HylianSmash
Smash Rookie
I'm new to smash boards, and it seems that i don't know much about zelda at all from reading everyone's responses..........
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I'm new to smash boards, and it seems that i don't know much about zelda at all from reading everyone's responses..........
Hi. Welcome to the Zelda boards! 2 things: 1 most of the time people are harmlessly joking/trolling/saying weird things but don't take it seriously or personally. 2 when they are serious it's best to ignore them anyway.I'm new to smash boards, and it seems that i don't know much about zelda at all from reading everyone's responses..........
I don't think it's the best, it's retardedly strong and kills at -2%, but Olimar's is stupidly strong too and almost has no lag.^Fox has the best Usmash in the game IMO.
you have to stop rolling that much, it got you into some bad positions and punishes you could've avoided, luckily some of them were not punished. you have to be careful with snake's punishes, he's the best punisher of the game, the less he can do is a grab and any thow to deal around 10%.I feel like part of the family now. x3
Anyway, heads up. Here's one I took yesterday against the best of my region:
http://www.youtube.com/watch?v=Hia8C_QN7SA&feature=youtu.be
Been practicing this MU against him alot.
2.1 Dtilt Followups / Dtilt Lock [DTLT]
When it connects, dtilt leads to one of three situations for the opponent:
- Grounded stun
- Trip
- Pop up
Grounded Stun
At low-mid percentages, the opponent will go into a flinch animation when hit with dtilt. Various factors affect how long their hitstun will last, including their weight, their damage, and how stale dtilt is. (Lighter weight, more damage, and a fresher dtilt all lead to greater hitstun.)
On average, dtilt starts to give Zelda a usable frame advantage at ~50%.
Good followup options at this point are:
- Dsmash (frame 4)
- Dtilt/Dtilt Lock (frame 5)
- Dash Attack (frame 6)
- Usmash (frame 6; from close range dtilt only)
At around 50%+, you can begin to dtilt lock your opponent.* Dtilt stales as the other character's damage rises; the resulting balance gives you a continuous frame advantage that lasts until they begin to pop up. Keep in mind that they can still SDI away from you, which may prematurely end the lock (and makes the term "lock" a bit of a misnomer for this technique).
*Note: Samus and DK cannot be locked due to their flinch animations.
Trip
Zelda's dtilt has a trip rate of 40%, making it fairly reliable for setting up strong punishes. The frame advantage on an opponent's trip from dtilt is always +19 frames. Obviously this gives you a lot of options for followups:
Fsmash, dsmash, usmash, jab, dash attack, dtilt, ftilt, grab, part 1 of Farore's Wind, and Nayru's Love are all guaranteed on any tripped opponent.
Turnaround > platform drop > sweetspot bair is guaranteed on everyone on a platform.
The following attacks are limited to specific characters:
SH sweetspot fair:
SH sweetspot bair:
You also have the option of reading your opponent's trip reaction (get up, roll, etc.), which gives you a chance to LK smaller characters.
Pop Up
At a certain percent (determined by weight and dtilt decay), characters begin to pop into the air from dtilt. This takes away Zelda's frame advantage, but it still leads into usmash/utilt fairly reliably. If the opponent DIs to the side, dash attack can usually reach them before they can attack or jump out of the way. Stale dtilts and larger/heavier characters are better for pop up followups, as the opponent will not be knocked as far and may still be frame trapped.
[COLLAPSE=Fresh dtilt pop up percentages for each character]Bowser: 88%
Captain Falcon: 81%
Charizard: 84%
Diddy Kong: 76%
Donkey Kong: 87%
Falco: 72%
Fox: 71%
Game & Watch: 69%
Ganondorf: 84%
Ice Climbers: 76%
Ike: 82%
Ivysaur: 79%
Jigglypuff: 66%
King Dedede: 85%
Kirby: 71%
Link: 82%
Lucario: 80%
Lucas: 77%
Luigi: 78%
Mario: 79%
Marth: 74%
Meta Knight: 71%
Ness: 77%
Olimar: 72%
Peach: 75%
Pikachu: 71%
Pit: 77%
ROB: 82%
Samus: 83%
Sheik: 73%
Snake: 85%
Sonic: 78%
Squirtle: 69%
Toon Link: 76%
Wario: 83%
Wolf: 81%
Yoshi: 83%
Zelda: 73%
Zero Suit Samus: 71%[/COLLAPSE]
It's subjective. Oli's depends on the pikmin and he can get a weak yellow sometimes. Sex kick Nairs can FF through Oli's Usmash too. With the Fox/Oli Usmash contest I found who people think has the best varies depending on who they play.I don't think it's the best, it's retardedly strong and kills at -2%, but Olimar's is stupidly strong too and almost has no lag.
The spacing required for that to happen is really hard (if you can call it spacing). Though it could be used for mindgames...?I think that if we hit with the last hits of Usmash it can be of some use as he won't be able to SDI out of it... but that's just too risky.
Yah sometimes I don't do what I mean to do at tournaments.http://youtu.be/UU91-MMICSo?t=12m14s what was that?!?! was that just SDI away from Falco and do a Nayru's or is it something else?
No. Wind will not hurt or delay/interrupt moves and won't refresh upBs (besides G&W's). Wind includes the big head blowing from the right side of pictochat, TL's Dair's landing, Ness' DownB release, Link's boomerang's farthest extent and entire return, Ganon's Utilt (sucks in), G&W's Uair (blows upwards), Falco's Jab combo ending, and Pit's grounded UpB.Isn't a windbox similar to when Sheik reappears from her UpB?