Zelda (SSBM): Difference between revisions

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However, Zelda is held back by her very poor approach options. 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 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.
However, Zelda is held back by her very poor approach options. 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 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.


In addition to a poor approach on the ground, a lot of Zelda's K.O. attacks are very unreliable. 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. As such, Zelda's up tilt, down smash, her Lightning Kicks and her forward and back throws are possibly her only reliable K.O. moves.
In addition to a poor approach on the ground, a lot of Zelda's K.O. attacks are very unreliable. 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 nearly impossible to land on a grounded opponent, as it has some start-up lag and the hitbox is just above her. As such, Zelda's up tilt, down smash, her Lightning Kicks and her forward and back throws are possibly her only reliable K.O. moves.


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]], 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.
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