Zelda (SSBM): Difference between revisions

Line 30: Line 30:
Also, despite her large number of high knockback moves, she has a quite decent combo game. Her dash attack is her primary combo starter on the ground, all of her tilts are great comboing moves, her forward tilt send her opponents backwards, this can set up a back Lightning Kick and even combo into itself, her up tilt can juggle at low percentages and follow-up with a up aerial when it stops comboing and her down tilt can combo into itself until around 95% and can also combo into her down smash. Up smash can also be used a few times in a row at low percentages if the opponent gets caught right above her. In addition to this, Zelda has a good grab game, having the 9th longest non-tether grab range in the game. Her up throw can be a kill confirm around 80% as it leads to a garanteed bair/fair. It also has the potential to chain throw at low percentages, and her down throw has several potential follow-ups, such as a dash attack, Lightning Kick, or even a forward tilt and can set up stage spikes and early edge-guards. Her forward and back throws are quite powerful and can set up edge-guards or even K.O. at high percentages.
Also, despite her large number of high knockback moves, she has a quite decent combo game. Her dash attack is her primary combo starter on the ground, all of her tilts are great comboing moves, her forward tilt send her opponents backwards, this can set up a back Lightning Kick and even combo into itself, her up tilt can juggle at low percentages and follow-up with a up aerial when it stops comboing and her down tilt can combo into itself until around 95% and can also combo into her down smash. Up smash can also be used a few times in a row at low percentages if the opponent gets caught right above her. In addition to this, Zelda has a good grab game, having the 9th longest non-tether grab range in the game. Her up throw can be a kill confirm around 80% as it leads to a garanteed bair/fair. It also has the potential to chain throw at low percentages, and her down throw has several potential follow-ups, such as a dash attack, Lightning Kick, or even a forward tilt and can set up stage spikes and early edge-guards. Her forward and back throws are quite powerful and can set up edge-guards or even K.O. at high percentages.


One more thing that is unique to Zelda, is her abnormally fast initial dash speed and initial airdodge speed. It allows her to move fairly quickly around platforms when optimized at its best, as show in this [https://twitter.com/i/status/1299110414857334784 video]. And not only is she able to move around quickly with platforms, but she has access to [https://thumbs.gfycat.com/CleanSnappyGalapagosdove-mobile.mp4 Fair Ai]. Wich, when timed perfectly, removes any lag on landing. It is by far the fastest way to travel trough platforms in the whole game. In addition, Zelda greatly benefits from wavesurfing. As mentionned, her initial dash speed is abnormally fast, as it reaches the peak of the dash speed almost instantly.
One more thing that is unique to Zelda, is her abnormally fast initial dash speed and initial airdodge speed. It allows her to move fairly quickly around platforms when optimized at its best, as shown in this [https://twitter.com/i/status/1299110414857334784 video]. And not only is she able to move around quickly with platforms, but she has access to [https://thumbs.gfycat.com/CleanSnappyGalapagosdove-mobile.mp4 Fair Ai]. Wich, when timed perfectly, removes any lag on landing. It is by far the fastest way to travel trough platforms in the whole game. Fair AI is also one of the strongest albeit hardest ledge options Zelda has available to her, granting 7 galint (frames of invulnerable actionability from ledge) on a stage with flat walls, 10 galint on yoshi's, or 13 galint on battlefield ([https://thumbs.gfycat.com/FrailCoarseIberianmidwifetoad-mobile.mp4 example]). In addition, Zelda greatly benefits from wavesurfing. As mentionned, her initial dash speed is abnormally fast, as it reaches the peak of the dash speed almost instantly. Dashing for between 2 and 4 frames before wavedashing leads to an extended wavedash; it is a faster way to cover ground than dashing, or wavedashing.


On the ground, Zelda has a slow dashing speed, a short wavedash, and a slow dash dance; combined with decidedly average range in her attacks, Zelda cannot effectively attack or counterattack on the ground. Zelda doesn't fare better in the air; despite an above average air speed, Zelda suffers from poor jumping height, a low falling speed, and a high short hop, leading to a very poor SHFFL. Zelda's lack of an effective projectile also prevents her from attacking from afar; [[Din's Fire]] is far too laggy, weak, and predictable to be an effective projectile.
On the ground, Zelda has a slow dashing speed, a short wavedash, and a slow dash dance; combined with decidedly average range in her attacks, Zelda cannot effectively attack or counterattack on the ground. Zelda doesn't fare better in the air; despite an above average air speed, Zelda suffers from poor jumping height, a low falling speed, and a high short hop, leading to a very poor SHFFL. Zelda's lack of an effective projectile also prevents her from attacking from afar; [[Din's Fire]] is far too laggy, weak, and predictable to be an effective projectile.
Line 36: Line 36:
In addition to a poor approach on the ground, most of Zelda's moveset consists of unreliable finishers. Her forward and up smashes suffer from SDI problems, as opponents can easily SDI out of them before the last, most powerful hit can harm them. Zelda's up aerial, while powerful, is impossible to land on a grounded opponent, as it has some start-up lag and the hitbox is just above her. Her Lightning Kicks need to be sweetspotted to KO effectively and finally, her forward and back throws can only KO at very high percentages when used near the edge. As such, Zelda's up tilt and down smash are possibly her only reliable KO moves and even those have their flaws; the former is rather slow and the latter is rather weak for a smash attack.
In addition to a poor approach on the ground, most of Zelda's moveset consists of unreliable finishers. Her forward and up smashes suffer from SDI problems, as opponents can easily SDI out of them before the last, most powerful hit can harm them. Zelda's up aerial, while powerful, is impossible to land on a grounded opponent, as it has some start-up lag and the hitbox is just above her. Her Lightning Kicks need to be sweetspotted to KO effectively and finally, her forward and back throws can only KO at very high percentages when used near the edge. As such, Zelda's up tilt and down smash are possibly her only reliable KO moves and even those have their flaws; the former is rather slow and the latter is rather weak for a smash attack.


Zelda also suffers from having generally situational specials (save [[Transform]]). Nayru's Love can only harm attackers in short ranges, and it has high ending lag and it doesn't protect her from attacks above her. Din's Fire, as mentioned earlier, doesn't aid her approach at all and it too suffers from high ending lag. [[Farore's Wind]], while covering long distances, lacks a powerful offensive hitbox on its start, and lacks one altogether when reentering, while the move also has awkwardly long ending lag, making Zelda very easy to edgeguard and/or edgehog.
Zelda also suffers from having generally situational specials (save [[Transform]]). Nayru's Love can only harm attackers in short ranges, and it has high ending lag and it doesn't protect her from attacks above her. Din's Fire, as mentioned earlier, doesn't aid her approach at all and it too suffers from high ending lag. [[Farore's Wind]], is generally her best special move as its hitbox can lead most of the time to a bair / fair if done properly. It also allows Zelda to have extremely precise techs. Shes able to stall at the ledge while remaining invincible, while also throwing constant hitboxes. The major flaw of up special is that it lacks a powerful offensive hitbox when reentering. While the move also has a very long ending lag, it can make Zelda very easy to edgeguard and/or edgehog.


==Moveset==
==Moveset==
Anonymous user