedly, I'm not really looking for entertainment. I feel like my Zelda play might be peaking, so I want to learn cool new techniques. From what I've seen, all I really need to do to be extremely good is waveland more.
Check the most recent videos in the video threadDoes anyone know of good 3.5 Zelda footage? She seems horribly underrepresented in the competitive scene; I can't really find anything cool to watch.
Okay, my interest is piqued. Any chance we could see some of your play? :D My current 'yo do this' is also wavelands. Zelda's mostly-horizontal wavelands are HUGE.Admittedly, I'm not really looking for entertainment. I feel like my Zelda play might be peaking, so I want to learn cool new techniques. From what I've seen, all I really need to do to be extremely good is waveland more.
Yo this guy's basically my #1 sparring partner. We've had the worst luck with capture cards (the 4th one is on the way right now), but we should be getting some footage up soon. Ish. He's great at playing the defensive game, waiting things out until he sees an approach he can either CC grab or stuff with one of Zelda's multi-hit attacks and do some of that reliable 0-45+% goodness she's capable of. It is really tough to get in on him when he's on point.Okay, my interest is piqued. Any chance we could see some of your play?
Any advice on the Zelda Wario matchup by the by? I'm so bad at spacing out his side B it's pathetic, but Nayru's and a shield work a lot. I absolutely HATE that you have a lingering hitbox when I'm chilling on the ledge haha. I've died so many times because of it!Yo this guy's basically my #1 sparring partner. We've had the worst luck with capture cards (the 4th one is on the way right now), but we should be getting some footage up soon. Ish. He's great at playing the defensive game, waiting things out until he sees an approach he can either CC grab or stuff with one of Zelda's multi-hit attacks and do some of that reliable 0-45+% goodness she's capable of. It is really tough to get in on him when he's on point.
also USmash is ridiculous I really feel like I should be able to get out of that but I don't know how
Well I can't DACUS, but I play Sheik so I'm used to boost grabbing which should still have the same visual effect. Sometimes I boost grab as Zelda just by habit, and it does seem to make me go a TINY bit further. Like, so tiny it makes me think its placebo. But on the other hand I assumed it would do nothing, so the fact that I saw anything at all is probably not placebo...EDIT: HEY, ANYONE-- can Zelda DACUS? Does it do anything? I tried doing it for ~5 straight minutes and didn't see anything that looked like a DACUS that whole time. I used to DACUS on snake all the time too so I at least know how to do it :S
You should be able to DI out for the DThrow -> Ftilt. It's a DI mixup with our fthrow. fthrow you want to DI in the direction zelda is facing, dthrow you want to DI in the opposite direction. Not sure if DIing up or down as well helps or anything more specific than that.agidius said:DThrow ->FTilt -> USmash -> FAir/BAir is something I've been hit by a lot, though DIing down and in gets me out of it... uh, yeah.
The inner hitbox doesn't combo, the sweetspot does (which is on her hand). The inner hitbox is the one that sends them away from you, while the hand hitbox pulls them above you.Awesome! I'd love to see some of his neutral play. Zelda's best combo starter that isn't grab is ftilt I think. But its combo hitbox is, sadly, the inner one and harder to space. Yknow. I never thought of using grab out of CC before so thanks for the info haha!
Gah edits after I respond to things. lolYou should be able to DI out for the DThrow -> Ftilt. It's a DI mixup with our fthrow. fthrow you want to DI in the direction zelda is facing, dthrow you want to DI in the opposite direction. Not sure if DIing up or down as well helps or anything more specific than that.
Oh yeah, no worries there. I figured the DI out after the first couple times I got hit by that particular string. The DI mixup hasn't come up yet in our play though - I think what I'll start doing is holding my DI for the FThrow since that comes out the fastest, and switch the DI if I see the animation for the other throws starting. Thanks for the advice though.You should be able to DI out for the DThrow -> Ftilt. It's a DI mixup with our fthrow. fthrow you want to DI in the direction zelda is facing, dthrow you want to DI in the opposite direction. Not sure if DIing up or down as well helps or anything more specific than that.
Doubles is always very weird, since there is so much more happening at once. It is difficult to boil strategy down enough to determine what 'optimal' play is. Something you may want to consider (if you want advice, if not just ignore me) is when to save your teammate as opposed to punish your opponent. You both seemed to vastly prefer turning the game into 2 1v1s whenever possible, as well as punishing opponents over saving teammates. Perhaps my playstyle is just different, but I will always value saving my teammate more, and as Zelda I can often do both.doubles footage
For a little while I thought I was able to tolerate you, but I'm tired of you snobby attitude. I feel sorry for the people who think you're always right. I'm not blaming you as if you were the one to design the character, but a lot of people seem to look to your posts as the gold standard for factual statements and convince themselves that you must be right, and anybody who disagrees with you is either a bad player or crazy. I'm terribly sorry if my defensiveness annoys you, but you're the reason for it. I love Zelda, but I'm not going to sit here and pretend that I think her changes were at all positive just to stroke your ego.remember when i made a post a while ago that the zelda players are emotionally volatile? then everyone got mad at me? well, i take that back, about half of the zelda players are emotionally volatile, and i feel sorry for the normal ones that have to put up with you.
3.02 zelda was a horrible design for reasons i've covered like a hundred times. she was going to get changed whether i was there or not because she was stupid.