Needsmorespin
Smash Cadet
I know this is the Zelda social thread but since you mentioned Ivy...honestly Ivy is a little too good in 2.6
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I would say that's pretty accurate of Zelda. She has good tools for her neutral game and giving herself the space to start zoning.I'm working hard to become the best Zelda main (that is my goal), but I honestly feel Zelda is a B tier character. She has some good tools and a good player can use her well, but she is just not as good as many of the other characters in this game. Call me a fraud, but I feel like she needs a bit more to be considered a top tier character.
Shhh, don't let Zhime or Ryoko hear you say that, otherwise they'll start telling you how you don't understand Zelda's "design" and aren't using the fireballs properly.WDOOS is good too.
If anything with 'Fireballs', I'd prefer if they came out really fast and slowed down as they traveled. Placing them quicker in closer ranges would give them more use, and actually function properly. As they are now, they're not solid enough to be BnB Zelda at top level play as they're just not efficient enough to instantly place in an active or close neutral-game without almost guaranteeing a loss of positioning otherwise.
Invincibility actually comes out frame 4 on ground, 5 in air. There's not much reason to drop shield and nB for speed since that takes longer than doing it from a jump OoS. You can do it directly out of shield if you powershield, though.On second check, I see that nayru's invincibility comes out on frame 5 (ground) and 6 (air) so I guess that's fairly fast, but I know you can't neutral B directly out of shield. Does anyone know how long it takes to do a neutral b after dropping shield?
We did try using 100% Melee kicks with current P:M Zelda for curiosity's sake in the past, and ultimately had a good laugh.
thisthisthisthisthsithisthisLearn to fight without Din's Fire first then work it your game, not the other way around.
well...the intention was to add precision to the move hence the damage changes with the criticals while still having a blend of their usage from her previous iterations...so they are still usable in terms of both games. It does take some getting used to but my personal preference id say are the current kicks. I definitely see where you are coming from in terms of the complexities. It's kind of meant to separate zelda mains from zelda players/secondaries the way that i see it. Its going to depend on how well you know the character and are able to land them vs just throwing them out there and hoping they run into them though.
The superheel is definitely one her her best additions to bair/fair. Also BJN, if you start to feel cautious about using bair, you can actually start hitting with different kicks consecutively to deal high damage with them. The BKB was increased on bair superheel to prevent double superheels doing 42% damage in 2 hits but you are able to do 17% + 21% hitting with the sweet>supersweet.
Have you looked into using different parts of the move for kick combos? It works out pretty nicely once u can get the timing down. Nice damage building and shield damage if you connect on shield.
Good, kind of essential stuff there to just start doing... you must be crazy!I learned Naryu's ATs (land-canceling and b-reversing) and started using Farore's Wind OoS and now my Zelda is so much better
Also whoever said to learn how to play Zelda without Din's first is completely right.
I still don't know how to relieve pressure though. And in general I overcommit with all of my characters which is especially detrimental to Zelda
I had trouble with Link until I learned land-canceled Naryu's Love, now the matchup is SIGNIFICANTLY easier. Link sucks at comboing you and you're great at comboing him. Kick him in the face.don't know how the MU usually goes, but one of my friend's is really good with Link (his main) and it is really hard to find the right approach that can get through boomerangs, bombs, AND arrows without teleporting into a punish.
Just getting into the lingo. What is land-cancelled Naryu's Love exactly? Using Love to land, L cancelling Love or...?I had trouble with Link until I learned land-canceled Naryu's Love, now the matchup is SIGNIFICANTLY easier. Link sucks at comboing you and you're great at comboing him. Kick him in the face.
To execute land-canceled nayru's love, you must land with the move after the attack frames end (frame 28+). This is easiest to demonstrate jumping then immediately pressing B - when Zelda lands, she will have significant lag. Do a full hop and then press B, when Zelda lands, you can act much faster. It helps the matchup because Naryu's Love is a reflector, and by running and doing land-canceled Nayru's, you have a /mobile/ reflector that you can combo out of.Just gett
Just getting into the lingo. What is land-cancelled Naryu's Love exactly? Using Love to land, L cancelling Love or...?
And why did it help with the matchup so much??
Alright, pretty nifty stuff.The only moment you really have to think about is the minimum required height to get all 28 frames in before landing. If you're too early, you'll have the usual landing lag and you'll likely get punished. Try to find the earliest possible height that you can use Nayru's and still get the land cancel. Glad I could help
It's okay! Ask as many questions as you wish, because it helps other players as wellAlright, pretty nifty stuff.
One more thing I was wondering about Naryu's Love is how do you Love jump?
Sorry to flood the thread with noob posts >.< I'm working on being decent enough to top local tourneys.
You have to be careful about too much dash attack - especially against someone like Bowser. Some opponents can couch cancel the first and punish you for it, our just shield grab.Hey all! New here, just wanted to get into all the Zelda talk. I lurked over the past few pages to get some ideas on how to play her more effectively.
I pretty much just got into trying to be competitive and Zelda is for sure my goto main. I haven't faced a ton of experienced players, but I do enjoy that some people don't know how to handle the matchup and hate Zelda immensely because they get the impression that Din's Fire is "campy" and Naryu's is "spammy."
I've been curious as the how a lot of matchups go with Zelda, like good MUs or bad MUs. I saw a few speaking of Bowser, I really enjoy facing any large character with Zelda just because they are so easy to land hits on and juggle, but if they are piloted by a good player they KO Zelda at exceedingly low percents... I don't know how the MU usually goes, but one of my friend's is really good with Link (his main) and it is really hard to find the right approach that can get through boomerangs, bombs, AND arrows without teleporting into a punish. I've been trying to let him come to me and if he doesn't approach set up Din's Fire traps, but after facing this guy many times he can play around Din's like no ones business.
I also wanna thank ZHime, Wavebuster, etc. for all the input and expertise on the character. I've watched lots of combo videos and the stuff that can be done with Zelda is dirty. I typically don't try to play flashy though unless I am rolling off of built momentum and my opponent starts playing sloppy. I play Zelda like a chess piece and wait until the right moments to strike and then capitalize on that strike. My main approaches are either a teleport into the other player or I just try to dash attack into them typically allowing you to dash attack again then nair into uair juggles or fair/bair off stage where I set up Din's Fire for their return and then punish once they hit it.
Well anyways, that's my intro I guess. I look forward to being a part of future conversations! (:
In this game, the sakurai angle is equivalent to a natural 45 unless KB is extremely low (falco's lasers, but never zelda's kicks). You're thinking of Brawl, where DI potential is higher and higher still when moves connect as air hits.Bair:
Critical - 21% (angle = around 40 but uses a "sakurai angle", so it can be way higher)
I played Brawl. And it honestly made me almost drop Smash completely with disgust at the design.^ Actually, yeah. I was. Embarrass
On another subject, how many of you guys played smash before P:M? If so, which one(s)?