Stage Rankings For Zelda
This is the list for the stages, in order, of how well Zelda performs on them based on input from the community.
The Ones We All Know
#1 - Luigi's Mansion
#2 - Battlefield
I would write up stuff about them, but we all know why these stages are so great. It is why I discouraged people from talking about them in the discussion phase. Now, here are the rest of the stages that should lead to some interesting counterpick stages.
#3 - Brinstar - It is a modified Battlefield with lava and a base stage that can be gone through. The walls are even shorter than Battlefield and allow her to kill even earlier. The gooey pillars can extend hit boxes along with the spheres holding the stage together. There is a small wall in the sphere area that allows for Dtilt "infinite". It isn't a true infinite because Dtilt will destroy the spheres though, on occasion this has caused my opponent to be spiked when they fall through. I find it fairly easy to camp the left side of the stage, and the top platform is a SH Uair away from a very low kill. Since the walls are so short, and the lava is ever present, the fact that you can go through the platform does not inhibit Zelda's recovery as much as say Delfino.
Positives:
- Small stage/Small Ceiling/Short Walls
- 4 different planes
- Stage works against campers
- Zelda can use platforms to force approaches
- String connectors/Sphere connectors can be used to extend hitboxes and refresh moves
- Dtilt in spheres to possible spike
- Top platform is SH Uair away from kill
- Lava can make saves should FW not sweetspot ledge
Negatives:
- Non-solid platform could lead to poor recovery if lava drops and you are left below the stage (this does not happen often)
#4 - Norfair - It stands to reason to be a strong CP for Zelda. The stage is roomy, but the ceiling and walls are very short at the top platforms. All the edges make Zelda faster, bring her aerial game into play, and gives her options to approach she never had before. You have similar protection hiding under platforms that you do on Battlefield, and she is fairly ungimpable on the stage due to the lava saving her should you miss the ledge.
Positives:
- Can hide under platforms
- New approaches
- Usmash reaches platforms
- Lava can make saves
- Many recovery options
- Walls/Ceiling have very little off screen room
- Allows Zelda to rely more on off-stage air game to chase opponents
Negatives:
- Bottom platform can screw up sweet spotting ledge as it is partially permeable
#5 - Japes (Ledge Camp Style) - Japes is a stage I'm torn on as it has some fairly good advantages (ledgewarping, big protection platform, Dins auto-collides with the outside platforms, her spike), but it takes away from her ability to kill vertically which she does so well. A match-up like Dedede would be great here since he is awful at getting out of the water, his recovery is very spikeable, and he kills vertically as well. Also, he doesn't have a move that kicks Zelda downward, so he can't knock her into the water. This is also one of Dedede's worst stages.
Positives:
- Side walls are good for Dsmash
- Dair loves the water
- Zelda can FW to 4 different ledges from the center platform
- Zelda has a few options when FW'ing out of the water as she can usually reach center edge or side edge
Negatives:
- Hurts her vertical kill game
#6 - Smashville
Red_Bandit said:
Smashville is alright. The moving platform is fun to camp and cause problems with. The ceiling and walls are not really beneficial nor are they detrimental.
SonictheHedgedawg said:
that's why I like it. only snake and ike have special advantages there really
#7 - FD - Admittedly, this stage is not higher because there are no platforms, but it is a stage Zelda should perform decently on. The problem with it is approaching and spacing is the key. If you do not space well, or you are facing a campy character who can outcamp Zelda, the stage works against her.
#8 - Pokemon Stadium
SonictheHedgedawg said:
I like the stage honestly. zelda is beastly in the rock transformation if people actually are dumb enough to try approaching her when she digs in. and Din's works wonders against people who dig themselves in. none of the other stages really hurt her and ditlt lock or sheik jab lock in the tree of the fire stage is HAX. Water's windmill is kinda lame for us, though it can let utilt or usmash kill with NASTY deflected trajectories. Grass is pretty neutral to everyone. as is the "normal" transformation.
stages are nice heights for platform poking and chasing and the stage's barriers are close enough that KOs aren't too difficult for her (I think it's a shorter ceiling than most stages because the main platform is a little higher than it is on most other stages.) the ledges are BRUTALLY unforgiving, but the don't move around like lylat and they aren't permiable like delfino, halberd, norfair or brinstar, so sweetspotting it isn't hard... it's just awful if you misjudge.
all in all, I like the stage, I don't think it's bad for her, so it just depends on who I'm playing against and what charcter they are using.
#9 - Frigate - Frigate does not seem to gimp Zelda. Her recovery lends herself to not needing a ledge, and we get ledge-hogged anyway. Small walls and ceiling along with a moving platform that she can hold down fairly well. Plus, Dsmash rules anyone with a tether recovery.
Positives:
- Small ceiling/short walls
- DSmash on right side for easy gimps on tether recoveries
- Zelda's recovery off right side has 2 options with platform for less predictable recovery
- When stage flips, it becomes a neutral stage with smaller boundaries
Negatives:
- Recovery is punishable on right side of starting stage
- Dins/FW while stage switches and Zelda can fall to her doom
#10 - Halberd - Zelda would love Halberd if it wasn't for the platform that takes you to the ship. If you start as Sheik there, you could switch to Zelda once the platform gets there and have a plenty of killing power.
Positives:
- Small Ceiling
- Dtilt Lock on slope
Negatives:
- Tendency to need Sheik while the platform travels.
Greyfox86 said:
Halberd I've never had a problem with the floor cause I don't go through it. I always reach for the ledges. And if that's the only reason why Zelda isn't good at that stage then it's kinda weak. =/
Zelda from that leverage of the stages during the flight part, is high enough to Fair or Bair any character. The platform is low enough to Usmash out of. Also this stage kinda gives her an advantage, her Dtilt gives her quite the priority on most uB's so if they come from the floor just Dtilt till you want to throw in a Dsmash.
I honestly find no problem in that stage. Now if you wanna talk about a stage that's bad for her its Yoshi's Island.
And there it is! The stages without write-ups or big summaries need them, and I will gladly accept someone else's write-up for them. If you have any additions, just post them up and I will quote you!