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Zelda's advanced fighting tips

chadmoney

Smash Rookie
Joined
Feb 23, 2015
Messages
18
PRINCESS ZELDA'S TIPS TO FIGHTING OTHER FIGHTERS

:4zelda: THE GLISTENING MAGICAL PRINCESS... IS READY FOR GLORY!!!:4zelda:

This is the thread for tips for Zelda on fighting her foes and future updates. This is for any Zelda player who wants to polish up their skills more.

I did some practice testing with Zelda and here are some interesting tips.


:4zelda:ZELDA.:4zelda:


NAYRU'S LOVE

DIN'S FIRE

FARORE'S WIND

PHANTOM SLASH






LUCINA.:4lucina:

1. When Lucina executes dancing blade allow her to finish the combo while shielding because the finishing move has plenty of lag, which Zelda can punish pretty hard. This applies to Lucina's up or down directional combos in this move.

2. Shield breaker is a dangerous move that can break shields, but it has weaknesses on how players can exploit it. ( If players try to use it to recover, the player can use din's fire to intercept it or well timed farores wind can net a good hit or k.o. It is ineffective against perfect shielding and throwing this in a phantom can prompt Lucina to execute it faster open up creative punish options for Zelda, combin this with some end lag to it, it can be punished when learning the move more.

3. Zelda can use her phantom to block Lucina from recovering since it is a space box to put space between characters.

4. Zelda's dins fire can catch Lucina out of her dolphin slash when promted to for lucina to upB earlier.

5. Zelda's nayru's love beats lucina's shield breaker in a number of ways: (1. It has invinciblility that makes Zelda invincible to the sword attack. 2 it is also great for punishing rolls, and to add in, it can negate Lucina's air moves and counter and slash her. 3. it also sets up potention k.o./combo options depending where you punish Lucina on the stage.)

6. Zelda's phantom can actually take Lucina's counters and still stand (charge levels 1 and 2 are guaranteed to have your phantom still around after Lucina's counter and level 3 is possible but it depends on how it is used.) This opens alot of punish options for Zelda on how she can punish Lucina.

7. Lucina's dash is way slower than Zelda's when executing and lt lacks knockback power. Zelda's dash both sour and sweetspot packs more knockback power making it a lethal approach option and potential to grab/combo or a punishing K.O. move. Lucina's move is way unsafe on shield and can be punished very hard making this Lucina's worst approach option making it a free grab for Zelda. It also carries Lucina less distance than Zelda's.

8. Zelda's Dsmash beats Lucina's in less end lag.

9. Zelda's Fsmash beats Lucina's in execution(first hit)

10. Zelda's Dtilt beats Lucina's in execution(first hit) as well as potential punsh starter for grabs and combos.

11. Pivoting Ftilt fo Zelda has better K.O power than Lucina's so you can surprise your opponent for a surprising K.O.

12. Farores Wind can move cancel a number of Lucina's jabs, tilts, and smashes upon reappearance.

13. The end lag of Lucina's jab is longer, which zelda can do a good jab ftil or dtilt which can catch her before she rolls or sidesteps but must be executed after shielding quickly.

14. Lucina's ftilt has long lag on hit and shield, and like in number 13, shield and unshield quickly to beat Lucina's ftilt with your more packed slash tilt for K.O. and off stage stup ups.

15. Lucina players may try to do a short hop Dair and try to fast fall, but shielding and Uptilt can beat her fast falling and open air and punish combos for Zelda.

16. Spacing Lucina's Forward smash on shield leaves her open for Zelda's grabs.

17. Zelda's jab is also a great disjoint tool to catch Lucina if she approaches or tries dash attacks.

18. Zelda's Phantom can also intercept a dash attack and can cancel some of Lucinas smashes because its blade is invincible.

19. A great property of Zelda's Phantom is that even though Lucina has disjoints to her sword attacks, the phantom can block and actually push her back, so she actually attacks infront of the phantom and not actually through all the way in which she is in the phantom.

20. Zelda's neutral air attack beats Lucina's backair(first hit) and beats Lucina's Forward air attack by striking lucina's legs, basically strike at the lower area instead from the top, because Lucina slashes from over her head. So, attacking from below in the air is the best option.

21. Din's fire can catch Lucina's dolphin slash mid-way or late-way to hamper Lucina's recovery choices.

22. Forward, backward, and upward throws do more damage than Lucina's.


23. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

24. Zelda's Upsmash can actually beat Lucina's counter when used in the air above Zelda and use her multi-hitting move take care of the rest.


ROBIN.:4robinm::4robinf:

1. When spaced correctly when robin casts arc fire on zelda if you do Farores Wind right, you can trap it in place in the air and take no damage and warp to your choosing and also attack robin when spaced right. It can also help reduce shield risk for robin players who try to trap characters with the move burning their shields and going for the grab and help use up his/her tome, however it must be spaced right and done properly or you will still take damage, but this is still useful to keep under Zelda's belt for strategies. Hope this is helpful!

2. The same can be done with Robin's Thunder and Elthunder with Farores Wind which should help to wear his tome use down to make fighting him/her easier.

3. Zelda's dins fire can also can robin's arcfire in the air making it usefull since zelda has unlimited uses for her fire spell while robin has a limited use to his fire tome book.

4. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

IKE.:4myfriends:

1. Ike's Forward, Up, and Down smash have long lag that leaves him open for fast and quick grab to throw combo's.

2. Ike's Ftilt is weaker on knockback than zeldas is... funny, huh?

3. Eruption has long lag at the end so this opens free punishes.

4. Low start up on dash, so Zelda's dash beats Ike's not only in (first hit) but in knockback.

5. Quick Draw can be Ike's his saving grace for horizontal recovery, but Zelda's Phantom can be Ike's Hell. Phantom slash is a great move when used to gimp his long range recovery. Interesting enough a Din's Fire can snipe Ike's move at long range when you catch him in the blast, though the phantom is great to stuff his recovery and at the same time damage him and knock him back, even futher if he's damaged enough for more option gimping.

6. Aether is Ike's up recovery, but like Quick Draw, Phantom Slash can stuff his recovery so he can't grab the ledge and SD himself.

7. Ike has a slow and not enhanced dodge, so Nayru's Love can punish this greatly, and at the same time Ike players may try to dodge and jab combo. Nayru's love punishes this greatly due the fact is that Ike's start up punch to the combo is physical will damage and pull him in and knock him back.

8. Ike's counter is slower than Marth's, Lucina's and Little Mac's.

9. Nayru's Love can actually stop an approaching Ike's quick draw.

10. Zelda can actually do a recovery attack with Farores Wind I like to call
"Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

LITTLE MAC.:4littlemac::4wiremac:

1. When little mac is close to you spacing wise, players may tend to use his forward jab tilt combo to knock you back, however with good spacing this puts little mac at a dissadvantage. When little mac is going to ftilt, shield and the second and i mean the second his second puch hits your shield quickly unshield and ftilt back. Zelda's ftilt comes out faster than little mac can execute his second ftilt, shield of roll, but any second delay will cause issues.

2. When little mac has his K.O. gauge ready, players will tend to dtilt and then press b. Heres the key: with good reading shield the dtilt and quickly throw out your dtilt. This is faster than ftilt and helps pop mac in the air at high percentage but takes away his K.O charged punch, this will help to give Zelda options on dealing with little mac's K.O move. Zelda's Dsmash can also be used especially when perfect shielding.

3. Keep this as a reference: the blade of the phantom slash is invincible pretty much. Did a test and it shows that even little macs foward smash and to add Captain Falcons Knee smash can be canceled means that the phantom will block the attacks with its sword. This helps to preserve the phantom for Zelda instead of losing it and waiting 10 seconds.

4. When little Mac does a dash attack, Zelda has the best 2 options, with good reads if little mac dash attacks farther away from zelda while hitting her shield go for a solid grab to set up your potential combo/punish options or if he hits her very close but still hitting her shield use a quick down smash because the hit from little mac pushes the shield zelda back a little and puts mac in range for zelda's Dsmash when he goes through her which will give great results and keep mac off you when done fast.

5. When little mac does a pivot ftilt, proper shielding from zelda like with his standard ftilt, unshield after the second punch quickly and ftilt him back to do damage and push him back.

6. This is a RARE TREAT for Zelda: When little mac has his ko punch ready, with proper timing with zeldas down smash when little little mac is going to use the move, it can damage little mac, but at the same time zelda is pushed away and recieves no damage!!!. This is a rare move to pull off, but hey it's good to have this option available when a single move could decide the entire match.

7. Interesting enough when little mac does his dsmash with proper timing zelda can execute her dsmash quicker when little mac does his and damage and push him back.

8. Zelda's dtilt can cancel out little macs dsmash, up close depending which way she's facing mac.

9. This is my favorite. Zelda's Jab. The great use for Zelda's jab is not only it stop approach and combo starter. It also functions as a fear jab for characters who can only strike with their bodies and not swords or shields. Zelda's jab is also a great disjoint to keep a Little mac at bay that can intercept his Dash attack or foward Tilt.

10. Din's and Phantom are great tools to use when Little Mac is off stage, when you force him to approach up or down below.

11. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

12. Little mac is vulnerable on Forward up tilt smash. Shield at the time he tries the uppercut smash version then down tilt to pop him in the air. depending on percentages combo into uptilt or go for more dtilts or grabs.

13. You can also grab him after he ftilts when close up or spaced out a bit. This makes more vunerable to sir attacks if Zelda throws him off stage and this goes for pivot ftilts.

14. Due to the changes in macs invincinility on his best roll dodges, if he tries to roll behind you after a forward smash, Nayru's Love can damage him when he sets foot and during his decreased dodge invincibility frames.


PEACH.:4peach:

1. When peach uses her toad move if you are charging the phantom slash to full charge. The two-hit slash can break through her toad but it has to be after some of her invincible frames last otherwise the phantom is destroyed. So, the move should be released a few moments after the Invincible frames so when she activates it, the toad will start to attack the phantom but the second hit hits her and cancels her attack.

2. When executing peach bomber activate Nayru's love based on good reads, because the shards help to damage/push her away and cancel her attack.

3. An uncharged quick Phantom slashing toad will destroy the phantom, but opens peach long enough for good dash attacks or grabs.

4. Zelda can actually do a recovery attack with Farores Wind I like to call
"Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

CAPTAIN FALCON.:4falcon:


1. When captain falcon is coming at you with falcon kick with a fast and good choice use Nayru's Love because like peach the shards will halt, damage and push falcon away.

2. Farore's Wind can also at the end of the move stop falcons falcon kick, though this needs good reads, it is still effective to have in zelda's tools.


3. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

NESS.:4ness:

1. Ness players may tend to use PK fire to damage and trap you and go for a grab. If this happens use Nayru's Love like tap the button fast while trying to pull away because it can help damage ness but at the same time can reflect the pillar that is still burning back at ness and acts like your fire wall instead of ness's. This helps to stop ness's advances for going for grabs and at the same time does great damage if nayru's love hits combined with ness's reflected PK fire pillar for DOUBLE DAMAGE!!!

2. Keep this in mind: Ness players may tend to use PK thunder to intercept you, or to become a thunder pojectile to hit you which is powerful if you are knocked off the stage. Immediately use Farores Wind to intercept Ness quickly to damage and stop his move.

3. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

MEGA MAN.:4megaman:

1. Zelda's charged or quick phantom slash can stop an apporaching megaman who uses his leaf shield in combination with his grab, in addition to penetrating through his shield and destroying some of his leaves.

2. Nayru's Love can reflect Metal Blade (effective when anticipating the move up close).

3. Nayru's Love can reflect Crash Bomber (effective when anticipating the move up close).

4. Nayru's Love can reflect Leaf Shield (effective when anticipating the move up close).

5. Nayru's Love can reflect his Charge Shot (effective when anticipating the move up close). This can potentially K.O. Megaman if at high damage, but reflects its faster and deals more damage and knockback.

6. Good reads on his metal blade zelda can pick up the item and use it in conjunction with some of her moves on how you want to use it. This also works on dash reads in which she can pick up the blade.

7. Sliding mega man going through your shield, unshield and ftilt in the opposite direction which is faster than his attempted other moves, shields, and dodges. This requires good spacing.

8. Megaman using top spin dash attack is a free grab regardless. It has long lag allowing Zelda to execute grab combos or strong damaging throws and set off stage KO's after shielding.

9. Zelda can actually do a recovery attack with Farores Wind I like to call
"Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

10. Zelda's Up air can still disjoint damage a leaf shielded megaman.

1. Characters like little mac , fox, and ganondorf use their dash attacks to approach you however if you execute your jab quickly you can stop their movement and by that I mean characters like these 3 have dash attacks that utilize their physical bodies, so even if their about or executing their dashes Zelda's jab can halt their quick approach due to the fact that her jab is a magic disjoint and it can disrupt physical approaches. This however does not work with sword approaches. Basically opponents who approach physically can be halted when done right but not ones who wield weapons.Basically this applies to diddy kong because his dash is a physical move and with proper reads and spacing zelda can intercept with her magic disjoint jab.

This below is just made up just for creative imagination.


MARIO.:4mario:LUCAS.:4lucas:LINK.:4link:LITTLE MAC.:4littlemac:ZERO SUIT SAMUS.:4zss:PIT.:4pit:
LIP. ZELDA.:4zelda:LUCINA.:4lucina:ROSALINA & LUMA.:rosalina:
 
Last edited:

Eulette

Smash Rookie
Joined
Sep 24, 2014
Messages
18
Location
Chile
3DS FC
2337-3444-8461
Ok, I found some interesting stuff :

1-While situational, you can dtilt Megaman (and anyone heavier than mario I suppose) into Farore as a combo at mid percents (50%), but only if they are close enough, at mid or max range you can JC farore but its not a true combo. (Its still pretty fast though)

2-RC dash grabs are very useful agaisnt charaters that can't outrange it, like Marth and Lucina, who may have disjoints but they lack means to cover a lot of space fast (their Dash Grab is short and their DA is slow), spacing around the range of Zelda's DA and RC Dash limit their otherwise safe options (and convert sh aerials into a potential landing trap).

3 - I don't think this will change the Diddy matchup buut, Dthrow to either FH Nair or DJ Nair is a true combo until 100% doing 17% per dthrow Nair.
4- The other thing is that at 90% Dtilt to Fair is a true combo if you buffer the jump. I think the Fair needs to be delayed a bit (I still don't know the exact timing...)

5- The default combos don't work on every character, some like sheik have weird timings, on the other hand sheik is prone to oher combos that wouldnt work on other characters. (Lol utilts chains to dtitlt to dsmash)

Many people have mentioned Nair landing traps, so here some things I found-
Landing Nair to Dtilt - Dsmash is garanteed on almost everyone, buffering the Dsmash makes it very easy to do.
Landing Nair to Farore isn't a true combo but it works most of the time? Yeah it's weird because some charaters like Rosalina and ZSS do get a true combo sometimes.
Landing Nair to Usmash isn't a true combo but i'll probably work regardless.
Landing Nair to Utilt is garanteed combo on lighter characters
Depending on the number of hits, a linding Nair will either pop up the character at a set distance, where they'll be able to escape sometimes if the have a F3 aerial. Or leave them on the ground at frame disadvantage.

Eh, I think that's most of it, back to lurking <3
P.S- FH aerials are reaaly good for Zelda! And RC dash grab is the truth!
 

Berkeley Swarthout

Smash Rookie
Joined
Jun 29, 2015
Messages
1
PRINCESS ZELDA'S TIPS TO FIGHTING OTHER FIGHTERS

:4zelda: THE GLISTENING MAGICAL PRINCESS... IS READY FOR GLORY!!!:4zelda:

This is the thread for tips for Zelda on fighting her foes and future updates. This is for any Zelda player who wants to polish up their skills more.

I did some practice testing with Zelda and here are some interesting tips.


:4zelda:ZELDA.:4zelda:


NAYRU'S LOVE

DIN'S FIRE

FARORE'S WIND

PHANTOM SLASH






LUCINA.:4lucina:

1. When Lucina executes dancing blade allow her to finish the combo while shielding because the finishing move has plenty of lag, which Zelda can punish pretty hard. This applies to Lucina's up or down directional combos in this move.

2. Shield breaker is a dangerous move that can break shields, but it has weaknesses on how players can exploit it. ( If players try to use it to recover, the player can use din's fire to intercept it or well timed farores wind can net a good hit or k.o. It is ineffective against perfect shielding and throwing this in a phantom can prompt Lucina to execute it faster open up creative punish options for Zelda, combin this with some end lag to it, it can be punished when learning the move more.

3. Zelda can use her phantom to block Lucina from recovering since it is a space box to put space between characters.

4. Zelda's dins fire can catch Lucina out of her dolphin slash when promted to for lucina to upB earlier.

5. Zelda's nayru's love beats lucina's shield breaker in a number of ways: (1. It has invinciblility that makes Zelda invincible to the sword attack. 2 it is also great for punishing rolls, and to add in, it can negate Lucina's air moves and counter and slash her. 3. it also sets up potention k.o./combo options depending where you punish Lucina on the stage.)

6. Zelda's phantom can actually take Lucina's counters and still stand (charge levels 1 and 2 are guaranteed to have your phantom still around after Lucina's counter and level 3 is possible but it depends on how it is used.) This opens alot of punish options for Zelda on how she can punish Lucina.

7. Lucina's dash is way slower than Zelda's when executing and lt lacks knockback power. Zelda's dash both sour and sweetspot packs more knockback power making it a lethal approach option and potential to grab/combo or a punishing K.O. move. Lucina's move is way unsafe on shield and can be punished very hard making this Lucina's worst approach option making it a free grab for Zelda. It also carries Lucina less distance than Zelda's.

8. Zelda's Dsmash beats Lucina's in less end lag.

9. Zelda's Fsmash beats Lucina's in execution(first hit)

10. Zelda's Dtilt beats Lucina's in execution(first hit) as well as potential punsh starter for grabs and combos.

11. Pivoting Ftilt fo Zelda has better K.O power than Lucina's so you can surprise your opponent for a surprising K.O.

12. Farores Wind can move cancel a number of Lucina's jabs, tilts, and smashes upon reappearance.

13. The end lag of Lucina's jab is longer, which zelda can do a good jab ftil or dtilt which can catch her before she rolls or sidesteps but must be executed after shielding quickly.

14. Lucina's ftilt has long lag on hit and shield, and like in number 13, shield and unshield quickly to beat Lucina's ftilt with your more packed slash tilt for K.O. and off stage stup ups.

15. Lucina players may try to do a short hop Dair and try to fast fall, but shielding and Uptilt can beat her fast falling and open air and punish combos for Zelda.

16. Spacing Lucina's Forward smash on shield leaves her open for Zelda's grabs.

17. Zelda's jab is also a great disjoint tool to catch Lucina if she approaches or tries dash attacks.

18. Zelda's Phantom can also intercept a dash attack and can cancel some of Lucinas smashes because its blade is invincible.

19. A great property of Zelda's Phantom is that even though Lucina has disjoints to her sword attacks, the phantom can block and actually push her back, so she actually attacks infront of the phantom and not actually through all the way in which she is in the phantom.

20. Zelda's neutral air attack beats Lucina's backair(first hit) and beats Lucina's Forward air attack by striking lucina's legs, basically strike at the lower area instead from the top, because Lucina slashes from over her head. So, attacking from below in the air is the best option.

21. Din's fire can catch Lucina's dolphin slash mid-way or late-way to hamper Lucina's recovery choices.

22. Forward, backward, and upward throws do more damage than Lucina's.


23. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

24. Zelda's Upsmash can actually beat Lucina's counter when used in the air above Zelda and use her multi-hitting move take care of the rest.


ROBIN.:4robinm::4robinf:

1. When spaced correctly when robin casts arc fire on zelda if you do Farores Wind right, you can trap it in place in the air and take no damage and warp to your choosing and also attack robin when spaced right. It can also help reduce shield risk for robin players who try to trap characters with the move burning their shields and going for the grab and help use up his/her tome, however it must be spaced right and done properly or you will still take damage, but this is still useful to keep under Zelda's belt for strategies. Hope this is helpful!

2. The same can be done with Robin's Thunder and Elthunder with Farores Wind which should help to wear his tome use down to make fighting him/her easier.

3. Zelda's dins fire can also can robin's arcfire in the air making it usefull since zelda has unlimited uses for her fire spell while robin has a limited use to his fire tome book.

4. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

IKE.:4myfriends:

1. Ike's Forward, Up, and Down smash have long lag that leaves him open for fast and quick grab to throw combo's.

2. Ike's Ftilt is weaker on knockback than zeldas is... funny, huh?

3. Eruption has long lag at the end so this opens free punishes.

4. Low start up on dash, so Zelda's dash beats Ike's not only in (first hit) but in knockback.

5. Quick Draw can be Ike's his saving grace for horizontal recovery, but Zelda's Phantom can be Ike's Hell. Phantom slash is a great move when used to gimp his long range recovery. Interesting enough a Din's Fire can snipe Ike's move at long range when you catch him in the blast, though the phantom is great to stuff his recovery and at the same time damage him and knock him back, even futher if he's damaged enough for more option gimping.

6. Aether is Ike's up recovery, but like Quick Draw, Phantom Slash can stuff his recovery so he can't grab the ledge and SD himself.

7. Ike has a slow and not enhanced dodge, so Nayru's Love can punish this greatly, and at the same time Ike players may try to dodge and jab combo. Nayru's love punishes this greatly due the fact is that Ike's start up punch to the combo is physical will damage and pull him in and knock him back.

8. Ike's counter is slower than Marth's, Lucina's and Little Mac's.

9. Nayru's Love can actually stop an approaching Ike's quick draw.

10. Zelda can actually do a recovery attack with Farores Wind I like to call
"Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

LITTLE MAC.:4littlemac::4wiremac:

1. When little mac is close to you spacing wise, players may tend to use his forward jab tilt combo to knock you back, however with good spacing this puts little mac at a dissadvantage. When little mac is going to ftilt, shield and the second and i mean the second his second puch hits your shield quickly unshield and ftilt back. Zelda's ftilt comes out faster than little mac can execute his second ftilt, shield of roll, but any second delay will cause issues.

2. When little mac has his K.O. gauge ready, players will tend to dtilt and then press b. Heres the key: with good reading shield the dtilt and quickly throw out your dtilt. This is faster than ftilt and helps pop mac in the air at high percentage but takes away his K.O charged punch, this will help to give Zelda options on dealing with little mac's K.O move. Zelda's Dsmash can also be used especially when perfect shielding.

3. Keep this as a reference: the blade of the phantom slash is invincible pretty much. Did a test and it shows that even little macs foward smash and to add Captain Falcons Knee smash can be canceled means that the phantom will block the attacks with its sword. This helps to preserve the phantom for Zelda instead of losing it and waiting 6 seconds.

4. When little Mac does a dash attack, Zelda has the best 2 options, with good reads if little mac dash attacks farther away from zelda while hitting her shield go for a solid grab to set up your potential combo/punish options or if he hits her very close but still hitting her shield use a quick down smash because the hit from little mac pushes the shield zelda back a little and puts mac in range for zelda's Dsmash when he goes through her which will give great results and keep mac off you when done fast.

5. When little mac does a pivot ftilt, proper shielding from zelda like with his standard ftilt, unshield after the second punch quickly and ftilt him back to do damge and push him back.

6. This is a RARE TREAT for Zelda: When little mac has his ko punch ready, with proper timing with zeldas down smash when little little mac is going to use the move, it can damage little mac, but at the same time zelda is pushed away and recieves no damage!!!. This is a rare move to pull off, but hey it's good to have this option available when a single move could decide the entire match.

7. Interesting enough when little mac does his dsmash with proper timing zelda can execute her dsmash quicker when little mac does his and damage and push him back.

8. Zelda's dtilt can cancel out little macs dsmash.

9. This is my favorite. Zelda's Jab. The great use for Zelda's jab is not only it stop approach and combo starter. It also functions as a fear jab for characters who can only strike with their bodies and not swords or shields. Zelda's jab is also a great disjoint to keep a Little mac at bay that can intercept his Dash attack or foward Tilt.

10. Din's and Phantom are great tools to use when Little Mac is off stage, when you force him to approach up or down below.

11. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

PEACH.:4peach:

1. When peach uses her toad move if you are charging the phantom slash to full charge. The two-hit slash can break through her toad but it has to be after some of her invincible frames last otherwise the phantom is destroyed. So, the move should be released a few moments after the Invincible frames so when she activates it, the toad will start to attack the phantom but the second hit hits her and cancels her attack.

2. When executing peach bomber activate Nayru's love based on good reads, because the shards help to damage/push her away and cancel her attack.

3. An uncharged quick Phantom slashing toad will destroy the phantom, but opens peach long enough for good dash attacks or grabs.

4. Zelda can actually do a recovery attack with Farores Wind I like to call
"Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

CAPTAIN FALCON.:4falcon:


1. When captain falcon is coming at you with falcon kick with a fast and good choice use Nayru's Love because like peach the shards will halt, damage and push falcon away.

2. Farore's Wind can also at the end of the move stop falcons falcon kick, though this needs good reads, it is still effective to have in zelda's tools.


3. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

NESS.:4ness:

1. Ness players may tend to use PK fire to damage and trap you and go for a grab. If this happens use Nayru's Love like tap the button fast while trying to pull away because it can help damage ness but at the same time can reflect the pillar that is still burning back at ness and acts like your fire wall instead of ness's. This helps to stop ness's advances for going for grabs and at the same time does great damage if nayru's love hits combined with ness's reflected PK fire pillar for DOUBLE DAMAGE!!!

2. Keep this in mind: Ness players may tend to use PK thunder to intercept you, or to become a thunder pojectile to hit you which is powerful if you are knocked off the stage. Immediately use Farores Wind to intercept Ness quickly to damage and stop his move.

3. Zelda can actually do a recovery attack with Farores Wind I like to call "Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

MEGA MAN.:4megaman:

1. Zelda's charged or quick phantom slash can stop an apporaching megaman who uses his leaf shield in combination with his grab, in addition to penetrating through his shield and destroying some of his leaves.

2. Nayru's Love can reflect Metal Blade (effective when anticipating the move up close).

3. Nayru's Love can reflect Crash Bomber (effective when anticipating the move up close).

4. Nayru's Love can reflect Leaf Shield (effective when anticipating the move up close).

5. Nayru's Love can reflect his Charge Shot (effective when anticipating the move up close). This can potentially K.O. Megaman if at high damage, but reflects its faster and deals more damage and knockback.

6. Good reads on his metal blade zelda can pick up the item and use it in conjunction with some of her moves on how you want to use it. This also works on dash reads in which she can pick up the blade.

7. Sliding mega man going through your shield, unshield and ftilt in the opposite direction which is faster than his attempted other moves, shields, and dodges. This requires good spacing.

8. Megaman using top spin dash attack is a free grab regardless. It has long lag allowing Zelda to execute grab combos or strong damaging throws and set off stage KO's after shielding.

9. Zelda can actually do a recovery attack with Farores Wind I like to call
"Farores Wisp". When an opponent is edge guarding the edge, it takes a lot of practice but the weaker wind box can damage and blast opponents away giving zelda a free edge grab and stack damage on. The best way is to do a direct wisp assault from below straight up under the ledge of the stage.

10. Zelda's Up air can still disjoint damage a leaf shielded megaman.

1. Characters like little mac , fox, and ganondorf use their dash attacks to approach you however if you execute your jab quickly you can stop their movement and by that I mean characters like these 3 have dash attacks that utilize their physical bodies, so even if their about or executing their dashes Zelda's jab can halt their quick approach due to the fact that her jab is a magic disjoint and it can disrupt physical approaches. This however does not work with sword approaches. Basically opponents who approach physically can be halted when done right but not ones who wield weapons.Basically this applies to diddy kong because his dash is a physical move and with proper reads and spacing zelda can intercept with her magic disjoint jab.

This below is just made up just for creative imagination.


MARIO.:4mario:LUCAS.:4lucas:LINK.:4link:LITTLE MAC.:4littlemac:ZERO SUIT SAMUS.:4zss:PIT.:4pit:
LIP. ZELDA.:4zelda:LUCINA.:4lucina:ROSALINA & LUMA.:rosalina:
WOAH!!!!! Shield breaker is a dangerous move that can break shields!!!! NO WAY!!!!!!
 

ZombieBran

Smash Lord
Joined
Mar 28, 2014
Messages
1,645
This is a lot of known things but I like the color:happysheep:

edit: Oh lord, I just realized how old this thread is.
 
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