Zelda: Difference between revisions

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Despite this, Zelda does have her good points, her most powerful one being the '''Lightning Kick'''. (Some have dubbed this simply "The Kick," or even "The Toe".) She does fairly well against fast fallers due to throwing potential and "kicking" finishers. The most important point with Zelda is to wait patiently and look for openings, then move in and hit hard.
Despite this, Zelda does have her good points, her most powerful one being the '''Lightning Kick'''. (Some have dubbed this simply "The Kick," or even "The Toe".) She does fairly well against fast fallers due to throwing potential and "kicking" finishers. The most important point with Zelda is to wait patiently and look for openings, then move in and hit hard.


==Ledge Game==
==Ledge game==
*Down+A(Smash): Quick, and punishes characters who failed to sweet spot. Best against Ganondorf, and Captain Falcon.
*Down+A(Smash): Quick, and punishes characters who failed to sweet spot. Best against Ganondorf, and Captain Falcon.
*Down+A Air(Meteor): Weak Meteor Smash, But can get the job done with good timing.
*Down+A Air(Meteor): Weak Meteor Smash, But can get the job done with good timing.
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[[Category:Characters (SSBM)]]
[[Category:Characters (SSBM)]]


==Combos==
==[[Combos]]==


===Fast fallers===
===Fast fallers===
:(First note: These combo's are DI based)
:(First note: These combos are [[directional influence]] based)
#[[Chain throwing]]: Throw them up and attempt to grab again right before they land on your head. If they DI you can Follow a short distance to catch. Stops working around 30-40%.
#[[Chain throwing]]: Throw them up and attempt to grab again right before they land on your head. If they DI you can Follow a short distance to catch. Stops working around 30-40%.
#Up+throw to lightning kick: Throw them up and connect it with a lightning kick. (Note: Should wait til near the end of the Chain throwing process before doing this) If they DI left jump straight up and kick left. If they DI right jump straight up and kick right. If they don't DI and they try to fall back into Zelda, jump right or left (Depending which edge is closer to Zelda) And connect it that way.  
#Up+throw to lightning kick: Throw them up and connect it with a lightning kick. (Note: Should wait til near the end of the Chain throwing process before doing this) If they DI left jump straight up and kick left. If they DI right jump straight up and kick right. If they don't DI and they try to fall back into Zelda, jump right or left (Depending which edge is closer to Zelda) And connect it that way.  
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##Note: Some characters can spam a move to get out of these. Like Link or Samus' sex kicks can take out the Up DI Scenario.
##Note: Some characters can spam a move to get out of these. Like Link or Samus' sex kicks can take out the Up DI Scenario.


==Princess Tricks==
==Princess tricks==
===Baiting===
===Baiting===
Concept of watching your opponent and baiting them to make the first move so you can either Dash dance away, short hop away, Shield to Lightning kick, or anything to make them miss. Zelda as a character shouldn't be too offensive since alot of her moves leave her vulnerable when missed, even if L-canceled.
Concept of watching your opponent and baiting them to make the first move so you can either Dash dance away, short hop away, Shield to Lightning kick, or anything to make them miss. Zelda as a character shouldn't be too offensive since alot of her moves leave her vulnerable when missed, even if L-canceled.
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