Editing Zelda (SSBM)
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This idea, however, did not pan out, as Zelda's traits are overall much worse than Sheik's, with far less synergy between the two than expected. Zelda is greatly hindered by her poor [[speed|mobility]], possessing the slowest [[dash]] speed in the game and a slow [[fall speed]], and lacks the other [[air]] physics {{SSBM|Jigglypuff}} has to alleviate this. [[Wavedash]]ing is of little use to her, since her very high [[traction]] and the aforementioned attributes result in her possessing the shortest wavedash in the game (alongside {{SSBM|Peach}}). Furthermore, being light and floaty, without being small or nimble enough to compensate makes her easy to [[juggle]] and KO off the top. Additionally, while Zelda's recovery travels a respectable distance, and in any direction, it lacks a [[hitbox]] when she reappears, leaving her vulnerable to [[punish]]es when she tries to land and making it easy to [[edgeguard]], although some Sheik players situationally transform into Zelda to take advantage of her physics and Farore's Wind as a longer distance recovery option. Even Zelda's main selling point in scoring KOs is lacking. Though Zelda has a slew of strong attacks, many of them are difficult to land or susceptible to [[SDI]], making her KO power surprisingly inconsistent. These options are made further irrelevant given Sheik's respectable KO power and setups; while not as strong as Zelda's, they are more than sufficient, and far more consistently effective. | This idea, however, did not pan out, as Zelda's traits are overall much worse than Sheik's, with far less synergy between the two than expected. Zelda is greatly hindered by her poor [[speed|mobility]], possessing the slowest [[dash]] speed in the game and a slow [[fall speed]], and lacks the other [[air]] physics {{SSBM|Jigglypuff}} has to alleviate this. [[Wavedash]]ing is of little use to her, since her very high [[traction]] and the aforementioned attributes result in her possessing the shortest wavedash in the game (alongside {{SSBM|Peach}}). Furthermore, being light and floaty, without being small or nimble enough to compensate makes her easy to [[juggle]] and KO off the top. Additionally, while Zelda's recovery travels a respectable distance, and in any direction, it lacks a [[hitbox]] when she reappears, leaving her vulnerable to [[punish]]es when she tries to land and making it easy to [[edgeguard]], although some Sheik players situationally transform into Zelda to take advantage of her physics and Farore's Wind as a longer distance recovery option. Even Zelda's main selling point in scoring KOs is lacking. Though Zelda has a slew of strong attacks, many of them are difficult to land or susceptible to [[SDI]], making her KO power surprisingly inconsistent. These options are made further irrelevant given Sheik's respectable KO power and setups; while not as strong as Zelda's, they are more than sufficient, and far more consistently effective. | ||
Overall, a lousy neutral and disadvantage state contribute to Zelda having poor [[matchup]]s against most of the cast and being completely overshadowed by Sheik, having very weak representation and very few good results outside of locals, with {{Sm|Rienne | Overall, a lousy neutral and disadvantage state contribute to Zelda having poor [[matchup]]s against most of the cast and being completely overshadowed by Sheik, having very weak representation and very few good results outside of locals, with {{Sm|Rienne}} and {{Sm|The Lake}} making some of the only exceptions to this throughout the game's lifespan. | ||
==Attributes== | ==Attributes== | ||