Angell
Smash Cadet
- Joined
- May 23, 2014
- Messages
- 73
NEW POLL GUYS!
The old post diddn't really summarize my idea as well as I thought, but @ otheusrex came up with some really great ideas down below. Here they are:
Please begin all posts by casting your votes on these.
Dtilt
Agree- Angel
Agree/Neutral-
Neutral-
Disagree/Neutral-
Disagree-
Dair
Agree- Angel
Agree/Neutral-
Neutral-
Disagree/Neutral-
Disagree-
I'll keep a list of who thinks these moves need some touch ups and who thinks they are fine as they are.
Post your thoughts.
Things said:
The old post diddn't really summarize my idea as well as I thought, but @ otheusrex came up with some really great ideas down below. Here they are:
What do you think of these changes? I definitely LOVE the disjoint on Dair because it could help you spike people like Marth without getting hit.D-tlt and dair huh? Idk if I think they're bad, but I wouldn't say no to improving them either because I think Zelda is a little underpowered right now.
Dair I think is good, the sweetspot isn't all that demanding when you get used to it but as far as a tool it's not useful for a wide variety of things. She has more trouble than ever being juggled since she doesn't have diamond dive anymore so it'd be nice if her dair could also help fend people off from below too. Idk how I'd do that though, it wouldn't be all that weird if it had a sparkle disjoint since her kicks have that I guess. I'd probably just make it faster all around and buff the whiff hitboxes somewhat. I guess what would you want it to do better? That would help with knowing what to do with it.
Dtilt, I definitely wouldn't mind if it popped them up for combos sooner. the move is technically called trip, so it could possibly just make the opponent trip like bananas do, which would make it more about techchasing than comboing.
Please begin all posts by casting your votes on these.
Dtilt
Agree- Angel
Agree/Neutral-
Neutral-
Disagree/Neutral-
Disagree-
Dair
Agree- Angel
Agree/Neutral-
Neutral-
Disagree/Neutral-
Disagree-
I'll keep a list of who thinks these moves need some touch ups and who thinks they are fine as they are.
Post your thoughts.
Things said:
This is kind of what I ment in my OP, she's underpowered right now and buffing her worst moves is the best way to put her back into high-mid tier.D-tlt and dair huh? Idk if I think they're bad, but I wouldn't say no to improving them either because I think Zelda is a little underpowered right now.
Dair I think is good, the sweetspot isn't all that demanding when you get used to it but as far as a tool it's not useful for a wide variety of things. She has more trouble than ever being juggled since she doesn't have diamond dive anymore so it'd be nice if her dair could also help fend people off from below too. Idk how I'd do that though, it wouldn't be all that weird if it had a sparkle disjoint since her kicks have that I guess. I'd probably just make it faster all around and buff the whiff hitboxes somewhat. I guess what would you want it to do better? That would help with knowing what to do with it.
Dtilt, I definitely wouldn't mind if it popped them up for combos sooner. the move is technically called trip, so it could possibly just make the opponent trip like bananas do, which would make it more about techchasing than comboing.
(dair) this move isn't at all useless, it's just situational. Sweetspotted, it's easily one of the strongest meteors in the game. Even meteor canceled, most opponents who get hit with it offstage won't live, as previously stated. Also as previously stated, on a grounded opponent it kills really early off the top, and can be a combo starter at lower percents. Plus if you mix it up and land behind your opponent, a dair does a frightening amount of shield damage. Three break a full shield. Especially in doubles (say your partner is pressuring an opponent from the opposite side) shield breaks with this move are quite possible.
As for dtilt, it has about three times as many uses as dair. It's just that, like pretty much all her grounded attacks, it's really unsafe on shield which is irritating. That's really my main issue with her moveset. If her f-tilt maybe did less shield damage (it also does a lot) and had more shield stun, for instance, I'd be super happy. Cuz ftilt, downtilt, dash attack, and jab (except for/sometimes even at max range) are all awful on shield.
true about the precise sweetspots thing, but a disjoint as mentioned in ortheusex's post would make it so she can spike people even if it is only1 frame.I don't think I have ever been punished for landing a dtilt unless it was crouch cancelled. I think the move is fine.
I think dair could use the sweetspot on more than ONE frame, but other than that I think its fine. Why exactly do you think the move should be changed? Precise sweetspots are kind of her thing.
Mix-up your throws and f-throw, d-throw, and u-throw can "trip up" the opponent too.
If you diddn't know this already, this is some essential stuff. ^It's surprising how many people preemptively DI back throw and down throw and get put at the perfect angle with forward throw. Mixing up grabs is essential to making Zelda feel OP.
This is also an excellent point about uses for ftilt, again essential stuff. You hit the nail on the head, up I feel like dtilt has kind of an identity crisis right now it's just so outclassed by ftilt right now.I think both moves are balanced and fun to use. Dair could come out faster but her other aerials are already really fast, and dair does a lot of shield damage. We can't rely on d-tilt for every combo/confirm anymore which is fine. Treat d-tilt like dash attack in regards to percent; always assume your opponent is crouch cancelling. Use downward angled f-tilt if you need to start combos.
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