Hey guys, I'm a G&W main who plays a bit of Zelda. I play her a good bit in Brawl and she's one of my best characters, so I try to transfer that over to PM Zelda. My Din's game is pretty weak, though. I played her in my local weekly today and did decently, but I could use some critique. Here are the matches:
http://www.twitch.tv/chattownsmash/b/559838579?t=30m55s This one probably isn't worth critiquing. I was still getting used to Zelda and I won anyway.
http://www.twitch.tv/chattownsmash/b/559838579?t=2h31m33s This is the guy who always beats me. It took me a while to adjust to some things. Still not really sure how to edgeguard him.
http://www.twitch.tv/chattownsmash/b/559838579?t=3h19m37s I always beat this guy but it's been close lately. This is the last tourney match. I could use some matchup tips on this one. It took me a couple stocks to adjust to his dairs on shield. I think I can beat him next week.
http://www.twitch.tv/chattownsmash/b/559838579?t=3h57m03s Here's a couple of friendlies. The first one is against a good Ike that I go close with but always beat. I need some matchup help on this one. He seems hard to camp. The second game is the Ness again. I figured out some things about the matchup and almost won.
I'll read the guide and figure out some fancy PM Zelda things that I don't know for next week.
Tried to watch the videos, but my internet is only so-so, and Twitch VODs suck at loading, so I could only get so much :/
From what I did see, you don't grab enough, especially against Ness. Zelda's d-throw and f-throw lead into some good combos, and b-throw will kill. Be careful when placing Din's, as you often tried to use Din's and plopped yourself right in range to get hit. Wavebouncing is a good idea. It will push you back as you cast Din's. Just input the normal forward-b while in the air, then IMMEDIATELY hit back and then forward again on the control stick. You don't seem to use Teledash, which is a useful trick to get used to. It improves her mobility leagues.
Edgeguarding Ness:
He has 7 frames of invincibility at the start of PKT2, so do NOT go out to hit him unless you KNOW you will get there before PKT2 starts...your basic options
1. Jump out and kick him while he's is trying to hit himself with PKT
2. Jump on top of him so that PKT hits you and disappears (ultimate disrespect)
3. If you cannot safely make it out to where he is before he starts PKT2, try to get a feel for where PKT2 stops so that you can punish him (likely with a kick). He has a fair amount of maneuverability after it, so this is harder than it sounds, and if he hits the ground during PKT2, he has like 0 endlag.
4. Grab him out of PKT2
5. D-smash him out of PKT2 (you have leg invincibility so this is actually a thing)
6. You CAN kick him out of PKT2 at any point with just a f-air or b-air, but the spacing is difficult and you'll end up trading. HINT: You lose the trade
More Ness stuff:
Don't get hit by PK Fire. Ever. Do your absolute best NOT to get hit. Remember that shielding it is almost worse than just flat out getting hit. You need to AVOID it, not just block it. If he tries to absorb Din's, go and punish it! If it looks like he's getting ready to absorb, be waiting to punish. Try not to get grabbed, and get plenty of grabs yourself. Ness and Zelda both have near-guaranteed follow-ups on their d-throws against each other.
Otherwise, you're starting to catch on to how Zelda works. You just need to play with her more so that you are more familiar with your options. Watching you, you're doing too much thinking about "What do I do next?" or "How can I handle this?" These are NOT bad things to be thinking, but you want them to be second nature. You want to be thinking about, "What is my opponent going to do next?" Reading your opponent is crucial to good Zelda play. I always like to bring out Melee Zelda every now and then, because it forces me to just dash dance, wavedash, and space kicks. Since it's so simple, you get to read your opponent and spend less time focusing on what YOU are doing.
THE SUMMARY:
Don't get too close when casting Din's
Grab more
Teledashing is good
Ness specifics
PRACTICE PRACTICE PRACTICE until Zelda is second nature