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!
pretty good. Not that much worth complaining about. Pretty good comeback and the lightining kick at the end was very well done. You got some pretty good ledge play and good usage of N-airs. I also love the phantom thrown the wrong way, allways funny to see. xP
To nitpick however.
Your Mewtwo matchup awareness needs some work.
And it looks like you were just throwing alot of moves out there, some with no purpose at all and others were blind guesses like the teleport at the start (although it does catch alot of people honestly, so alls fair in love and fun)
I give it 4 meows out of 5! =^~^=
Tbh, Zelda's nair isn't great and Mewtwo's got the disjoints to challenge our nair anyway. Zelda's air game is mediocre at best.Thank you! I haven't really had a chance to show my Zelda to everyone here, and I just wanted some opinions, and yes, critique is welcome!
And yeah, especially since the update. There's really no reason for me to get destroy in the air like that with proper nair use.
But I feel Zelda's nair is quick and will win most aerial trades if timed correctly. If Zelda gets hit by a light hit in the air, you can normally get them back first instantly with nair, try to pull them down for FW combo etcTbh, Zelda's nair isn't great and Mewtwo's got the disjoints to challenge our nair anyway. Zelda's air game is mediocre at best.
Depends on how well your opponent is spacing their aerials since Zelda's got basically no disjoint on nair so she has trouble outspacing so many aerials and nair only does 1% per tick so it loses most trades. I agree with pulling the opponent down though since it's basically a guaranteed kill depending on percent and stage.But I feel Zelda's nair is quick and will win most aerial trades if timed correctly. If Zelda gets hit by a light hit in the air, you can normally get them back first instantly with nair, try to pull them down for FW combo etc
you should rename the video thread, it's really not obvious what it is forThis wouldn't need it's own thread. You should just post it in the Video Thread or show it to the Zelda Social instead.
Zelda mediocre air game is because she has three aerials she can't use in neutral and one that is ill advised, not because nair isn't pulling the whole thing hard enough, a lot of character would kill for a combo starter like Zelda'sTbh, Zelda's nair isn't great and Mewtwo's got the disjoints to challenge our nair anyway. Zelda's air game is mediocre at best.
I'm aware that she has 3 aerials that are risky and easy to punish. That's indeed why her aerial game is bad. I didn't say that wasn't the case.Zelda mediocre air game is because she has three aerials she can't use in neutral and one that is ill advised, not because nair isn't pulling the whole thing hard enough, a lot of character would kill for a combo starter like Zelda's
I would like to add, that while i agree that Zelda air game is a bit lack luster, her off stage air game is mint IMO. While opponents are trying to recover, you can catch them of guard starting with the Side B (?Djins Fire?) then nair into dair. And with the teleport back as long as your angle is right, it's hard for them to reverse gimp you.I'm aware that she has 3 aerials that are risky and easy to punish. That's indeed why her aerial game is bad. I didn't say that wasn't the case.
However, the thing about her aerial game is that nair kinda does have to carry all the weight and it can't. It's a risky combo starter because it doesn't have the disjoints to challenge most of the casts' aerial games meaning you can't just expect to land it and pull an opponent down like a reliable combo starter should do. Furthermore, it's terribly risky against a grounded opponent because it's so easy to punish. Take Sheik's fair for instance. If it whiffs against an opponent in the air, Sheik can use another one almost instantly and can FF to regain jumps if she's lost them then followup with another fair because it has hardly any landing lag. Obviously, very few characters have that kind of combo starter, but that's the best example of how a combo starter has to be both safe and lenient on hit and on whiff.
Zelda's nair can start combos, yes, but it's not a reliable combo starter like dtilt, jab, and dthrow are just because it's so much riskier than those moves when using it specifically to start combos.
you forgot to mention Light kick set upsI would like to add, that while i agree that Zelda air game is a bit lack luster, her off stage air game is mint IMO. While opponents are trying to recover, you can catch them of guard starting with the Side B (?Djins Fire?) then nair into dair. And with the teleport back as long as your angle is right, it's hard for them to reverse gimp you.
She has one of the best offstage presences in the game I agree. That's mainly due to her 2 most usable aerials, nair and dair. The other 3 don't do anything in either situation save as punishes and guaranteed followups. They can't be used as spacing tools or approach tools or offstage tools.I would like to add, that while i agree that Zelda air game is a bit lack luster, her off stage air game is mint IMO. While opponents are trying to recover, you can catch them of guard starting with the Side B (?Djins Fire?) then nair into dair. And with the teleport back as long as your angle is right, it's hard for them to reverse gimp you.
Not bad, but I think you can do much better. You seemed to be trying to play Zelda more like a speed character. Just keep in mind, she's in a dress. Just remember to take advantage of her ranged attacks whenever possible, and keep move lag in your mind at all times. The wrong way guardian was just bad luck, and it happens sometimes. Just stay calm when it does. Another thing. The elevator. If you're not quite comfortable using it yet, just don't use it. It's not a big deal. It's much better to assure yourself a weak hit, than risk missing a strong one. Especially when it puts you in free fall.