Zelda (SSBM): Difference between revisions

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(Zelda struggles the most against sheik and falcon. Followed by Marth, fox, Falco and peach. The proffessional zelda players did not approve in any way, shape or form the claims made about DrMario and Yoshi; And even listed Jigglypuff in the same category as them. It is an equal matchup...)
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Zelda does not fall under any specific archetype of characters, due to her unusual properties as a fighter; she has a slew of powerful finishers, such as her [[Lightning Kick]], but she is of average weight. Additionally, Zelda has a slow falling speed and a high traction, leading to a very short, albeit fast, wavedash.
Zelda does not fall under any specific archetype of characters, due to her unusual properties as a fighter; she has a slew of powerful finishers, such as her [[Lightning Kick]], but she is of average weight. Additionally, Zelda has a slow falling speed and a high traction, leading to a very short, albeit fast, wavedash.


 
One of Zelda's strengths is her great overall KO power. Within the air, her forward and back aerials of the Lightning Kick can KO at as low as 50%, and her up air has a large hitbox that can also KO opponents. On the ground, Zelda's up tilt is surprisingly powerful, with its long duration and large radius allowing it to be a versatile move under most circumstances. Zelda's up and forward smash attacks are also powerful and they have high damage output thanks to their multiple hits.
One of Zelda's strengths is her great KO power. Within the air, her forward and back aerials of the Lightning Kick can KO at as low as 50%, and her up air has a large hitbox that can also KO opponents. On the ground, Zelda's up tilt is surprisingly powerful, with its long duration and large radius allowing it to be a versatile move under most circumstances. Zelda's up and forward smash attacks are also powerful and they have high damage output thanks to their multiple hits.
 


In addition, Zelda has some fast attacks, such as her down smash (which is the fastest in the game) and her forward and back aerials, which requires opponents to tread more carefully when used. Neutral B has invincibility at frame 4, wich makes it a good move to counterattack fast approaches. Up smash possesses quick startup and can be used as a great out of shield option, as it can lead to a grab if the opponent SDIs out of it. Forward smash has very low ending lag, a good disjointed hitbox, a quick animation, and is difficult to SDI out. The very last hitbox is significantly larger than the previous, being able to reach someone who SDI's in the front of the move. It can be also be thrown out in neutral to read fast approaches without putting herself in a bad spot. As an added bonus, many of Zelda's attacks have [[Priority#Transcendent priority|transcendent priority]]; combined with average reach for most of her attacks, Zelda has potential to stop others' attacks with her own.  
In addition, Zelda has some fast attacks, such as her down smash (which is the fastest in the game) and her forward and back aerials, which requires opponents to tread more carefully when used. Neutral B has invincibility at frame 4, wich makes it a good move to counterattack fast approaches. Up smash possesses quick startup and can be used as a great out of shield option, as it can lead to a grab if the opponent SDIs out of it. Forward smash has very low ending lag, a good disjointed hitbox, a quick animation, and is difficult to SDI out. The very last hitbox is significantly larger than the previous, being able to reach someone who SDI's in the front of the move. It can be also be thrown out in neutral to read fast approaches without putting herself in a bad spot. As an added bonus, many of Zelda's attacks have [[Priority#Transcendent priority|transcendent priority]]; combined with average reach for most of her attacks, Zelda has potential to stop others' attacks with her own.  


Despite most of her moves dealing high knockback, she has an acceptable 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, allowing for potential combo starters, 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 possesses a good grab game. Her up throw can be a kill confirm around 80% as it leads to a guaranteed bair/fair on certain matchups. 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. Neutral air can also be used to guarantee these aerials (on certain matchups) if landed without the last hitbox, which will make the opponent pop up with a set knockback.


Despite most of her moves dealing high knockback, she has an acceptable 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, allowing for potential combo starters, her up tilt can juggle at low percentages and follow up with a up aerial when it stops comboing. Her down tilt can combo into itself until around 95% and can also combo into a down smash, up tilt or lightning kick. 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 possesses a good grab game. Her up throw can be a kill confirm around 80% as it leads to a guaranteed bair/fair on certain matchups. 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. Neutral air can also be used to guarantee these aerials (on certain matchups) if landed without the last hitbox, which will make the opponent pop up with a set knockback.
However, Zelda is strongly held back by having one of the worst approach games in the game. On the ground, Zelda possesses the slowest dashing speed, a short wavedash, and a slow dash dance; combined with decidedly average range in her attacks, Zelda cannot effectively attack on the ground. Zelda doesn't fare much better in the air; despite her above average air speed, Zelda suffers from 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, being completely useless under most circumstances. In platforms, however, Zelda fares better due to her quick movements from wavelanding and being somewhat flexible at transitioning there.
 
 
However, Zelda is strongly held back by having one of the worst approach games in the game. On the ground, Zelda possesses the slowest dashing speed, a short wavedash, and a slow dash dance; combined with decidedly average range in her attacks, Zelda cannot effectively attack on the ground. Zelda doesn't fare much better in the air; despite her above average air speed, Zelda suffers from 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, being completely useless under most circumstances. In platforms, however, Zelda fares better due to her quick movements from wavelanding and being somewhat flexible at transitioning there.  
 
 
Although, even if Zelda does possess poor base movement, she is still able to mitigate some of her worst flaws. Firstly, she has an absurdly fast initial boost dash, meaning that Zelda is able to reach the peak of her dashing speed almost instantly. This greatly benefits Zelda, as she can use the fast startup of her dash animation right before wavedashing to significantly extend its distance; this is something reffered to as ''surfdash'' or ''wavesurfing''. And secondly, she has a unique airdodge animation that travels further and faster than the average. She can benefit from the aforementioned traits to gain an extremely unique movement game; wich can be on par with some of the fastest characters in the game. (As shown in this [https://gfycat.com/fr/fakeperfumedjavalina clip] ). However, finessing Zelda's movement can be quite challenging to acheive; in order to barely keep up with the rest of the cast, her movement needs extra work. This also means that using wavesurfing and airdodges to move around the stage does worsen the risk of missing a platform to accidently go into freefall, therefore getting punished.
 
 
Despite her array of powerful moves and potent platform movement, she suffers numerous other flaws. In addition to a poor approach on the ground, most of Zelda's moveset consists of unreliable finishers. Her forward and up smash suffer from SDI problems, as opponents can easily SDI out of it before the last hit. 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 above her. Her Lightning Kicks need to be sweetspotted to KO effectively. Her forward and back throws can only KO at very high percentages when used near the edge, limiting their utility. 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 for a tilt attack and the latter is rather weak for a smash attack. Lastly, while some of her moves have very niche uses; such as jab and down tilt, her down aerial can be used with some edgecancelling technique, in order to confirm a lightning kick.
 


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; therefore the move itself forces Zelda to read approaches in order to be effectively used. Din's Fire, as mentioned earlier, doesn't aid her approach at all and suffers from too much ending lag. The projectile itself is rather slow, predictable and also offers Zelda a very low reward for landing it. The attack also leaves her unable to move until she finishes the attack, leaving her defenseless until she finishes the move. [[Farore's Wind]], generally considered her best special move, possess some potential stall capabilities on the ledge, such as for edge cancelling techniques. It is also a great recovery tool since the distance covered with the teleport is in a league of its own; it covers such space that enables her to edgeguard opponents very far from the ledge. Also, it does require precise timing and knowledge to properly recover, since it can be easy for Zelda to miss-land onstage and potentially get punished, or worse, self-destruct. Finally, while reentering with Up B on the ground can be deceptively quick, the move has an awkward cooldown when reeintering airborne, which can be very easy for opponents to react.
Despite her array of powerful moves and decent platform movement, she suffers numerous other flaws. In addition to a poor approach on the ground, most of Zelda's moveset consists of unreliable finishers. Her forward and up smash suffer from SDI problems, as opponents can easily SDI out of it before the last hit. 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 above her. Her Lightning Kicks need to be sweetspotted to KO effectively. Her forward and back throws can only KO at very high percentages when used near the edge, limiting their utility. 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 for a tilt attack and the latter is rather weak for a smash attack. Lastly, some of her toolkit suffers from a lack of applicable uses, which includes her down aerial and jab.


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 suffers from too much ending lag. The attack also leaves her unable to move until she finishes the attack, leaving her defenseless until she finishes the move. [[Farore's Wind]], generally considered her best special move, requires precise timing and knowledge to reach the ledge, else Zelda might land onstage and could potentially get punished, or worse, self-destruct. Although reentering with Up B can possess some potential stall capabilities on the ledge, such as for edge cancelling techniques, the move has awkward cooldown, which can be easy for opponents to react.


Overall, Zelda emphasizes a defensive gameplan by trying to find openings for grabs, dash attacks, or lightning kicks. Players must be extremely precise on landing her finishing moves, as their fast startup and strong power can be offset by a difficulty and landing them. She must also try and use wavedashing as well as platforms as much as possible, as her low mobility can prove to be a burden when trying to fight in neutral or against disadvantageous situations. To find success amongst greater players, she is forced to bait out options and wait for an opponent to make a mistake, or else she will be overwhelmed by other foes.
Overall, Zelda emphasizes a defensive gameplan by trying to find openings for grabs, dash attacks, or lightning kicks. Players must be precise on landing her finishing moves, as their fast startup and strong power can be offset by a difficulty and landing them. She must also try and use wavedashing as well as platforms as much as possible, as her low mobility can prove to be a burden when trying to fight in neutral or against disadvantageous situations. To find success, she has to bait out options and wait for an opponent to make a mistake, else she be overwhelmed by other foes.


==Moveset==
==Moveset==
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Zelda has a poor matchup spread overall. She is hard countered by 2 characters, countered by 8 characters, and soft countered by 5 characters. On the plus side, she has 3 even matchups, while soft countering 7.  
Zelda has a poor matchup spread overall. She is hard countered by 2 characters, countered by 8 characters, and soft countered by 5 characters. On the plus side, she has 3 even matchups, while soft countering 7.  


Zelda performs the worst against characters who have much higher movement speed than her, most notably {{SSBM|Captain Falcon}}, and {{SSBM|Sheik}}. Ironically, Sheik is considered to be arguably her most troublesome matchup; Zelda has no recourse against Sheik's down throw, superior aerials/tilts, and needles, all of which contribute to her losing both the neutral and punish game. Also, Zelda has little to no ressources against Captain Falcon's dashdancing, making it one of the greatest tool against her. She similarly struggles with characters who can KO her off of the upper blast zones, exploit her abysmal approach, or edgeguard her with ease, such as {{SSBM|Marth}}, {{SSBM|Fox}}, or {{SSBM|Peach}}.
Zelda performs terribly against characters who have much higher range and movement speed than her, most notably {{SSBM|Marth}}, and {{SSBM|Sheik}}. Ironically, Sheik is considered to be arguably her most troublesome matchup; Zelda has no recourse against Sheik's down throw, superior aerials/tilts, and needles, all of which contribute to her losing both the neutral and punish game. She similarly struggles with characters who can KO her off of the upper blast zones, exploit her abysmal approach, or edgeguard her with ease, such as {{SSBM|Jigglypuff}}, {{SSBM|Captain Falcon}}, or {{SSBM|Pikachu}}.


Although Zelda may possess a few small niches against some high-tier characters, such as {{SSBM|Peach}} and {{SSBM|Jigglypuff}}, her lightning kicks can KO unaware opponents, but most of them are difficult to land and these same characters can work around them and easily retaliate with their own vastly superior and consistent movesets. While Zelda’s slow falling speed may be beneficial in hindering certain strings, her large hurtbox makes it easier for other top-tiers to combo on her, negating the benefits off of her floatiness. Thus, such drawbacks require her to achieve multiple successful reads to hold equal footing against the majority of the cast.
Although Zelda may possess a few small niches against some high-tier characters, such as her lightning kicks that can KO unaware opponents, most of them are difficult to land and these same characters can work around them and easily retaliate with their own vastly superior and consistent movesets, such as {{SSBM|Fox}} and {{SSBM|Jigglypuff}}. While Zelda’s slow falling speed may be beneficial in hindering certain strings, her large hurtbox makes it easier for other top-tiers to combo on her, negating the benefits off of her floatiness. Thus, such drawbacks require her to achieve multiple successful reads to hold equal footing against the majority of the cast.


====Current metagame====
====Current metagame====
Almost all of Zelda's supposed winning matchups are considered to be semi-viable in the current meta, and many of them actually have a few (albeit situational) tools to combat the best characters in the game, making them overall slightly better than her despite her advantages in the head-to-head. However, players have recognized that she does surprisingly well against the {{SSBM|Ice Climbers}}, due to her Lightning Kicks and down smash being great tools to separate them. {{SSBM|Luigi}}’s floaty physics work against him for similar reasons, with Zelda being able to outpace him in the aerial game. Her throw combos have improved against the species compared to before, able to rack up a surprising amount of damage and can punish them for lack of matchup experience. However, this requires Zelda to make hard reads and play very carefully to land a grab, which can be problematic given the fast-paced mechanics working against her favor. Against the rest of the cast, she has heavily struggled to develop significant breakthroughs against her unfavorable matchups due to her slow mobility, heavy difficulty in approaching, and lack of opportunities in landing her moves.
Almost all of Zelda's supposed winning matchups are considered to be non-viable in the current meta, and many of them actually have a few (albeit situational) tools to combat the best characters in the game, making them overall better than her despite her advantages in the head-to-head. However, players have recognized that she does surprisingly well against the {{SSBM|Ice Climbers}}, due to her Lightning Kicks and down smash being great tools to separate them. {{SSBM|Luigi}}’s floaty physics work against him for similar reasons, with Zelda being able to outpace him in the aerial game. Her throw combos have improved against the species compared to before, able to rack up a surprising amount of damage and can punish them for lack of matchup experience. However, this requires Zelda to make hard reads and play very carefully to land a grab, which can be problematic given the fast-paced mechanics working against her favor. Against the rest of the cast, she has heavily struggled to develop significant breakthroughs against her unfavorable matchups due to her slow mobility, heavy difficulty in approaching, and lack of opportunities in landing her moves. Characters such as {{SSBM|Dr. Mario}} and {{SSBM|Yoshi}}, listed as even in the matchup chart, are now considered losses against Zelda due to the former’s more developed punish game and easier approach game while the latter can parry through most of her kit.


Zelda also suffers from a metagame that has not seen a great deal of development in recent years. Many of her notable players, such as {{Sm|Narcissa}} and {{Sm|Magus}}, have since retired or stopped playing the character entirely. Those who continue to solo main her, such as {{Sm|The Lake}}, have become rather inactive and suffer from worsening tournament placements as other top-tier characters continue to have their metas being pushed.
Zelda also suffers from a metagame that has not seen a great deal of development in recent years. Many of her notable players, such as {{Sm|Narcissa}} and {{Sm|Magus}}, have since retired or stopped playing the character entirely. Those who continue to solo main her, such as {{Sm|The Lake}}, have become rather inactive and suffer from worsening tournament placements as other top-tier characters continue to have their metas being pushed.