Downdraft
Smash Ace
It's debatable whether or not this should have been posted in the social, but I wanted it to receive proper attention. I rarely see Zelda's lack of ability to control or threaten space as a primary cause for her struggles.
Zelda struggles against Dash Dance and Wavedash camping largely since there's a void between the reach of her normals and Din's minimum set distance. She also struggles against characters with good projectiles such as Fox, Falco, Link, and Samus since she doesn't have a great way to counter the space those moves control with Din's or her movement. Zelda also struggles against disjoint since her opponent's moves cover more space than hers. Zelda struggles to return to the stage sometimes since aerial Farore's and D-air are slow on startup, plus neither hitbox trades favorably or threaten much space below her.
She previously could control space to an extent with 3.02 Din's, and Diamond Diving threatened the space below her. A single mine doesn't threaten much space and is easy to defuse. The return trail doesn't really control space well either, especially when its paths don't cover the space the opponent is travelling in. People have suggested that the minimum set distance should be reduced to 3.02 levels or better. Others have suggested that she be given improved basic mobility options such as a longer wavedash, a better dash dance, or higher air speed. All those recommendations address the problem of her inability to control space, but the issue would persist.
On another note, jab has been a contentious topic lately. Now, my idea for alleviating her problem with controlling space would be to give jab a travelling hitbox that would cover the space between her ground attacks and Din's minimum set distance. This could be accomplish two ways. Either the hitboxes themselves could simply move forwards or the move could be given a reasonable version of the Brawl- F-tilt magic trail. Here's a quote from the wiki, and I'm sure you can find footage somewhere.
Jab's utility would increase dramatically while remaining balanced. It'd be a tool with no followups that simply would reduce the effectiveness of dash dance and wavedash camping Zelda. It would encourage characters that are reliant on superior mobility to commit to an attack. The new jab would also help versus characters with disjoint. With it's better startup and low cooldown, it'd also be a good tool in the neutral versus characters with disjoint.
Versus characters with projectiles, she would have to use her current means of approaching them. I'm wary of letting the new jab clank with projectiles as it would do too much, but perhaps another of her moves should have the ability to cancel out projectiles. LC Naryu's isn't good enough.
The argument about space control being her largest weakness and the idea for a better jab were both thought of recently so please suggest improvements on the suggestion or refute my claim that space control is her overarching weakness. Remember that having good mobility, projectiles, or disjoint are ways to effectively control space. Relative to the rest of the cast, Zelda is seriously lacking in all 3 departments, but that topic has been beaten to death and belongs in another thread.
Zelda struggles against Dash Dance and Wavedash camping largely since there's a void between the reach of her normals and Din's minimum set distance. She also struggles against characters with good projectiles such as Fox, Falco, Link, and Samus since she doesn't have a great way to counter the space those moves control with Din's or her movement. Zelda also struggles against disjoint since her opponent's moves cover more space than hers. Zelda struggles to return to the stage sometimes since aerial Farore's and D-air are slow on startup, plus neither hitbox trades favorably or threaten much space below her.
She previously could control space to an extent with 3.02 Din's, and Diamond Diving threatened the space below her. A single mine doesn't threaten much space and is easy to defuse. The return trail doesn't really control space well either, especially when its paths don't cover the space the opponent is travelling in. People have suggested that the minimum set distance should be reduced to 3.02 levels or better. Others have suggested that she be given improved basic mobility options such as a longer wavedash, a better dash dance, or higher air speed. All those recommendations address the problem of her inability to control space, but the issue would persist.
On another note, jab has been a contentious topic lately. Now, my idea for alleviating her problem with controlling space would be to give jab a travelling hitbox that would cover the space between her ground attacks and Din's minimum set distance. This could be accomplish two ways. Either the hitboxes themselves could simply move forwards or the move could be given a reasonable version of the Brawl- F-tilt magic trail. Here's a quote from the wiki, and I'm sure you can find footage somewhere.
I'd also speed up jab from frame 11 to the average jab startup time to make it safer to throw out. If jab was changed via method 1, i.e. its hitboxes travel forward to cover the void between her ground attacks and minimum Din's, the attack would be fair since she still would have no followups on hit with the Sakurai angle (close or far). If the move were changed via method 2, i.e. reminiscent of Brawl- F-tilt, then she still would have no followups.Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.
Jab's utility would increase dramatically while remaining balanced. It'd be a tool with no followups that simply would reduce the effectiveness of dash dance and wavedash camping Zelda. It would encourage characters that are reliant on superior mobility to commit to an attack. The new jab would also help versus characters with disjoint. With it's better startup and low cooldown, it'd also be a good tool in the neutral versus characters with disjoint.
Versus characters with projectiles, she would have to use her current means of approaching them. I'm wary of letting the new jab clank with projectiles as it would do too much, but perhaps another of her moves should have the ability to cancel out projectiles. LC Naryu's isn't good enough.
The argument about space control being her largest weakness and the idea for a better jab were both thought of recently so please suggest improvements on the suggestion or refute my claim that space control is her overarching weakness. Remember that having good mobility, projectiles, or disjoint are ways to effectively control space. Relative to the rest of the cast, Zelda is seriously lacking in all 3 departments, but that topic has been beaten to death and belongs in another thread.