Sage JoWii
Smash Champion
Overview: Zelda is returning to Brawl, sitting pretty in the lowest of the low tiers. Long smash durations, good camping and the ability to jump a few tier spots w/ her transformations Zelda will be rare MU tbh. Be wary though for if you don't know this MU you could fall prey to 'Lowtierraepitis' and no Kirby likes losing to a Zelda.
Kirby’s Pros and Cons:
+ Excellent gimping game
+ FSmash kills early (90%~)
+ Great close combat
- Floaty, and lightweight
- No range game
- Relatively large, easy to hit frame(gets sweetspotted easily)
Zelda's Pros and Cons:
+ Good camping ability
+ Long smash durations
- Bad recovery, predictable.
- Lightweight (?)
- Fairly bad close combat
- No approach options
Watch out for:
Smash Durations (Shielding) – When shielding Zelda's attacks, realize that all her Smashes have extremely long durations and while shielding 'just long enough' might work against other characters, against Zelda you have to extend the time you spend in shield to fully avoid the smash.
Dtilt – DTilt sets up into whatever the hell Zelda wants (Grab, another DTilt, etc.).
UpB Gimmick – When Kirby gets knocked off the stage he is in the perfect situation to have his recovery read. Basically Zelda will be around mid-stage and UpB to the very edge of the stage, UpB animation ends and she's free to attack, to an UpSmash or UAir. It happens in like the span of 1-2 seconds and if you aren't prepared for it you'll eat a nice chunk of damage.
Din's Fire – I don't feel that I really need to put this down but for newcomers it's worth mentioning. When Kirby is recovering from the stage Zelda will inevitably start throwing Din's Fires; time your airdodge when the Din's Fire starts exploding and be as unpredictable w/ your recovery as possible.
How to win:
Get in – Zelda's strength (if you can call it that) lies in her ability to keep away. Expect the Din's Fire as you make your way in; be unpredictable! Once you're in watch out for her smash if you're spaced properly (shield all of it! Shield longer!) or her DTilt if you're too close. Get the grab off, she's floaty so FThrow>risingFAirX2 should do the trick unless you think Zelda won't DI in which case the Gonzo combo should suffice, and rack the damage! Once you're in just keep the pressure on and force Zelda offstage.
Offstage Zelda! – Raep. iknorite?! Punish her offstage game by either: 1. Get to Zelda as fast as possible and attack attack attack. 2. Read the second jump and attack to stop momentum, then read the UpB. 3. Stay onstage and read/punish.
Pose! – Sweet jesus is Kirbeh sexy. On a srs note, pose is just my way of saying 'When you have the lead, why approach?'. Get that first stock and sit back to relax. Zelda has no approach options whatsoever. Avoid any random Din's Fires, read any UpB attempt, and if she dashes in, read it.
Spit out or Swallow?
Spit out for the extra damage and keep the option of a Kirbicide available. This is not an important part of this MU so it's up to Kirby discretion.
Stages
Will update after discussion.
Synopsis:
It's a pretty straightforward MU. The gameplan is simple: Get in, rack damage, get offstage, win. After that gets you ahead, camp or continue to be in Zelda's face.
Kirby’s Pros and Cons:
+ Excellent gimping game
+ FSmash kills early (90%~)
+ Great close combat
- Floaty, and lightweight
- No range game
- Relatively large, easy to hit frame(gets sweetspotted easily)
Zelda's Pros and Cons:
+ Good camping ability
+ Long smash durations
- Bad recovery, predictable.
- Lightweight (?)
- Fairly bad close combat
- No approach options
Watch out for:
Smash Durations (Shielding) – When shielding Zelda's attacks, realize that all her Smashes have extremely long durations and while shielding 'just long enough' might work against other characters, against Zelda you have to extend the time you spend in shield to fully avoid the smash.
Dtilt – DTilt sets up into whatever the hell Zelda wants (Grab, another DTilt, etc.).
UpB Gimmick – When Kirby gets knocked off the stage he is in the perfect situation to have his recovery read. Basically Zelda will be around mid-stage and UpB to the very edge of the stage, UpB animation ends and she's free to attack, to an UpSmash or UAir. It happens in like the span of 1-2 seconds and if you aren't prepared for it you'll eat a nice chunk of damage.
Din's Fire – I don't feel that I really need to put this down but for newcomers it's worth mentioning. When Kirby is recovering from the stage Zelda will inevitably start throwing Din's Fires; time your airdodge when the Din's Fire starts exploding and be as unpredictable w/ your recovery as possible.
How to win:
Get in – Zelda's strength (if you can call it that) lies in her ability to keep away. Expect the Din's Fire as you make your way in; be unpredictable! Once you're in watch out for her smash if you're spaced properly (shield all of it! Shield longer!) or her DTilt if you're too close. Get the grab off, she's floaty so FThrow>risingFAirX2 should do the trick unless you think Zelda won't DI in which case the Gonzo combo should suffice, and rack the damage! Once you're in just keep the pressure on and force Zelda offstage.
Offstage Zelda! – Raep. iknorite?! Punish her offstage game by either: 1. Get to Zelda as fast as possible and attack attack attack. 2. Read the second jump and attack to stop momentum, then read the UpB. 3. Stay onstage and read/punish.
Pose! – Sweet jesus is Kirbeh sexy. On a srs note, pose is just my way of saying 'When you have the lead, why approach?'. Get that first stock and sit back to relax. Zelda has no approach options whatsoever. Avoid any random Din's Fires, read any UpB attempt, and if she dashes in, read it.
Spit out or Swallow?
Spit out for the extra damage and keep the option of a Kirbicide available. This is not an important part of this MU so it's up to Kirby discretion.
Stages
Will update after discussion.
Synopsis:
It's a pretty straightforward MU. The gameplan is simple: Get in, rack damage, get offstage, win. After that gets you ahead, camp or continue to be in Zelda's face.