Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Heh. I've recorded some videos and sent them to someone who can upload them to youtube. They should be up soon. You'll be pleasantly surprised. :]That whole last section about the B-air out of the Farore's makes my mind bleed. I can't wait until someone can do this in tournaments at will. Until then, I'll be practicing and cursing at my tv.
I thought about that, and I got varried results yesterday. The predominant one had something to do with farting. I'll have to go back and ask (I think it was Pwny or Ztarfish). Anyway, I personally like ledgwarping better, and MK and Sheik can't use this technique. They'll grab the ledge if they're lucky, but they won't get their jumps back or anything. Ledgewarping is fine... but we don't need it anyway. Ledgestealing works.popsofctown said:I don't like ledgewarping. It doesn't really sound specific enough to me. Sheik and Meta Knight can warp too can't they?
What's wrong with ledgewinding?
It's slightly more compicated, but you don't need to jump before you do. You CAN jump if you want, though. Just experiment with the distances some more.popsofctown said:i tried really hard to do a southeast ledgesteal, but i couldn't do it. I either fell off with no jumps, or didn't go far enough. You don't have to jump first do you?
Very eagerly awaiting these videos! All this information will do me good when Brawl arrivesHeh. I've recorded some videos and sent them to someone who can upload them to youtube. They should be up soon. You'll be pleasantly surprised. :]
Thank you. This is something I've been meaning to bring up.IMO there are more than 16 directions on FW. I don't know who came up with the 16 number..
If I balance myself on the far left edge of FD, so that zelda is standing on 1 foot i know it's always starting in the exact same position.
Maybe I am crazy, but from there it seems like I could get to about 4 different places between N and NE
No. There's no difference between teleporting from the ground and in the air, unless there's something that gets in your way (a hard surface). You should be seeing differences; they're there, albeit a little harder to see. Try comparing Northeast to East-northeast. That one's pretty obvious.I can't seem to tell the difference between North-Northeast and Northeast, etc. Is it because I'm using it from the ground?
Those were some great matches, Lake. We need to do that again some time.Farores wind is awsome. Luthien is the farores wind master.
That is all.
Actually, I find an easier landmark to be the sundial in the center of the stage. Stand just behind the part that creates the shadow (it's just a straight vertical line of rock) and teleport across the stage east/west (whatever direction is the LONGER teleport), and it should work every time. Create landmarks and memorize them for every stage. I'll get some pictures up if someone asks, but only if I get a request (I'm feeling lazy right now).I've been practicing ledge-stealing and that's actually a really cool find.
For people who want to practice, go to Battlefield. On each side of the "middle" portion of the grounds design there are two little circles (under the inner parts of the right and left floating platorms). If you stand in the circles almost as far as in (towards the middle of the stage) as you can, you're in a good spot where you can practice, but coming up too short won't kill you.
Keep in mind though, a directly righ/left teleport (depending on side) will still send you too your doom.
Yes, I hope it comes up too. Maybe Calicocal might beat me to it.Hopefully the vid comes up pretty soon. It'd be nice if there was some practical applications in video form, since the technique is a very high risk move that most players aren't going to use without a lot of practice.
THANK YOU.Hey I don't think this is terribly important but something to keep in mind as far as the random specifics of Farore's Wind. If you use Farore's Wind at the peak of your knockback you get a small upward boost. It's easiest to see if you try it on spikes. Maybe an anti-juggling technique? Or just to space yourself better for a sweetspot maybe. I dunno. Also I was wondering why sometimes using farore's wind in the air seems to halt my momentum and other times it continues until the point that I teleport?
Wow..your momentum will stop because you've actually used your second jump first when you pressed "Up" for the up-b command. If you have your second jump and just tilt your controller "Up" (think utilt vs uair vs usmash), Zelda will keep her previous momentum because you didn't use her second jump when you tilted (not pressed) upwards.
Actually, I think it's easier to keep it on. That way I just fall until I get where I want to be, and then I don't have to worry about casting FW early to make up for the long spin-time before the actual teleport takes place. Stopping my momentum with Up is easier for me than with Y or X; less finger movement, so it's faster. But whatever floats your boat.Wow..
You can also go to your controls, and turn off tilt jump.
This way 'up' no longer doubles as a jump button, and you can do moves in peace
Thanks, Zone.Pretty Solid Guide luthien ^^; Quite the researcher you are. I noticed all the stuff you already posted. I'm just too lazy to post stuff about brawl Zelda. I also once had half a list accumulated so everyone could know the exact percents that you could start Farores wind next to an opponent, and finish it off near them. Combo'ing them twice with one Up+B. How useful would that be? Prolly not very but good to know all your tools. But I got lazy with that and realized there are like 37 characters, and said "Screw this." Sorry guys >.>'. I like Melee too much, so I'm not paying an incredible amount of attention to brawl.
Keep up the good work Luthien
Wow, I was wondering about why that happened. Thanks so much for clearing that upHey I don't think this is terribly important but something to keep in mind as far as the random specifics of Farore's Wind. If you use Farore's Wind at the peak of your knockback you get a small upward boost. It's easiest to see if you try it on spikes. Maybe an anti-juggling technique? Or just to space yourself better for a sweetspot maybe. I dunno. Also I was wondering why sometimes using farore's wind in the air seems to halt my momentum and other times it continues until the point that I teleport?
Do you know what happens when you do? Like, are you right on top of your opponent's head and when you jump? Because that's a footstool jump, which the only logical answer I can give you for jumping higher...EDIT: Also, I have a question that doesn't really apply with just Zelda, but sometimes I jump a lot farther than normal. Anyone know why?
By magnetic I assume you mean grabbable? Because ledgeWARPING works on any platform, you just don't grab it post-teleport. LedgeSTEALING requires the ledge to be stealable, though. Ledgestealing is Ledgewarping taken to a new level.I don't understand why it doesn't work on platforms without a magnetic edge. Maybe that has something to do with it? I've seen videos of Samus's Up B grabbing the ledge and then instantly letting go and allowing her to do another Up B. Never really understood it and I can't find it again. Just a thought anyhow. The sliding bit of it makes sense and would go further in explaining why it wouldn't work as Sheik atleast because it seems like she has a lot more traction after the move than Zelda.