not a lot I can add confidently, but I may as well talk about punishing. since it makes up a large part of
's game
-Dash attack is frame 6 and the extra distance zelda travels when using it, makes it a basic punish that gives stage control. With sweet spot having late kill potential and sour spot having combo potential into itself.
-Fsmash is a general spacing punish option, that is rather safe on shield thanks to its knockback and can catch many poorly spaced approaches, it often loses to short hop approaches. jab can have a similar effect as well, that leads to combos instead of kills
-USpecial/grab are zelda's best shield punishes, which one is used is dependent on %, but for the most part zelda doesn't get these too often when playing against an opponent who spaces attacks properly
-Landing on the stage with nair makes up most of Zelda's current combo game and while it is a difficult punish to land it is worth going for.
- against recoveries zelda usually doesn't go too deep in her edge guarding, but her ability to force her opponents hand when returning to the ledge is surprisingly good.
-Ledge trumps should generally be followed up with a Bair, even if a little difficult to pull off the punish is really worth it
-Against get up options Fsmash can catch a lot of options, thanks to it's disjoint keeping it safe
-When opponents recover high it's much more difficult for zelda to cover options (due to her slow speed in general), however obvious attempts can be read with Uair
-Ledge canceling USpecial is a strong option when Zelda is far away from the ledge, as it allows her to cover the ledge with a hitbox and continue her pursuit, but is obviously dangerous should you fail it
-ledge re-graps while rare should always be a run off Bair for zelda which
can should lead to stock. you don't normally go for run off bair thanks to trying to catch ledge snaps with a 1 frame sweet spot being really hard
-Dtilt/Dair stuff was mentioned earlier
- When comboing, certain parts of the combo need to string together, which occasionally lead to an opponent getting out. in other cases it can lead to bigger punishes if she reads the air dodge
-utilt when it sends a little higher than expected can make it more difficult to land some options. While the general things to go for are uair/nair, you can bait an air dodge with usmash which is rather safe option to go for or for a hard read you can reset the combo with empty jump FF nair
-Dthrow -> uair is rather well known, for most characters they can di away and air dodge, but this option can also be covered by empty jump bair
I'll add some old combo notes i seem to quote every once in a while
right I saw some responses, but I'm to lazy to read them, so Imma list some combos, set ups and strings I like to use cause why not
bullet points ahoy!
- Nair, the grand daddy of combo starters, works at any percent% and has kill potential. make sure you hit the ground before the final hit though and always try to get two hits in
- Nair -> Utilt
- the low percent option, giving the longest strings to work with at low percents, almost always guaranteed and should be the go to option if you hit a grounded opponent with only one hit of nair (it will pop them up so nothing else will connect before they can jump out)
- Nair -> Dtilt
- great for leading into the mid percent 50/50s that Dtilt has, guaranteed
- Nair -> Dsmash
- a late kill option and sets up for edge guards, guaranteed
- Nair -> Uspecial
- great kill option, still need to follow DI, the downside is your opponent wont always be unable to act as how much frame advantage you have is reliant when you land during nair
- Jab, decent set up move, usable for comboing low-mid percents
- Jab -> dash attack
- this is the usual follow up, it true combos and bad DI will give you another dash attack
- Jab -> grab
- a mix up option, doesn't catch jumps, but it's still useful and it's best to use an option that boosts your grab range (dash attack cancel grab or roll canceled grab come to mind)
- Jab -> Farores
- best used when jab starts to cause tumbles in mid %s, forcing your opponent to tech instead of fast fall shield
- Utilt, strong option if you can catch someone in it, stings into itself at low percents, leads to 50/50s and some combos
- utilt -> uair
- catches jumps, allowing you to go for air dodge reads, true combos if you hit behind zelda with utilt
- utilt -> Nair
- same as above, but can true combo if you hit people at the start of utilt as well
- utilt -> Uspecial
- only true combos at very specific percents and when you hit with the tail end of utilt, making it sadly hard to use
- Dtilt, leads to low percent strings and mid percent 50/50s
- dtilt -> utilt
- good option at low percents to stick opponents into a higher damaging string
- dtilt -> Ftilt(up angled)
- your option should your opponent be out of range for more dtilts or utilts at low percents, can true combo hard to tell when though
- dtilt -> Fsmash
- for your airdodge happy opponents at low percents
- dtilt -> Fair
- strong 50/50 option in mid percents, Jump canceled Usmash should be considered for opponents happy to mash attacks out of this
- dtilt -> Uair
- tail end of options for dtilt, I hardly if ever use this one
- Dthrow, obvious blah blah blah, dthrow the game
- Dthrow -> nair
- the option that combos at low to near mid percents
- Dthrow -> Bair
- the mid to higher percent meant for reading an airdodge then punishing
- Dthrow -> Uair
- the standard 50/50 to use at mid percents
- Uthrow, only really usable against fast fallers
- Uthrow -> utilt
- super low percent combo option
- Uthrow -> Usmash
- super low percent combo option
- Dair, the hard read option, you could say
- Dair -> Uair
- looks flashy, goes to kill percents
ok, least i can say i tried now right?