Heero Yuy
#sweg
Hoping that you all can allow this to remain entirely separate from the matchup thread. It's basically a journal based solely on my personal experience for the most part, so feel free to read whatever I have to offer or carry on. Will update frequently.
Started playing Project M on July 18th, 2013, so it's relatively small now.
Updated 08/16/13
Zero Suit Samus
Players faced: Shadocat
- Severely outspeeds Zelda
- ZSS's mobility is superb. She can get around Din's Fires easily.
- Comboes Zelda horribly.
- Nayru's Love approach hurts ZSS's options (especially after a neutralB, which stuns her), aside from well-spaced Dsmashes.
- ZSS is unhappy when she's above Zelda.
- ZSS is easy to KO. Punish accordingly.
- 70:30 Zero Suit Samus' favor.
Note: I really, really need help with this matchup. While I did manage to win one game against Shado's really good ZSS, it wasn't easy by any means. In a nutshell, I believe this MU is a spacing and reading battle for Zelda.
Lucas
Players faced: Damanye, Shadocat
- Lucas chews on Din's Fires like gum. Don't put them in a place where he can absorb them.
- Zelda clobbers Lucas on the ground and can combo him well.
- Lucas can also combo Zelda hard.
- DO NOT go above him unnecessarily. Usmash kills.
- Approaching with Nayru's Love post PK-freeze is VERY effective. Sets Lucas up for punishments.
- 60:40 Zelda's favor.
Captain Falcon
Players Faced: Jozi, Kman
- Zelda combos Falcon hard.
- There's not much she can do against Falcon's Nair. Outspace it with Fair is what I would try.
- The knee of justice = painful.
- Din's Fire hurts his mobility.
- Bait his approach and act accordingly. Several different punishments work, but I love throwing him behind me after a grab.
- Falcon has really good tech chase game. Don't make the same mistake I did by rolling in the same direction. Stay unpredictable.
- Zelda can gimp him very easily due to his predictable recovery.
- 60:40 in Zelda's favor. Probably harder, but it's just me.
Ganondorf
Players faced: Random guy #1
- Din's Fire hurts his approach options badly. It's the bane of Ganon's existence.
- Can get gimped easily by most of Zelda's moveset
- A bit difficult to punish his shield pressure. Would prefer to use OoS dash attack in such a scenario.
- Zelda can't get comboed very easily, but for her sake, heed Isai's advice and "don't get hit".
- 65:35 Zelda's favor.
Falco
Players faced: Jozi, What
- Vulnerable to Din's Fire.
- Falco's Dair is a force to be reckoned with.
- Fsmash is a good spacing tool in this matchup, and is rather easier to space because he's slower than Fox
- Shine -> Dair combos are the main combos any Zelda has to worry about from a Falco. SHFFL comboes are more tricky from him against Zelda.
- Uthrow chain grab from 0%-30% works in this MU.
- Falco can be comboed! Watch his DI carefully and punish accordingly.
- Powershield lasers, but feel free to Nayru's Love them back at him. Both are fine options.
- 50:50. I kinda feel like it's in Zelda's favor.
Jigglypuff
Players faced: Jozi
- Din's Fire limits her approach. Well-placed mines will force her to go around them.
- Use DF's hitstun to punish her, but be careful not to go too close in case of a surprise Bair or Rest.
- Well-spaced Fairs will clobber Jiggly's Bairs and send her flying! Zelda's Fair reach is slightly more than that of the annoying puffball's Bairs.
- If she hits you with a Rest, DI away in order to die as quickly as possible. Return to the stage ASAP, then punish her with a fully powered Fsmash.
- Jiggly's very dangerous once she has you over the ledge. Jiggly's air game is one of the best in the game, so be wary. Try to time your Farore's Wind to your best in hopes that you can land the hitbox on her, or just recover to the stage the safest way possible. (this is by far the largest advantage Jiggly has over Zelda.)
- Jiggly's powerless against Uair.
- SH Nayru's Love is a good option when Jiggly's on the ground. but note that Jiggly is 90% air game.
- 50:50. I feel like it's actually worse on Zelda's behalf...
Ivysaur
Players faced: Don't get Fsmashed
- Several outranges Zelda. This pretty much defines the matchup.
- Can be comboed, however. Use hitstun to your advantage.
- Avoid getting caught up in his stage control with the seed bombs. They can be reflected by NL, so note that.
- DI well out of his throws to avoid a well-spaced Vine Whip.
- NL approach works fine, especially after firing a razor leaf. Don't get too predictable or else he'll read you with a grab.
- Probably 60:40 Ivysaur's favor. More than likely it's even.
Fox
Players faced: Kman, Jozi
- Usmash is a certified Zelda killer <-- Most important to note.
- Lasers shouldn't be too much of a big deal. Try to hop over them rather than NL'ing them.
- SHFFL combos are dangerous.
- Din's Fire works well in the matchup as there's nothing much he can do.
- BAIT HIS APPROACH. Zelda gets beaten on both the ground and the air.
- Uthrow 0% - 30% chain grab works in this MU.
- Zelda's USmash is perhaps her best option when he tries to come in from the air.
- At least 60:40 in Fox's favor. Possibly worse.
Ness
Players faced: Damanye, Don't get fsmashed
- Try to read PK Fires and throw them back at Nayru's Love.
- If you get hit by a PK Fire, SDI multiple times away from the Ness. You'll have a chance at avoiding a grab by moving away from him.
- Ness's yoyo is deadly when spaced properly. Ensure your landing by throwing down Din's Fires to limit his mobility.
- Ness's aerials are fast and can be pretty dangerous. Zelda's aerials are better, however, so try and outspace him in the air.
- Nayru's Love is a great approach.
- Set up Din's Fires in locations where PK Fires won't cancel them out. Also avoid shooting them into his DownB.
- 60:40 in Zelda's favor.
Snake
Players faced: Damanye
- Din's Fire works well here. Zelda's stage control can be as effective as Snake's.
- Bazooka = sad Zelda. Deflecting rounds with Nayru's Love is very effective, however.
- Nayru's Love works as a good approach in this matchup.
- Because of the bazooka, NEVER ROLE IN FRONT OR BEHIND HIM! Easy punish for Snakes.
- Snake's recovery can be gimped easily. Setting up strategic Din's Fires and throwing out Bairs/Fairs shouldn't be too hard.
- Snake has good throws. Avoid pressuring his shield too much to avoid C4 traps that he might lay.
- Usmash and Uair are scary for Zelda. Isn't too much of a problem, but remaining above him is generally a bad idea.
- Snake also has bad options in the air. Usmash and all of Zelda's aerials are effective.
- 50:50 matchup. Maybe 55:45 in Snake's favor at worst.
Peach
Players faced: Dark.Pch, Nathan M
- Peach's priority > most of Zelda's moveset.
- Peach's dash attack and Nair = sad Zelda.
- Powershield all turnips. NL won't do you any good here unless Peach is like right next to you.
- Peach has less options in the air. Uair, Utilt, and Fair/Bair work well against her.
- READ HER WELL WHEN SHE'S FLOATING. Good Peaches will do more than just FC Fair.
- They can easily get around DF due to good mobility.
- 60:40 in favor of Peach. Sheilda would probably be necessary.
Started playing Project M on July 18th, 2013, so it's relatively small now.
Updated 08/16/13
Zero Suit Samus
Players faced: Shadocat
- Severely outspeeds Zelda
- ZSS's mobility is superb. She can get around Din's Fires easily.
- Comboes Zelda horribly.
- Nayru's Love approach hurts ZSS's options (especially after a neutralB, which stuns her), aside from well-spaced Dsmashes.
- ZSS is unhappy when she's above Zelda.
- ZSS is easy to KO. Punish accordingly.
- 70:30 Zero Suit Samus' favor.
Note: I really, really need help with this matchup. While I did manage to win one game against Shado's really good ZSS, it wasn't easy by any means. In a nutshell, I believe this MU is a spacing and reading battle for Zelda.
Lucas
Players faced: Damanye, Shadocat
- Lucas chews on Din's Fires like gum. Don't put them in a place where he can absorb them.
- Zelda clobbers Lucas on the ground and can combo him well.
- Lucas can also combo Zelda hard.
- DO NOT go above him unnecessarily. Usmash kills.
- Approaching with Nayru's Love post PK-freeze is VERY effective. Sets Lucas up for punishments.
- 60:40 Zelda's favor.
Captain Falcon
Players Faced: Jozi, Kman
- Zelda combos Falcon hard.
- There's not much she can do against Falcon's Nair. Outspace it with Fair is what I would try.
- The knee of justice = painful.
- Din's Fire hurts his mobility.
- Bait his approach and act accordingly. Several different punishments work, but I love throwing him behind me after a grab.
- Falcon has really good tech chase game. Don't make the same mistake I did by rolling in the same direction. Stay unpredictable.
- Zelda can gimp him very easily due to his predictable recovery.
- 60:40 in Zelda's favor. Probably harder, but it's just me.
Ganondorf
Players faced: Random guy #1
- Din's Fire hurts his approach options badly. It's the bane of Ganon's existence.
- Can get gimped easily by most of Zelda's moveset
- A bit difficult to punish his shield pressure. Would prefer to use OoS dash attack in such a scenario.
- Zelda can't get comboed very easily, but for her sake, heed Isai's advice and "don't get hit".
- 65:35 Zelda's favor.
Falco
Players faced: Jozi, What
- Vulnerable to Din's Fire.
- Falco's Dair is a force to be reckoned with.
- Fsmash is a good spacing tool in this matchup, and is rather easier to space because he's slower than Fox
- Shine -> Dair combos are the main combos any Zelda has to worry about from a Falco. SHFFL comboes are more tricky from him against Zelda.
- Uthrow chain grab from 0%-30% works in this MU.
- Falco can be comboed! Watch his DI carefully and punish accordingly.
- Powershield lasers, but feel free to Nayru's Love them back at him. Both are fine options.
- 50:50. I kinda feel like it's in Zelda's favor.
Jigglypuff
Players faced: Jozi
- Din's Fire limits her approach. Well-placed mines will force her to go around them.
- Use DF's hitstun to punish her, but be careful not to go too close in case of a surprise Bair or Rest.
- Well-spaced Fairs will clobber Jiggly's Bairs and send her flying! Zelda's Fair reach is slightly more than that of the annoying puffball's Bairs.
- If she hits you with a Rest, DI away in order to die as quickly as possible. Return to the stage ASAP, then punish her with a fully powered Fsmash.
- Jiggly's very dangerous once she has you over the ledge. Jiggly's air game is one of the best in the game, so be wary. Try to time your Farore's Wind to your best in hopes that you can land the hitbox on her, or just recover to the stage the safest way possible. (this is by far the largest advantage Jiggly has over Zelda.)
- Jiggly's powerless against Uair.
- SH Nayru's Love is a good option when Jiggly's on the ground. but note that Jiggly is 90% air game.
- 50:50. I feel like it's actually worse on Zelda's behalf...
Ivysaur
Players faced: Don't get Fsmashed
- Several outranges Zelda. This pretty much defines the matchup.
- Can be comboed, however. Use hitstun to your advantage.
- Avoid getting caught up in his stage control with the seed bombs. They can be reflected by NL, so note that.
- DI well out of his throws to avoid a well-spaced Vine Whip.
- NL approach works fine, especially after firing a razor leaf. Don't get too predictable or else he'll read you with a grab.
- Probably 60:40 Ivysaur's favor. More than likely it's even.
Fox
Players faced: Kman, Jozi
- Usmash is a certified Zelda killer <-- Most important to note.
- Lasers shouldn't be too much of a big deal. Try to hop over them rather than NL'ing them.
- SHFFL combos are dangerous.
- Din's Fire works well in the matchup as there's nothing much he can do.
- BAIT HIS APPROACH. Zelda gets beaten on both the ground and the air.
- Uthrow 0% - 30% chain grab works in this MU.
- Zelda's USmash is perhaps her best option when he tries to come in from the air.
- At least 60:40 in Fox's favor. Possibly worse.
Ness
Players faced: Damanye, Don't get fsmashed
- Try to read PK Fires and throw them back at Nayru's Love.
- If you get hit by a PK Fire, SDI multiple times away from the Ness. You'll have a chance at avoiding a grab by moving away from him.
- Ness's yoyo is deadly when spaced properly. Ensure your landing by throwing down Din's Fires to limit his mobility.
- Ness's aerials are fast and can be pretty dangerous. Zelda's aerials are better, however, so try and outspace him in the air.
- Nayru's Love is a great approach.
- Set up Din's Fires in locations where PK Fires won't cancel them out. Also avoid shooting them into his DownB.
- 60:40 in Zelda's favor.
Snake
Players faced: Damanye
- Din's Fire works well here. Zelda's stage control can be as effective as Snake's.
- Bazooka = sad Zelda. Deflecting rounds with Nayru's Love is very effective, however.
- Nayru's Love works as a good approach in this matchup.
- Because of the bazooka, NEVER ROLE IN FRONT OR BEHIND HIM! Easy punish for Snakes.
- Snake's recovery can be gimped easily. Setting up strategic Din's Fires and throwing out Bairs/Fairs shouldn't be too hard.
- Snake has good throws. Avoid pressuring his shield too much to avoid C4 traps that he might lay.
- Usmash and Uair are scary for Zelda. Isn't too much of a problem, but remaining above him is generally a bad idea.
- Snake also has bad options in the air. Usmash and all of Zelda's aerials are effective.
- 50:50 matchup. Maybe 55:45 in Snake's favor at worst.
Peach
Players faced: Dark.Pch, Nathan M
- Peach's priority > most of Zelda's moveset.
- Peach's dash attack and Nair = sad Zelda.
- Powershield all turnips. NL won't do you any good here unless Peach is like right next to you.
- Peach has less options in the air. Uair, Utilt, and Fair/Bair work well against her.
- READ HER WELL WHEN SHE'S FLOATING. Good Peaches will do more than just FC Fair.
- They can easily get around DF due to good mobility.
- 60:40 in favor of Peach. Sheilda would probably be necessary.