JigglyZelda003
Smash Hero

Welcome all my sisters to the new Zelda Matchup thread for SSB for 3DS and Wii U.
Since i didn't see an active matchup thread started and some of the other boards already have one up i decided to start ours up.
I'm pretty sure matchups will be looked at differently on/when the Wii U version comes out due to people having better control so to speak, also depending on which non omega 3ds stages end up being legal on the 3ds for tournaments. So for this matchup thread i want to have two separate matchup discussions, one for 3DS and another for the Wii U version when it arrives.
Matchup Summary format for the main post will be as follows for now.
{Character Name}
Matchup ??:??
CP Stage:??
Ban Stage: ??
Summary:
Notable Quotes:
Character names will start in white during discussion and will change to either Red for bad, Yellow for even, and Blue for good matchups. Matchup numbers such as 50/50 70/30 will still be added, i just prefer to work on a three color scheme. If there are any questions, mispellings i missed, people unquoted please feel free to let me know and i will fix these things. I also want to thank everyone for whatever input they can give, every little bit helps us inch closer to mid tier.
Matchups
Little Mac
Matchup ??:??
CP Stage:??
Ban Stage: ??
Summary: Little Mac aka "The tiny punching fiend" has an almost perfect ground game. Equipped with fast and strong attacks and speed, super armor, a fast roll, and a KO punch Mac is a force to be reckoned with on the ground floor of the stage...but that is where his strong points end. For all of Macs powerful ground game his Achilles Heel is his lack of air game and abysmal recovery.
Mac will most likely focus on using a mixture of Jab, Dash attack, and Ftilt.
Jab >Infinity jab can wear down a shield fast and getting stuck in it can net Mac up to 30%, you don't want to get caught
in it. after the final hit there is a moment of vulnerability where you will want to capitalize on Mac with a dash attack or grab. Ftilt is fast and has powerful knock back and inches Mac forwards, be aware at higher percents or you could die from it. Close Dash attack will always put Mac behind you, so you want to be prepared to punish him regardless if he times it in front or behind you. All of these moves have a low cooldown time so you need to be prepared to take advantage at any moment. Learning to power shield and spotdoge correctly is good because it can help save your shield. If Mac grabs you just take the throw, they don't hurt nearly as much as his other moves, but this is where spotdoging or SHADing comes in handy to keep Mac guessing if he decided to approach with more throws.
Macs KO punch will instantly KO you if you are anywhere above roughly 15%. Mac may try to finish you quickly and have it saved at the beginning of a fresh stock he may try to finish an early percent. When the punch is ready you have to be more cautious, but all it takes is Mac to take 10% and he loses the punch.
On flat/omega levels camping the ledge is a good strategical approach. No Mac would dare rush the edge without at least a bit of caution. You want to make Mac approach you, because Zelda's poor approach options are about as abysmal as Macs recovery in this match up. From the ledge you can make use of Dins and Phantom to get Mac moving. Even if he doesn't take much damage along the way, you just want to avoid confrontation in the middle of the stage with him, where he is at his strongest.
If you happen to be down in percents and forced to approach Mac walk carefully and be ready to defend. Grabbing Mac at lower percents in the middle of the stage you may want to hurry him towards the ledge with Fthrow or Bthrow, but remember Mac also has no air game, so you can also mix in an Uthrow if your feeling bold to throw the Mac player off balance.
When combat has centered near the ledge, Bthrow from the ledge is your best option if you land a grab. Fthrow is also an option if you grabbed him facing the ledge. Bthrow at higher percents is sure to guarantee a KO, but you don't want to deal with Mac till higher percents. The objective is to get him off quick and fast. After he is tossed you have two prime options of Dair or Nairing his recovery. Dair is the stronger option, but if your not as proficient with Dair Nair is also an effective easier hitting method to keeping him away.
more on Nair
When Mac is offstage he will generally try to recover either with UpB if he's below and close to the ledge, or sideB as it covers distance better. Dair can stop both of these moves. If in the case Mac is sideBing back on the stage faster than you could jump to intercept him a RC/Pivot grab can be used to re-toss him off as necessary. This is your chance to be brave offstage because at worst Mac will just hit you back and at best you'll have an early stock lead.I have a decent strat for dealing with a Little Mac.
What you want to do is to grab Mac as he approaches, toss him off stage (preferably with the back-throw as it launches further) and follow up with a Nair when he tries to recover. This can be complicated, though due to the behaviour of the Nair that some of you might not be aware of. When Zelda does her Nair, if the opponent is caught in the middle of her, they will be sent in the opposite direction as you are facing. This means if you jump off-stage to follow up with Nair, and end up catching him in your little tornado spin, you’ll end up sending Mac back on-stage. To prevent this, you have two options.
1. Try and make sure you input the Nair quite some time before you encounter Mac in the air. This means that Mac will end up being hit by the edges of the hitbox (which should be around Zelda’s head) and will not be snet back, but forward instead and thus he’ll be sent even further out. This usually only takes one decent Nair to keep him off for good.
2. Before jumping off, turn so that your back is facing the blast zone. You then want to jump and catch Mac in the Nair full on. This is the riskier of the two, because if you don’t hit correctly, you can end up sending him back on stage. However, if you do get the full Nair off on him, you should send him out enough to get the red lightning indicating his death. This often works even at 50%-60%.
In the event you are sent flying off the stage you always want to aim for the ledge. Mac moves too fast for you to reliably land on stage with Faroes. Even a non Faroes recovery it is always safer to go for the ledge because Mac doesn't really have a reliable option to stop you from landing on it.
Notable Quotes:
Little Mac huh? Well, let’s see...
Zelda being more of a grounded character, she doesn’t have very good odds going toe to toe against Little Mac. He’s faster than her in every way, and he’s got super armor all over the place. You definitely can’t afford to throw out any “useless” movements here, as he’ll most likely punish you very promptly for doing so.
There is still hope though! You have to abuse of the fact that he has an absolutely horrible, horrible recovery. So early gimping will be your best friend. One sweetspotted Dair offstage is pretty much the end of Little Mac at any % really:
https://www.youtube.com/watch?v=BWrbBw--YnA <= As evidenced here.
And why wouldn’t you pursue him off stage? There is very little risk involved as his aerials are all abysmal, and really the only notable dangers would be:
1. Counter, but that’s very risky for him, considering he still needs to claw his way back to the stage and will probably only attempt this if he’s recovering from high up.
2. Side B, which really he will only do when he’s close to the stage because it puts him in helpless after words. In fact, you can probably bait this and punish him back on stage since it has a small travel distance and has very noticeable landing lag. Unless of course he’s trying to sweetspot the ledge, but that sets him up for an open Dair gimp if he’s not careful.
So definitely when you get him off stage, DO NOT BE AFRAID TO TRY AND GIMP HIM! Zelda’s recovery has amazing distance, so you can go in pretty deep for the gimp if you have to. The earlier you end his stock the better as it also resets his KO Punch meter.
Speaking of his KO Punch, if it does get full don’t panic. All you need to do is smack him for 10% or more damage and he loses it! Just be aware to not use anything that’ll leave you totally open and try to only take action when he makes himself vulnerable. Things like missed Nayru’s or Smashes are really going to be your grave in this situation and you’re both going to probably be playing very carefully once the KO Punch is charged up, so you’re gonna have to be patient.
Or if you’re already high %, Little Mac might try to end your stock ASAP so he can use a clean KO Punch on your fresh stock. Note that from 0-15%ish (possibly more with Vectoring), KO Punch will not kill you, so if you’re on a fresh stock and Mac’s got KO Punch, use this opportunity to knock it out of him! And if he hits you with it early, at said 0-15%~ it’s WAY better to take the 35% damage than a stock, not to mention he’s gonna have to build it up from scratch again. So keep these things in mind.
Also KO Punch in the air is utterly, utterly useless. It has no range, does only 13% and absolutely no knockback. Mac in the air = Yes for you.
Probably the biggest annoyances are gonna be his incredible ground normals (naturally).
- Jab is gonna probably be his main damage builder. Speedy and painful. If you end up shielding up to the point of his rapid jab part, try to hold out until you see the final punch part; you should be able to sneak in a dash attack or grab.
- Ftilt inches him forwards and definitely has a semi decent amount of kill power and is fast, so if you somehow manage to live up to a higher % be on the look out for this one.
- Fsmash whiffs if Little Mac is right next to you, unless he uses the Uppercut version. The power and super armor goes without saying.
- Usmash does not hit behind him very well, if at all. HOWEVER it has a very painful sweetspot if you’re right in front of him (it’ll have fiery effect).
- Dsmash is ultra fast, but not quite as much KO power as his other two smashes. Just don’t get caught by this near the ledge.
- Dash Attack won’t kill you ‘till later %, and has a surprisingly low lag period so retaliation needs to be quick. If you’re by the ledge, Dash Attack will almost always put Little Mac BEHIND you so accommodate for that.
Speaking of the ledge, this is one of the better places for Zelda to be actually in a neutral setting. Because Little Mac has no projectiles, he is forced to approach Zelda with a lot of risks involved:
1. Zelda’s Back throw will most definitely end a stock if he’s remotely high %, if only because he won’t be able to recover. And if not, it’s a free Dair chance / Bait situation.
2. If he grabs you and throws you off stage, there is no risk of returning back as he can’t gimp (unless you count that Nair lock, but that’s gonna cost him a stock too) and he can’t kill you really with a throw unless you’re 180%+ with his Bthrow at the ledge or something. So really, you’re still alive! Just don’t EVER try to Farore’s Wind onto the stage. Always go for the ledge.
3. Probably the situation you need to be most worried about is if he starts to walk up to you. Ftilt and the like with his speed might kill you early... so be prepared to hold shield a bunch and react accordingly!
Hmm, that’s mostly what comes to mind. I hope that helps? I’m sure I missed a few things, so please add onto this if needed!
For Little Mac, there’s two things that have worked for me, mostly centered around slowing his momentum and getting some hits on him. First is uncharged phantoms. It’s a gimmick but it’ll provide a wall and breather room for you. If he hits phantom it also leaves him open for counter attacks. Still need to be careful of his super armor and counter, but if you notice him going that route, then start grabbing.
The second options is (credit goes to Kataefi or D3RK I forget who brought it up first) retreating pivot f-tilt and fsmash. This has really helped me against speedy characters lately. Besically you’re just dashing and retreating out of their range and smacking them with a backhanded ftilt or fsmash. It’s a simple strategy but effective, the range and speed on Zelda’s pivots are pretty good.
Depending on the Mac, he’ll continue to get hit or turn more defensive. If it’s the second option, bait approaches with Din’s and Charged Phantom (though be careful as both have crazy ending lag). Rinse & Repeat, the ftilts and fsmash quickly accumulate and soon he’ll be getting knocked off stage and ready for that sweet dair.![]()
Marcina
Matchup ??:??
CP Stage:??
Ban Stage: ??
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