DiskaSM
Smash Apprentice
Show us an example then, Fujin.
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She can, I have seen her do it.
Wolf has a good Dthrow for one that doesn't chain, 12% damage, low angle. Be careful when tecking it too. Wolf has a minor teck chase game, teck: in place-jabs/Ftilt/smash, away-blaster/DAC/Fsmash, behind-Dsmash/SH Bair. It varies a lot depending on your damage% and rolls or if you miss the teck. Dthrow against a wall chains into it's self at some %s.So today I learned to tech Wolf's dthrow. Not totally consistent but I think it's useful to learn
Some of those are situational but the red ones I disagree with. Dtilt has a lock and can hit characters several times between certain %s (around 50% to 100%). It's best to get as much dammage as you can while the lock works. Characters can DI out but during the lock it takes them a long time.I'm helping out a friend and would like to help out, but not sure how I can. I guess I'll simply learn what I can.
Would you disagree with any of this zelda knowledge at all?
Usmash is great for out of shield because it cannot be SDI'd very easily. Its long hitbox also makes it great for catching people airdodging to the ground or simply approaching from the air in general.
Dtilt once or twice when it hits them, then go into shield or some other move to quickly take advantage of the situation. For example Dsmash. Repeatedly doing Dtilt more than a couple of times is not good because foe can SDI away and avoid punishment from Zelda.
Fsmash should not be punished if it hits shield.
Dash attack makes for a good long distance punish if she is too far away. Drop shield -> dash attack for laggier moves with higher shield push.
Nair makes a great poke move when Zelda is in the air. SH nair while someone is on a platform is rather safe.
Dins fire should only be used when there is no chance of getting punished or giving the opponent back the advantage.
Its better for Zelda to stay onstage and wait for the opponent to get up from the ledge rather than go out there herself.
Zelda's Uthrow is by far her best throw to use in most situations.
Regarding dtilt, good players will SDI out on the first two hits.Some of those are situational but the red ones I disagree with. Dtilt has a lock and can hit characters several times between certain %s (around 50% to 100%). It's best to get as much dammage as you can while the lock works. Characters can DI out but during the lock it takes them a long time.
Zelda's Uthrow doesn't have good potential for followups. I usually Dthrow or Fthrow/Bthrow depending on the edge positioning.
More experienced Zeldas can give you advice on the other things.
Well I wouldn't say great for OSS.Usmash is great for out of shield because it cannot be SDI'd very easily. Its long hitbox also makes it great for catching people airdodging to the ground or simply approaching from the air in general.
This is usually true, except for against certain characters.Usmash is great for out of shield because it cannot be SDI'd very easily.
I wouldn't just stop using d tilt and shield after a few hits, I would always go for a follow up.Dtilt once or twice when it hits them, then go into shield or some other move to quickly take advantage of the situation. For example Dsmash. Repeatedly doing Dtilt more than a couple of times is not good because foe can SDI away and avoid punishment from Zelda.
I've never had it punished, but all the other Zelda's talk about that SSDI thing and how F smash isn't safe on shield because of it.Fsmash should not be punished if it hits shield.
Dash attack is pretty much her only punish from a distance because her grab is too slow unless its a super laggy move, so I agree with this.Dash attack makes for a good long distance punish if she is too far away. Drop shield -> dash attack for laggier moves with higher shield push.
I agree with all of that for the most part.Nair makes a great poke move when Zelda is in the air. SH nair while someone is on a platform is rather safe.
Dins fire should only be used when there is no chance of getting punished or giving the opponent back the advantage.
Its better for Zelda to stay onstage and wait for the opponent to get up from the ledge rather than go out there herself.
Where did you hear this from?Zelda's Uthrow is by far her best throw to use in most situations.
OoS, U-smash is faster actually.Well I wouldn't say great for OSS.
D smash is faster and much safer but it only has low hitboxes, U smash is better for punishing aerials or for when you're confident it will hit.
The bad thing about U smash is that is super easy to punish if it touches an opponents shield, so it's sort of risky.
Overall D smash is usually a better option if they are within range.