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You won't find a consensus. Marth might not be her worst matchup, but he's second only to Fox in popularity. No other character that's ranked Top 10 in usage is as difficult to defeat. Ask yourself what's more important the character that will give you the most trouble IF you encounter them or the character that will most frequently give you trouble?What do you guys think it is?
I've never heard of Ike being that difficult of an MU for Zelda, but thinking back...the last time I faced an Ike was 3.02. Never had trouble with them since I could stump most of their scary QD approaches with dins, but that's obviously changed. Did 3.5 dins kill the MU that badly, or was it always considered bad and I was just unaware?You won't find a consensus. Marth might not be her worst matchup, but he's second only to Fox in popularity. No other character that's ranked Top 10 in usage is as difficult to defeat. Ask yourself what's more important the character that will give you the most trouble IF you encounter them or the character that will most frequently give you trouble?
Squirtle is underdeveloped, but I'd say that either Ike or him are Zelda's worst matchup, yet Marth is the most problematic matchup since he's popular and can stop Zelda from doing anything if he knows the matchup.
He shouldn't let you. That's why you push downward on the control stick and press the red button simultaneously first. Then you can spam that purple button. =)Bowser is easy, just press the purple button and you win
As a Zelda and Peach main, I'd say it's still more in Zelda's favor. While there is no longer three Din's to deal with, recall can be particularly annoying and Zelda has mostly decent aerials that can knock Peach right out of float. While Peach has the better projectile this time around, it can still be reflected or even caught. Since she's floaty she can die easier from things like Uair and Utilt, though is less susceptible to combos. Also while Peach has a more telegraphed recovery Zelda's is more unpredictable by nature and harder to edgeguard and also benefits from the Teleburn. She can further mess with Peach by setting a Din's at the edge--Peach can cover the ledge with interesting things like Dair or even a properly timed dropped or thrown down turnip, but both are harder to pull off due to Zelda's broad recovery options and the fact that Din's can just chill there versus a turnip which has to be timed. By placing a Din's at the edge, Peach usually has to recover high, which is not as bad for her as it is other characters due to the stalling abilites of her parasol, but it lets Zelda cover an option and allows for easier pursuit. It can even lead to a potentiall deadly Uair if you're so lucky, but because Peach can stay quite high it's less of a threat than it is to other characters. Still annoying though.He shouldn't let you. That's why you push downward on the control stick and press the red button simultaneously first. Then you can spam that purple button. =)
Edit: Btw, I also think Peach is a bad matchup. She can outcamp, outspace, and outpressure you. 3.02 Dins made this bearable (set a Din near you at float height) to the point of possibly being in Zelda's favor, but since you can't place Dins near you anymore its very difficult to fight a well played Peach. Most Peach mains feel the opposite way, however, so who really knows.
So far Squirtle is a consensus, but someone on the forums has disagreed. I'm not surprised.I've never heard of Ike being that difficult of an MU for Zelda, but thinking back...the last time I faced an Ike was 3.02. Never had trouble with them since I could stump most of their scary QD approaches with dins, but that's obviously changed. Did 3.5 dins kill the MU that badly, or was it always considered bad and I was just unaware?
imo hardest MU for Zelda is Squirtle, bar none. Squirtle falls into the category of characters that can both maintain pressure on Zelda and have good enough movement to safely escape punishes while doing so. Falcon and spacies fall into this group as well, but tbey're also fast fallers (good combo weight for Zelda), so if you can find an opening the MU can go both ways. Swordies are tough, but they're winnable if you play safe. M2 was considered her worst in 3.02, but I don't have much experience with good M2s so I can't vouch for how good/bad it is in 3.5 (after his nerfs). Same goes for Sonic, who I've heard used to wreck her in...2.6b? No clue on if the Sonic MU improved in 3.02, but iirc 3.5 nerfed his recovery hard, among other things.
EDIT: On another note, Downdraft is on point for prioritizing practice in preparation for the more common of her disadvantages MUs. However, this is PM we're talking about aha...you will see a lot of Marths, but you're much more likely to see a random spread of uncommonly used characters in the PM scene than in Melee/Brawl (idk about S4). I would still prepare for them in case you do run into them in bracket, even if it's just by familiarizing yourself with their kill setups, weaknesses, and looking up vids.
I agree with your post completely. The tough thing about some of these matchups is not realizing the best option, e.g. DI or crouch cancelling, in the middle of a match. I feel like there's too much for most people to commit to memory, so one should just experiment with their first stock or two and hopefully figure out how to counter the opponent's approach options, setups, attacks, etc. For instance, how does one avoid the Ken combo? How do you DI Marth's d-throw/f-throw mixup? There are so many things you could learn just about him that don't help versus other characters, and I just don't see how players can commit it all to memory. Is it really just trial and error plus making adjustments away from your errors?Honestly, I think there are 5 main factors that contribute to Zelda's bad matchups. I think her worst matchups generally entail at least 3 of these traits, which I have listed below:
1) Large melee range (especially disjoints)
2) Projectiles
3) Good mobility (ground or aerial)
4) Small hurtboxes
5) Strong vertical kill options
@ 4tlas I don't feel like Bowser's that bad because he gets absolutely bodied if you get up close. Grab -> Usmash chains -> Kick = RIP in pepperonis Bowser. He also doesn't like being camped by Din's Fire very much. I'd argue that the matchup is in Zelda's favor if you play it correctly. He doesn't have projectiles or mobility, and his hurtbox is enormous, so only his long melee range and strong vertical kills are an issue. Almost all of his moves require huge commitment though, so he leaves huge punish windows.
I also don't think Captain Falcon is that a bad matchup for Zelda; it might be because I haven't run into any amazing Falcon players, but you can combo him just as hard as he combos you, and he's so incredibly easy to edgeguard (much more so than Fox, who actually has real recovery mixups). All you need is one opening to absolutely annihilate him. Sure, he's got the air wobbles and easy kill setups with Dthrow -> knee and stomp -> knee, but you have Usmash chains and a nasty edgeguarding toolkit that's more than capable of setting up easy gimps. IMO, the matchup is 50:50, or 55:45 in Falcon's favor at worst.
Squirtle's definitely the worst because his insane mobility, tiny hurtbox, vertical kill options in Waterfall and Dthrow, and armor all go a long way in making the matchup hell. Link is also pretty awful, especially if the Link plays really campy. Zelda's too slow to capitalize on a lot of openings that he leaves unless you're right up in his face. Zair stuffs pretty much all of your aerial approach options, and projectiles + sword stop all of your grounded ones. On top of all this, he's tough to properly edgeguard and he has good kill options on Zelda. I'm starting to think that your best option in this matchup is Down-B. Toon Link might be just as bad as Link, because he maintains the same annoying projectiles and disjoints, but adds speed and a small hurtbox to the mix. Thankfully, he dies much earlier than Link, has a much smaller melee range, and his Zair isn't nearly as dangerous.
Fox has amazing mobility, the best projectile in the game, and ridiculous vertical kill options, so he's also pretty rough. The only thing that stops this matchup from being unwinnable is the fact that he gets death touched by Zelda if he screws up. If the Fox plays perfectly, then it's very skewed in Fox's favor.
Marth/Zelda definitely favors Marth, but I'm starting to think it's not as bad as I initially thought, at least if you keep good spacing. It's rough, but Marth has a tough time killing you if you avoid tipper Fsmashes and Ken combos. Roy is a similar story to Marth; he's harder to edgeguard from onstage because of his obnoxious Up-B hitbox, but you can also space him out slightly better because his sweetspots are at the center of his sword rather than the tip. He has better mid-high (70%-130%) kill options than Marth, however, so you need to be careful.
Honorable mentions for bad matchups (these aren't as bad as the others I mentioned, IMO) include Sonic (this might just be me though), ROB, and Mewtwo.
Honestly, I think you are correct that matchup experience is almost entirely gained through trial and error/experimentation (unless somebody else can share their matchup knowledge and tell you what to do and how to do it). Of course, after you know what's causing you the most trouble, you can focus specifically on avoiding or mitigating those scenarios through concerted practice in the lab, preferably with a skilled training partner. By practicing, then applying what you have learned, you can attempt to glean further insight regarding the matchup, and then repeat the process. This is the essence of metagame development. Innovative players figure out what works and what doesn't, they report their findings to the community (or not, if they're greedy, although they're only hurting themselves in the long run by hoarding knowledge), and they continue to advance the metagame through collaboration with others. This process can take years. Even Melee's metagame isn't completely solved yet, and PM has hundreds more matchups to consider. On top of that, PM is still being updated. It will take a very long time for PM's metagame to fully evolve.I agree with your post completely. The tough thing about some of these matchups is not realizing the best option, e.g. DI or crouch cancelling, in the middle of a match. I feel like there's too much for most people to commit to memory, so one should just experiment with their first stock or two and hopefully figure out how to counter the opponent's approach options, setups, attacks, etc. For instance, how does one avoid the Ken combo? How do you DI Marth's d-throw/f-throw mixup? There are so many things you could learn just about him that don't help versus other characters, and I just don't see how players can commit it all to memory. Is it really just trial and error plus making adjustments away from your errors?
These are all several important variables to address when it comes to matchups and how you play. While some of them can be alleviated by constantly playing someone who mains that characters, it's a patch solution because while that person may be good, they might not mix up their style. And they might not even be good, which habituates you into expecting certain moves or spacing that in reality is incorrect, so you're learning how to play the MU somewhat, but not in the optimal way. Any practice is good practice, since you have the opportunity to practice basic crap like L-cancelling and spacing and try new stuff out. It's a bit of a mixed bag, but playing people--preferably in person--can help alleviate a lot of the issues you've raised, though not necessarily all.It is of course difficult to judge matchups in this game for several reasons, including:
Player skill (also changes gradually and day-to-day)
Matchup inexperience (changes gradually)
Small sample size (few opponents of that character)
Sparse cross-referencing (I don't have any other Zelda players around to confirm my findings against the same opponents)
Evolving metagame (new options discovered regularly)
Localized metagames (knowledge of player playstyles/patterns)
Varying rulesets (stagelists mostly)
Patches (old experience may be invalidated, and adjustment time is hard to calculate)
Most importantly, it is impossible to hold all but one of those things constant to slowly eliminate them from the equation. This unfortunately makes theorycrafting the only way to determine matchups (since any "data" is really theorycrafting anyway...)
So what I'm trying to say is we're never going to agree and there is no correct answer. Make your arguments!