Editing Zelda (SSBU)
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Other issues include poor range on her normals, limiting their utility. The transcendent priority of most of her moves is a double-edged sword; while improving their offense, they give her a special weakness against projectiles and disjoints. In particular, aerials by default [[Priority#Aerial_attacks|do not clank]], except with projectiles, which they can destroy; however, the entirety of Zelda's neutral and up aerials, as well as the sweetspots of her Lightning Kicks, are transcendent, effectively providing none of the benefits but with all the downsides. The few aerial hitboxes that can protect her against projectiles are subpar: her kicks’ sourspots (which only deal 4%-5%), or the single-frame clean hit of down aerial. Zelda also has consistency issues (namely neutral aerial, Nayru's Love, and some of the windboxes of Phantom) and extremely weak sourspots, both of which make her punishable on hit relatively often. Her combo game is polarized and often subpar, as many of her moves have too much lag or unfavorable launch angles and knockback values for reliable follow-ups or wide combo windows. Due to this, she partially relies on Phantom to land stray KOs or start or finish combos for damage-racking. All her special moves have exploitable weaknesses, as they are all committal and can be punished hard if not used correctly. With correct timing and spacing around the Phantom's possible attack ranges, opponents can punish Zelda by reading when she will use the move and preemptively closing in. If there is space, the opponent can also retreat to disengage, with Zelda not being able to do much about it except gaining some stage control. Especially against mobile characters, this forces her to play with her risky, short-ranged neutral tools and subpar mobility. | Other issues include poor range on her normals, limiting their utility. The transcendent priority of most of her moves is a double-edged sword; while improving their offense, they give her a special weakness against projectiles and disjoints. In particular, aerials by default [[Priority#Aerial_attacks|do not clank]], except with projectiles, which they can destroy; however, the entirety of Zelda's neutral and up aerials, as well as the sweetspots of her Lightning Kicks, are transcendent, effectively providing none of the benefits but with all the downsides. The few aerial hitboxes that can protect her against projectiles are subpar: her kicks’ sourspots (which only deal 4%-5%), or the single-frame clean hit of down aerial. Zelda also has consistency issues (namely neutral aerial, Nayru's Love, and some of the windboxes of Phantom) and extremely weak sourspots, both of which make her punishable on hit relatively often. Her combo game is polarized and often subpar, as many of her moves have too much lag or unfavorable launch angles and knockback values for reliable follow-ups or wide combo windows. Due to this, she partially relies on Phantom to land stray KOs or start or finish combos for damage-racking. All her special moves have exploitable weaknesses, as they are all committal and can be punished hard if not used correctly. With correct timing and spacing around the Phantom's possible attack ranges, opponents can punish Zelda by reading when she will use the move and preemptively closing in. If there is space, the opponent can also retreat to disengage, with Zelda not being able to do much about it except gaining some stage control. Especially against mobile characters, this forces her to play with her risky, short-ranged neutral tools and subpar mobility. | ||
Among favorable matchups, Zelda excels against slower characters with poor ground and aerial approaches where Phantom Slash can effectively wall them out ({{SSBU| | Among favorable matchups, Zelda excels against slower characters with poor ground and aerial approaches where Phantom Slash can effectively wall them out ({{SSBU|Kirby}}, {{SSBU|King K. Rool}}), against large characters that become combo fodder and easy targets for her normally strict sweetspots and combos, especially those without safe options on shield, enabling easy punishes with her deadly out of shield options ({{SSBU|King Dedede}}), and against poor recoveries that are very susceptible to her semi-spikes and edgeguarding tools ({{SSBU|Ganondorf}}). Zelda's weaknesses cause her to struggle against quick opponents who can outbox her and/or exploit her poor movement to bait out her options and keep her in disadvantage ({{SSBU|Fox}}, {{SSBU|Sonic}}, {{SSBU|Greninja}}, {{SSBU|Zero Suit Samus}}), against characters that can box her out with great frame data ({{SSBU|Mario}}, {{SSBU|Luigi}}, {{SSBU|Ice Climbers}}), against characters who can out-zone and out-camp her with tools that are fast, dwarf the Phantom's range and/or can pierce through it ({{SSBU|Simon}}, {{SSBU|Mega Man}}, {{SSBU|Min Min}}), and against characters with large disjoints who can exploit her transcendent priority ({{SSBU|Cloud}}, {{SSBU|Mythra}}). | ||
Overall, Zelda's strengths include impressive kill power spread broadly across her moveset, fast and powerful out-of-shield options, and good stage control and ledge trapping with Phantom setups. Her weaknesses in mobility, range, frame data, consistency, and sweetspot issues require her to be precise with how she spaces her attacks and to make the most out of Phantom ledge traps with proper reads and option coverage. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and in mixing up what she does to get out of a disadvantage due to her floaty nature and lack of safe landing options. | Overall, Zelda's strengths include impressive kill power spread broadly across her moveset, fast and powerful out-of-shield options, and good stage control and ledge trapping with Phantom setups. Her weaknesses in mobility, range, frame data, consistency, and sweetspot issues require her to be precise with how she spaces her attacks and to make the most out of Phantom ledge traps with proper reads and option coverage. She must be creative in her approaches to overcome her mobility issues when she does not have a lead, and in mixing up what she does to get out of a disadvantage due to her floaty nature and lack of safe landing options. | ||