RoyalBlood
Smash Ace
Oh well, >_> I'll try, <_<
Someone go get the Lucases? >_> Lucas' =O
Someone go get the Lucases? >_> Lucas' =O
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!
if we pull out a Dsmash out of you DIing out, if you didn't respond IMMEDIATELY to DIing out, we're probably at least going to parry you. Then again, maybe not, but at least you're going to have to use a fast move and you can't capitilize with a KO movesonic the hedgedawg pretty much covered everything.
i do think we can capitalize on DI'ing out of the smash attacks (Fsmash, usmash). just jab/ftilt/utilt, the first two being more reasonable. still i always thought it was 45-55 for lucas, maybe even.
This is false. If we DI out, we can do 2 things while still in the air - either uair or nair to flinch you. Once we're on the ground, we can jab or dtilt. If we get to the ground right as you start your dsmash, we can shield grab you, especially with the tether grab, you won't be able to knock us far enough.Lucas can DI out of smashes pretty neatly, but as long as zelda is on her toes, lucas shouldn't be able to capitalize on doing so (dsmash out of usmash will outspeed anything nasty lucas could have done instead)
I really don't think you can possibly expect that you'll get a nair or uair out in time. True their are enough frames for it, but you'll be slaming like crazy to get out of USmash. Typical human reaction time isn't going to get out an attack in time, especially with buffering misinterpereting your SDI as some random aerial.This is false. If we DI out, we can do 2 things while still in the air - either uair or nair to flinch you. Once we're on the ground, we can jab or dtilt. If we get to the ground right as you start your dsmash, we can shield grab you, especially with the tether grab, you won't be able to knock us far enough.
Also slightly related, Din's Fire is far too slow of a projectile to ever hit with it. The only likely scenario I can think of is a tech chase, and if we are attempting to recover from nearly under the stage.
Our aerials definitely aren't as good as Ness, but I don't think we're absolutely helpless against someone not in front of us. Bair can spike in a fairly large arc behind Lucas and uair has good speed and deceptive range above and behind (mostly behind) Lucas. I'll grant that dair is hard to land meaningful hits with when it's not used out of a jump, but remember that the last hit is a spike, albeit a weak one.he's harder to kill than ness by a lot, though he;s a LOT less threatening aerially where he's vulnerable from all sides except the front. He's also got more reliable kill moves though they don't kill as early.
Then it's all about precision.Our aerials definitely aren't as good as Ness, but I don't think we're absolutely helpless against someone not in front of us. Bair can spike in a fairly large arc behind Lucas and uair has good speed and deceptive range above and behind (mostly behind) Lucas. I'll grant that dair is hard to land meaningful hits with when it's not used out of a jump, but remember that the last hit is a spike, albeit a weak one.
@ Whoever asked if Din's Fire could gimp PK Thunder: Yes, it can remove the bolt, but of course hitting Lucas with it at the same time will let him try it again.
*inserts $0.02*
If he needs up-b to recover. Just make sure you hit him with the right portion, your objective is to trap him, so you're looking to make it so if he psi magnets, he can't sweetspot. Either you get some nice damage, or he recovers above the ledge for a bit of edguarding. So, it's really more a brickwall then anything else.So din's is a viable means of racking up damage offstage?
Dtilt lock>DSmash>din's seems like a good idea then - that's a hell of a lot of damage right there if he uses his recovery.
I assure you, his u-smash can be airdodged quite easily.The game against Lucas is a spacing game: who can keep proper spacing while avoiding the kill shot? His fsmash seems faster (I don't have frame data, so I am going from experience), his Usmash CAN'T BE AIR DODGED, and his Dsmash is surprisingly powerful. His Dair approach can be OoS punished, and he is not exactly heavy.
I'd put this as a fairly even match, maybe 55-45 Zelda.
Good luck pulling that off. Possible though.Ground release > Dtilt lock sounds brilliant!
Very unsafe.Hmmm air release > farore's works, but I think it's unsafe.
If he's DIing out, it's still possible to hit him with the Dsmash. You just have to step forward slightly. Dunno, I guess I just do it on reflex, since Bowser has to step forward to Klaw...I was testing ground release -> Dsmash a few days ago, but Lucas goes too far back for this to work. I didn't test dtilt.
Unless a character has both a ground release and a jump release option, grab releases are pretty much useless. So yeah, we can rule it out.Yep I think we can pretty much rule out grab releases for Zelda.
Nah, I'm still a Bowser main. I lose to DarkMusician's Zelda too much for me to actually start using her. I wouldn't be able to stomach it. ><Why MrEh, have you become a zelda main!?? Or are you still on the dark side with bowser.
it's not about whether they actually DO anything. Ness's aerials are pretty dang good at keeping zelda off of him in the air. Zelda's Uair beats out lucas's dair every time, Zelda's lightning kicks will pretty easily outspeed his bair for an easy sweetspot, and if lucas preempts his bair, it's easy enough to wait until after the move terminates to sweetspot it. it's AWFUL for trying to stop a lighting kick. his uair is fast, but it gets outprioritized by a sweetspotted lighting stomp and it's not as strong as ness's, so, for the most part, it behooves zelda to make the trade. his nair is fast and irritating, but it doesn't have a lot of range. he CAN get hit by any of zelda's aerials right out of it. his fair is the only aerial he has to defend against zelda's aerials.... that's just dangerous when all of her aerials will kill so easily.Our aerials definitely aren't as good as Ness, but I don't think we're absolutely helpless against someone not in front of us. Bair can spike in a fairly large arc behind Lucas and uair has good speed and deceptive range above and behind (mostly behind) Lucas. I'll grant that dair is hard to land meaningful hits with when it's not used out of a jump, but remember that the last hit is a spike, albeit a weak one.
and, of course, if aimed correctily it WON'T hit lucas and will only hit his PKT.@ Whoever asked if Din's Fire could gimp PK Thunder: Yes, it can remove the bolt, but of course hitting Lucas with it at the same time will let him try it again.
*inserts $0.02*
no... it's really not. his fair is better. it comes out quick, has great range and is hard to punish. hi bair comes out slower that lighting kicks and has enough cooldown to make it more punishable. and it's not very threatening when it DOES connect, even sweetpotted it's none too strong. it's not a horrrible "Please **** me" move, but it does veryy little to protect you from **** either. you're better off trying to dodge it some other way.I think his bair deserves more credit than that. It has to be better than fair.
I actually laughed.Well I guess we really can't complain.
Zelda's Dsmash forces him to require PKT2 to get back up and if zelda is patient with din's then, no, he can't absorb it and still recover. it's only when zelda jumps the gun that he can do that. though sometimes I'll indirectly kill with it.but i can say that using Zelda's side B as an edgeguard is bad vs Lucas, Lucas can stall with down B, has many options to recover, not just pk thunder, and if he absorb the side B, he recovers like 30% Also, you can see in that fight that i could easily recover from Zelda's dsmash with DI+tether recover