Melee Sheik/Mewtwo here. But I don't play Melee anymore, just PM, where I play Sheilda and have a pocket Diddy, Fox, Pit, and MK. When 3.0 comes out I'll be playing Sheilda and Mewtwo primarily with probably the same pocket chars
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 actually disagree with Link being bad at comboing Zelda. Link's combos for the most part are just a bit shorter on floaties, but he can still do significant damage with F-throw > DACUS > Follow up of choice (typically another DACUS/Nair/Uair depending on DI).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.
Din's Fire will feel very moot in the Link MU since he can easily disarm them with the range on his normals and projectiles. It's at its most useful after a combo on him for additional pressure. Be wary of approaching from the air as while Link has slower normals, his anti-air game is solid with Ftilt, Utilt, Upsmash, and even Nair. If he hits you with an F-smash be sure to shield until after the 2nd hit because he has rather long optional delay on the 2nd hit and it makes for a strong frame trap.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.
So I tried out some new tactics today against my friend's Link and I just can't crack him.
I'd like to think I'm not terrible, but I struggle hard to get him below 2 stock.
He plays a few other characters, but I can't do anything to Link. Naryu's Love is a terrible option against projectiles because he applies pressure on purpose so he can capitalize on the end frames of it. I tried land cancelling it, but it is still too slow he hits me before the move is even over. So I use Love as a way to punish him for getting too close, but not close enough for me to grab or kick him in time.
Air Game is bad unless I'm comboing him because as stated Link's usmash is deadly and the uair goes through most anything.
Ground game isn't as bad, but I have a hard time approaching, and his dair stops my usmash so I can't juggle him at high percents when he gets out of hit stun meaning I just have to try for relentless combos.
As for Din's, I only use it when I manage to get him off the stage and capitalize from there, that's pretty much how I KO, but he's pretty good at recovering through a wall of Din's Fire.
He also does some kind of grab combo, and I get thrown, then while in hitstun he hits me with Link's dair and I get KOd at like 57%....
My matchups against other characters seem pretty good though, never really faced anyone else that is so overwhelmingly troublesome. I've faced people who have beaten my friend's Link and won. I think he's just gotten used to dealing with my ordinary tactics.
I played brawl and a little 64 competitively. Plan on doing both and project m at apex this year^ Actually, yeah. I was. Embarrass
On another subject, how many of you guys played smash before P:M? If so, which one(s)?
Use fireballs more. If he's using projectile from a distances, throw some out. Use them both as shields against approach and as a wall against his projectiles. Larger stages are probably better I'm that matchup (think pokemon 2 or fd). If you use nayrus on a projectile with land cancel, use it to land where the arrow or boomerang will hit him, not the move. Aldo don't do it to books if you can avoid it, wavedash to grab them or walk away if it's thrown a little short.So I tried out some new tactics today against my friend's Link and I just can't crack him.
I'd like to think I'm not terrible, but not amazing by any means, but I struggle to get him below 2 stock.
He plays a few other characters, but I can't do anything to Link. Naryu's Love is a terrible option against projectiles because he applies pressure on purpose so he can capitalize on the end frames of it. I tried land cancelling it, but it is still too slow he hits me before the move is even over. So I use Love as a way to punish him for getting too close, but not close enough for me to grab or kick him in time.
As for Din's, I only use it when I manage to get him off the stage and capitalize from there, that's pretty much how I KO, but he's pretty good at recovering through a wall of Din's Fire.
He also does some kind of grab combo, and I get thrown, then while in hitstun he hits me with Link's dair and I get KOd at like 57%....
My matchups against other characters seem pretty good though, never really faced anyone else that is so overwhelmingly troublesome. I've faced people who have beaten my friend's Link and won. I think he's just gotten used to dealing with my ordinary tactics.
When you're close to the ground from usually a SH, using Nayrus at a time that it hits the ground near the end of the animation will cancel it so you can do grab/jab/2nd Nayrus quickly if you're near the person. I'm sure Zhime used it a bit in his video http://www.youtube.com/watch?v=tgvYLNGtYK8Also, what is this ground cancelling naryu's that you guys are talking about?
dtilt>utilt is nice tooNot sure if it has been stated yet, but i have noticed that dtilt doesn't trip until it the opponent is at a higher %, but then it always trips (either that or i'm really lucky) which can lead to nice kill set up such as fsmash.
Welcome! She is a hard character to use at top level, but she is extremely rewarding IMO. Just learn to be patient and calm, and go for those hard punishes when you see an opening.Oh ya, forgot to mention I've decide to main zelda and i'm new to PM and didn't play melee much.
Also, this is just from playing a computer browser, but i am able to chain grab him with dthrow from 0% to around 150% before killing him with bthrow.
Lastly, I've just started learning to wavedash and any tips would be appreciated in regard to use in a match with zelda.
Wow Blondie, that performance was beautiful, (Even if you lost that one.) I'd love to see the other battles. :D
You're one of the best I've seen at using Farore and not getting hit.
Keep playing Zelda, she needs more top play representation, and I think you can bring it.
Trying to trade Naryu's Love and Death Kicks with an immobile character against a character with big aerial range and high aerial mobility generally shouldn't go very well.
I felt sadface every time you jumped at a distance... it's like if Luigi was just Short Hopping against a Falcon over and over, you're just looking for trouble.
Dash > Shield the aerial > Grab, nullifies a lot of ROB's precision-requirement-aerial-approaches, and Zelda has a good Grab. Some of that happened, but you could have abused that more, instead of putting your safe a F-airs mercy...
The DD Grabbing (eliminating the Death Kicks in Neutral, which generally shouldn't really work regardless of match-up at any decent level of play) would likely be more beneficial to work more of into your game then teleport tricks (which are cool and good and stuff... but not exactly BnB)
Just some thoughts.
Edit: tl;dr, Zelda really isn't that good in the air.
Thanks!! I appreciate it!It's inspiring to people just getting into Zelda.
Okay, if we're gonna get all Super Theory Bros in here, let me run this down. If ROB times a perfect robo-boosted fair on my shield and l-cancels it, he is -3 on block. His jab comes out on frame 3, so there are 6 frames for me to act. Zelda's shield grab comes out on frame 9, her up-b oos on frame 9, and her usmash oos on frame 7. That means she has NO safe option for punishing the side-b fair approach, except to roll away. Just shielding all his approaches is not going to work, unless he screws up, which I'm not gonna rely on with someone of Oracle's caliber.ROB miss-spaces it if you Dash toward him and Shield it, then it's a free Grab/U-smash/Up-B. It's the same way you can get a Marth/Falco/Fox that plays aerial happy, or worse, jumps at you, so you can N-air OOS/CC Grab/whatever as Sheik/Peach/whoever.
Of course he'll be fine if you don't do something about it. What do you do? Run at him, even the tiniest bit when he jumps (what else is he gonna do but Side-B when he jumps at that range? It's more obvious that a Peach FC-Aerial by a mile) and Shield for a moment. If he jumps at you, free hit for you, if he doesn't (falling aerial or something instead), then you WDOOS away/toward/whatever and act accordingly, even D-Kick out/Naryu if you want.
Look, I understand this, but when in any of that video was I being passive?? I was completely aggressively zoning with my kicks the whole time! If you can give me an example of when I was being "passive" then I will definitely try to fix that, but I have no idea what you are talking about. I understand that ROB literally can just sit there and wait for me to do something, but that's why this matchup is difficult, and why I recommend taking ROB to a small stage like Yoshi's Story. If I just stay on the ground, I will have no quick options available to me, and if I just stay in my shield, he will quickly take advantage of me. How is shield approaching aggressive anyway??You have to make stuff happen as Zelda. Not play passive and zone.
Read the last few pages of this thread, and how I've (others too actually) mentioned this plenty. Aggressively-passive, otherwise, YOU will get zoned, successful Death-Kick trades, or not.
I really don't know what you are trying to get at here. 35 successful out of 44 attempts is not a bad statistic at all. If you consider that most of those 35 successful teleports put me in a significantly better position on stage, and most of those 9 unsuccessful attempts only led to me getting a tiny bop from like a fair, and just putting me back into the same position I was in, then that sounds like the teleports where doing their job. Its not like I got usmash read or grabbed or combo'd out of my teleports. He was lucky just to put me back into my place with a soft hit. Most of those unsuccessful attempts were also when I was in an extremely bad spot and was trying to escape pressure (much like a roll, but teleports give you way more options with the trade off of having more startup) so it is expected that it should be difficult to pull a successful one off in that situation (even though most of the time I was successful).Because you said something about the matches that I totally saw otherwise, I checked it out again and checked them off as they happened in-match.
1) Successful Up-B Maneuvers (* = initial hit connected OOS) = 111111****
2) Unsuccessful Up-B Maneuvers (got hit for it) (* = was from a side-plat) - 1111111**
3) Successful Up-B Maneuvers from Plats to Middle - 11111111111111111
4) Meh Up-B's (nothing around) - 11
5) Off-stage > On-Stage Up-B's (roughly 50% safely made it) - 111111
You've got a lot of theory-crafting going on there... and seemed to have missed the points entirely...
No big deal, you'll get it eventually anyway.
Simply put, 2 things.
1) It seemed more like playing on the defensive, simply because of how frequently and constantly he approached you. Though maybe that was zoning, those are just linguistics, but all I was pointing out is that a lot of his offense was successful only BECAUSE you were jumping around a lot. Staying grounded is all I suggested/will suggest. I like the ground (+all the TP's from the plats to the ground WERE successful, it was like a 50% success rate outside of that... that was the point on that one otherwise)
2) I didn't really see him DDing much, not that ROB can DD any better than Zelda anyway (lol), and if he did, that's like free-Grabs for you. Otherwise, he spent almost the entire match in the air, N-airs and F-airs around the plat-forms trying to pick you off, and projectile-use otherwise. The only ground-game he had was when something connected/trapped you, which is also kind of ROBs thing.
Have you dabbled in ROB? Playing AS him might help get a feel for what he struggles with (it's not like he's a great character either)
DD Grab, if he's being aggro in play-style and jumps, the odds of him doing certain things is pretty high, and it's easy to abuse. (If you can abuse a Falco for it, you can abuse a ROB for it)
5th with a terribad character? Nice