Zelda (SSB4): Difference between revisions

Line 15: Line 15:
==Attributes==
==Attributes==
{{incomplete|Still need more info.}}
{{incomplete|Still need more info.}}
Zelda defies most other character archetypes resulting in an unique playstyle. Her approaching game is not the best while her out of shield and punish game is quite strong. Many say that she should be played defensive but playing her aggressive without committing too much can do wonders. She has an average amount of combo starters such as jab (into grab, dash attack or potentially fair and bair), up tilt (into more up tilts and nair), down tilt (into more d-tilts, jab, f-tilt, dash attack or grab) and down throw (into nair and up air (depending on rage and persentage)). She also has some powerful KOing options in her up smash, forward smash and all of her aerials except of her neutral aerial. She also has a rather decent projectile in [[Phantom Slash]]. A chargeable attack, Phantom Slash sports both offensive and defensive capabilities and can even be used for edge-guarding. However, its ending lag, (poor reach at the lowest charges) and its susceptibility to being [[Reflection|reflected]] may hinder its use if it is not used wisely. As already mentioned, Zelda has many ways to punish mistakes out of shield: she can use her fast and strong [[Lightning Kick]]s, her neutral aerial and [[Nayru's Love]]. But her best out of shield option and unarguably her greatest strength is [[Farore's Wind]]. In addition to being long-ranged and virtually unpredictable for the opponent to counter if used wisely, Farore's Wind is now one of Zelda's most viable KOing options due to being heavily buffed. Its powerful disappearing hitbox sends opponents straight up, and if Zelda follows them straight up with its reappearing hitbox, it can KO characters as low as 65%.
Zelda defies most other character archetypes resulting in an unique playstyle. Her approaching game is not the best while her out of shield and punish game is quite strong. Many say that she should be played defensive but playing her aggressive without committing too much can do wonders. She has an average amount of combo starters such as jab (into grab, dash attack or potentially fair and bair), up tilt (into more up tilts and nair), down tilt (into more d-tilts, jab, f-tilt, dash attack or grab), down throw (into nair and up air (depending on rage and persentage)) and Down Air on grounded Opponents if not teched can true combo into Up Air. Her Jab (if tech was missed) and Down Air (if teched) lead into tech chases. Her Neutral and Up Special can be used as roll punishes while the Neutral can also lead into tech chases. She also has some powerful KOing options in her up smash, forward smash and all of her aerials except of her neutral aerial. She also has a rather decent projectile in [[Phantom Slash]]. A chargeable attack, Phantom Slash sports both offensive and defensive capabilities and can even be used for edge-guarding. However, its ending lag, (poor reach at the lowest charges) and its susceptibility to being [[Reflection|reflected]] may hinder its use if it is not used wisely. As already mentioned, Zelda has many ways to punish mistakes out of shield: she can use her fast and strong [[Lightning Kick]]s, her neutral aerial and [[Nayru's Love]]. But her best out of shield option and unarguably her greatest strength is [[Farore's Wind]]. In addition to being long-ranged and virtually unpredictable for the opponent to counter if used wisely, Farore's Wind is now one of Zelda's most viable KOing options due to being heavily buffed. Its powerful disappearing hitbox sends opponents straight up, and if Zelda follows them straight up with its reappearing hitbox, it can KO characters as low as 65%.


Like {{SSB4|Mewtwo}}, Zelda has the inconvenient combination of being light, tall, floaty, and rather slow, making her easy to KO. Her main way of dealing with projectiles, [[Nayru's Love]], is rather laggy. [[Phantom Slash]], her other defense against long-ranged pressure, is rather situational and, along with [[Din's Fire]], do not help her camp very well. She has very laggy attacks with poorly placed hitboxes, making it difficult for her to KO despite her power.
Like {{SSB4|Mewtwo}}, Zelda has the inconvenient combination of being light, tall, floaty, and rather slow, making her easy to KO. Her main way of dealing with projectiles, [[Nayru's Love]], is rather laggy. [[Phantom Slash]], her other defense against long-ranged pressure, is rather situational and, along with [[Din's Fire]], do not help her camp very well. She has very laggy attacks with poorly placed hitboxes, making it difficult for her to KO despite her power.
58

edits