KosukeKGA
Smash Champion
I wish to know Zelda's weaknesses so that if I see any guys trying to exploit them, I can quickly tell right away which ones to countermeasure their actions.
(I play Zelda.)
(I play Zelda.)
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Err...right.I wish to know Zelda's weaknesses so that if I see any guys trying to exploit them, I can quickly tell right away which ones to countermeasure their actions.
(I play Zelda.)
No, that's not true. FW does indeed go 16 different directions. There's (Clock-wise from 12:00):forgot poor recovery...upB still only goes in 8 directions, and aircontroll is VERY hard to be precise with , so if you're somewhere under the ledge, chances are you won't hit it and either barely miss it, or hit the bottom of the stage
course, if you're above or to the side of the stage, it's still fairly good
I wish to know Zelda's weaknesses so that if I see any guys trying to exploit them, I can quickly tell right away which ones to countermeasure their actions.
(I play Zelda.)
hmmm, I stand corrected. It just seemed there was only 8 directions because there's such a small difference between north north west and north west that I didn't think there WAS a difference. I just tried west-northwest and it's easy to tell that it's visually different from the other two...hooray for learning.No, that's not true. FW does indeed go 16 different directions. There's (Clock-wise from 12:00):
.
WHY DID YOU NOT PLAY ME TWO NIGHTS AGO?! I WANT OUR MATCH!!I think most people got confused because the GC controller only has 8 indents. The other 8 Farore options are, for me, very difficult to consistently pull off because of this.
*looks at your icon and the smash character appearing under your name*I don't play Ike.
I'll try that, thanks.Pit's Side-b? Just DI out of it (I think you can DI behind it) and punish with an F-smash which outranges it or Din's Fire (for obvious reasons). If you CAN DI behind it (not too sure), upsmash the sucker.
I've come to the conclusion that your best option is combining the forces of the Dair, airdodge, and FW (ordered from least useful to most). FW can't be seen, so you can make an escape using all of it's directions, or you can launch counter attacks. Just mindgame your opponent, and you should be good to go.We need to figure out the best method of getting safe when hit above. Zelda lacks a useful downair and down b to attack the opponent below making her a sitting duck when she coming back on stages. Yeah air dodging is great, but after a while the opponent will catch on a feint causing you to be ****ed.
agreed dir air is pretty useless. most smart players will a avoid it and back air of forward air.I honestly think Dair is incredibly useless as a protection when you're falling above. Most Uair's can outrange it and it has an incredibly small and narrow hitbox as well as it has to be sweetspotted to be remotely effective. Dair I think should exclusively be used when you're feeling risky/cocky and want to spike KO. I think air dodge and FW should be used in conjunction as a defense from above.