GodAtHand
Smash Lord
when will we be done with the lil captain?
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!
It seems you can't provide much more than theory, yourself, then? Like I said, Zelda doesn't need to approach until she creates a safe opening. Until then, there's Din's, baiting, and punishing.First of all, wifi means nothing. (Ex. Olimar easily outcamps Zelda irl) Zelda doesn't have any decent approaches irl either. Theoretically, Zelda has no approaches at all against Olimar. What she does have is enough options to bother Olimar a bit. And about uptilt killing well- you have to knock him in the air first.
She has to approach quickly. Pikmin spam is too much for her to handle. If the Zelda player is going to nair the pikmin off, you can bet that a good Olimar will punish it. If I've diminished my killing moves, I'll let you attack them.It seems you can't provide much more than theory, yourself, then? Like I said, Zelda doesn't need to approach until she creates a safe opening. Until then, there's Din's, baiting, and punishing.
If you get close enough to dtilt and the Olimar doesn't shield properly, then yes, it works fine.Well I havn't been on smashboards long enough to understand how a matchup score is truly decided. I have my own personal matchup mentality and for me fighting an olimar is 65:35.
Dtilt > Utilt setup. Works very reliably.
DSmash > ledgehog. Works 70-80% onwards when fresh.
Nayru's is laggy but reflects nonetheless. A good Zelda will use this at good times.
It's an uphill battle most certainly, but not a **** matchup for Olimar at all IMO. If so, you won't be seeing her at all then, her down b makes good use in this matchup.
Perfection from both, actually halfway perfection, is olimar airdodging every single din's, and Zelda pulling off a nair approach 1/3 of the time, and getting grab comboed->juggled for it the other 2/3rds. That's what the matchup looks like. Both characters have up B's that are 100% ledgehoggable. That seems to be new to some of you.DanGR has the misconception that zelda is helpless against olimar. She's got a matchup that'll give her trouble. But what DanGR suggests is perfection on the part of olimar and the lack of perfection for zelda.
wheras Olimar's recovery goes nowhere and does nothing if the ledge is already in use.Zelda's recovery isn't completely ledgehoggable, whereas olimar's is. She can at the very least go for ground instead of the ledge.
They're all shieldgrabbed easily and they're all pivotgrabbed easily.What about a SHAD approach? That plus her frame 4 DSmash, frame 5 Dtilt (which locks him and connects with Utilt for the kill 90%+), and nayru's on frame 4 onwards... I bet if she mixes it up and uses such an approach as he spams she can possibly get through to him.
I've never heard that one before, lol.Zelda's recovery isn't completely ledgehoggable, whereas olimar's is. She can at the very least go for ground instead of the ledge.
Tell that to your fellow olimar main ^^They're all shieldgrabbed easily and they're all pivotgrabbed easily.
I've never heard that one before, lol.
This helps, but often the lag is long enought for her to get smashed or grabbed. It´s still much better option than to get edgehogged though.Zelda's recovery isn't completely ledgehoggable, whereas olimar's is. She can at the very least go for ground instead of the ledge.
It can stagespike if Zelda´s invincibility is over and she at high percents... but that is practically impossible if the player isn´t sleeping.wheras Olimar's recovery goes nowhere and does nothing if the ledge is already in use.
This is true. That´s one of the main differences with the two in this match. Both have killing power, but Zelda has trouble using hers and has to rely on gimping while Olimar has it completely other way around.Zelda's best bet is to gimp olimar, but Olimar probably will kill her out right more often than gimping. If Zelda recovers correctly, gimping won't happen except in the more extreme cases.
you could argue that most of what olimar can do is easily spotdodge->Dsmashed just because it's able to be countered doesn't mean it will be. We've already accepted that olimar is dificult to approach, but it's not like we need to find too many openings with how easy you are to kill. And, in addition, you aren't impossible to approach. just frustrating to.They're all shieldgrabbed easily and they're all pivotgrabbed easily.
pops was acting as if he hadn't. That wasn't in response to you, but as long as we're on the subject: Zelda's recovery > Olimar'sI've never heard that one before, lol.
Name 1 approach that can't be shieldgrabbed or retaliated against OoS.you could argue that most of what olimar can do is easily spotdodge->Dsmashed just because it's able to be countered doesn't mean it will be. We've already accepted that olimar is dificult to approach, but it's not like we need to find too many openings with how easy you are to kill. And, in addition, you aren't impossible to approach. just frustrating to.
I was being sarcastic. I've heard it a hundred times. Most of the time, it's an uneducated argument unless the opponent is named MK, Yoshi, Peach, Sheik, or a few other characters.pops was acting as if he hadn't. That wasn't in response to you, but as long as we're on the subject: Zelda's recovery > Olimar's
Dashgrab.Name 1 approach that can't be shieldgrabbed or retaliated against OoS.
Zelda has FW to get her far away from Olimar. It does give Oli a perfect spacing for spamming, but saves Zelda from instant attacks. She also has Nayru´s invincibility frames, but they are hard to use at a right time.Recovering onto the stage without using upb.
Like Olimar, Zelda is floaty as well. Unless you're hit by dsmash or you lost your double jump, you'll have enough of a second jump to get far enough. For many characters, the thing that makes it difficult for Zelda to recover onto the stage against Olimar is that Olimar has too much range on her.
Usually the best way is to time ledgejump between two F-smashes. This puts Zelda into air, but gets her off the ledge. Other way is to wait till Olimar runs out of Pikmins (if he actually throws them off the stage).His fsmash and grab have more than enough range to make it difficult to land onstage after recovering. So you, the Zelda player, needs to try and land on the ledge. When you're in this position, spamming fsmashes off the stage is a VERY good edgeguard. I'd like to know how you get onto the stage when this happens.
ledgehopped fairs or uairs through the stage.But it also works other way around: what options does Olimar have when he´s hanging from the edge and Zelda spaces into F-smash range? Pikmin toss is stopped by U-tilt, ledgeattacks gives Zelda free F-smash and roll leads into death through her D-smash, leaving ledgejump his only option.
Grabbing Olimar as an approach isn't realistic.Dashgrab.
Well, not really, but the same can be said about most of the cast. Most of them have approach options limited into grab/something that can be shielded and punished. Of course Zelda grab is bad, there´s no denying it.
Nairs are shieldgrabbed and Din's fire isn't even considered an approach, ever.Other than that she has auto-canceled Nairs->something or wawebounced Dins->something. Nothing too great, but not complete garbage either.
I was assuming you're offstage, but within distance to reach the edge. If you're not offstage, then it's not considered recovery.Zelda has FW to get her far away from Olimar. It does give Oli a perfect spacing for spamming, but saves Zelda from instant attacks. She also has Nayru´s invincibility frames, but they are hard to use at a right time.
You can't space a jump between two fsmashes. As the pikmin from the first fsmash falls past you, the second one is on it's way. Ledgejumping doesn't work because your hurtbox is still vulnerable during the jump. (And if you didn't know, the pikmin falling off the side of the stage is a hitbox.)Usually the best way is to time ledgejump between two F-smashes. This puts Zelda into air, but gets her off the ledge. Other way is to wait till Olimar runs out of Pikmins (if he actually throws them off the stage).
Rising upairs work every time.But it also works other way around: what options does Olimar have when he´s hanging from the edge and Zelda spaces into F-smash range? Pikmin toss is stopped by U-tilt, ledgeattacks gives Zelda free F-smash and roll leads into death through her D-smash, leaving ledgejump his only option.
around that percent, yes.They think it's 75:25 ^^
I really can't tell if you're being sarcastic. Please stop for the sake of sanity.Little do they know that RARing autcancelled Nairs > Dtilt > whatever is in her arsenal is a very unexpected and decent approach.
Ledgewarping > bair a camped olimar is effective and kills him at around 80%. GREAT APPROACH alert >.>
Nayru's is handy =D I've seen many an olimar get put into a frenzy when their pikmin turn against them.
You're naming off random situations and move uses that aren't significant to the matchup. I can do that as well if you like.Din's isn't too bad. It stalls his recovery. Nair also hurts him off stage and sends him further outwards. If you ledgehog and he hops over, drop and immediately Uair. Kills him at around 70% when fresh.
Well, I'd **** them both. How's that for an argument?Zelda CAN hurt him. We as Zeldas havn't really thought of a concrete playing style with her in comparison to a character like Peach because her metagame is evolving veeeeeery slowly. I think if you can ledgewarp freely on any stage as good as NinjaLink and have a beastly offstage game like DarkMusician, then she'll give him more of a challenge.
Except they're different.I personally say 65:35. No way near 75:25. If you guys think that's the score with her, I feel sorry for D3, Bowser and practically the majority of the cast with a ground attack that isn't faster than oli's grab (you guys must have a lot of 90:10 matchups)...
Not Din´s fire, but wawebounced Din´s fire. If Pikmin toss counts as an approach, so does wawebounced Din.Nairs are shieldgrabbed and Din's fire isn't even considered an approach, ever.
FW has enough range to teleport well past the side of the stage most of the time. Only very rarely Zelda has to hurry when using it.I was assuming you're offstage, but within distance to reach the edge. If you're not offstage, then it's not considered recovery.
With airdodge it´s possible (I´ve done it). Also, that´s why I added waiting untill he runs out of Pikmin.You can't space a jump between two fsmashes. As the pikmin from the first fsmash falls past you, the second one is on it's way. Ledgejumping doesn't work because your hurtbox is still vulnerable during the jump. (And if you didn't know, the pikmin falling off the side of the stage is a hitbox.)
Zelda´s F-smash outranges Oli´s Uair. I was talking about an situation where she was in position to just about reach with her smash.Rising upairs work every time.
Can you give me a link to a thread? I don't understand what you're talking about.Not Din´s fire, but wawebounced Din´s fire. If Pikmin toss counts as an approach, so does wawebounced Din.
I'll trust that you've done it. My point though, is that it's difficult to get past. And you can't wait for Olimar to run out of pikmin. That's silly. Firstly, you'll get hit if you wait. Second, we can pluck directly into any attack we want. (only taking 0.2 seconds more time for the hitbox to come out)With airdodge it´s possible (I´ve done it). Also, that´s why I added waiting untill he runs out of Pikmin.
Are you telling me that Zelda's fsmash has enough range to reach through the thick part of smashville? lolZelda´s F-smash outranges Oli´s Uair. I was talking about an situation where she was in position to just about reach with her smash.
50:50 Zelda and Ness just doesn't sound right for some reason. If anything 45:55 Ness > Zelda sounds about right. I'm not sure if this is covered or not, cause this is the first time posting in this thread, but the fact that your Din's limited cause of the reflector from Ness, kinda hurts Zelda's game.
Don't get me wrong, I've been able to play and beat Ness's with Zelda. It's just annoying knowing that I can't use Din as much and as effectively as I would any other character
Ah OK, well the few Ness's I've played here only use PK Fire > Grab/Fsmash and PK Thunder as an attack. Both the bolt and the body. But I also have to be careful not to overuse Din's against them, cause the way I use them is to bait the players to ADodge so I can either do an Usmash or Dsmash.as for ness and Zelda. Psi magnet does very little to upper level gameplay. Din's isn't a huge part of our game and psi magnet is easily punished. I really don't see ness having much of anything on zelda. I play a few nesses and I win the majority of the time. if anything it's zelda's favour just by the fact that zelda tends to be better than ness all around, but 50:50 seems fine.
well, due to din's nayru's and farore's there is ALWAYS a way we have to counter every one of ness's projectiles. And he's cake to edgeguard. Plus we are hard to grab.Ah OK, well the few Ness's I've played here only use PK Fire > Grab/Fsmash and PK Thunder as an attack. Both the bolt and the body. But I also have to be careful not to overuse Din's against them, cause the way I use them is to bait the players to ADodge so I can either do an Usmash or Dsmash.