What, this is the best version of her yet. Yes, there are some slight nerfs but overall she is significantly better overall as a whole.
Main problem I have with Nairo's Zelda is that he rarely uses B to its full potential. It is a very powerful spacing tool that is generally safe.
I already posted Aerolink's Palutena so I don't need to do that again lol you can go look for it yourself.
I had to fight someone as Little Mac that was doing things like this. I just had to avoid or bait his grabs but it was pretty hard to do. It was silly the Little Mac in this video would just hang on the edge instead of going up immediately... Sucks that this may be the norm way to fight him for the general public.
Yeah, as a Zelda player I don't really want to deal with Little Mac's close range shenanigans, so I really have to abuse his horrible recovery weakness to end it quickly. 'Cause frankly, Zelda can't hold a candle against Little Mac toe to toe, haha.
As for the topic of Zelda, her transition to Smash 4 has been a mixed bag.
Farore's kills reasonably to really well. It also autocatches ledges mid teleport, which is a big improvement. I would actually say this is one of her main kill moves.
Her grab speed also is actually decent now (before it was something ridiculous like a 12 frame grab, whereas the norm was more 4-5 frames I believe).
Unfortunately Din's got a bit of a nerf. Less range, smaller hitbox, needs to sweetspot to kill... it's a pretty terrible projectile anyway, but somehow they decided to make it even more terrible.
Nayru's actually is pretty good. It's a fairly big hitbox and is great for stuffing spotdodges or rolls. Just has some pretty awful cooldown (don't miss)!
Phantom just bothers me. It could have been a seriously amazing move that could help with Zelda's awful pressure game. But for some reason they decided not to. Also the fact that a full charge Phantom whiffs people DIRECTLY beside you, had mediocre range for such a long charge too. If they just made it charge saveable + Phantom Breaker as the default (basically the shield breaker custom of this move) Zelda would actually make people want to approach her because that would actually be a problematic projectile unlike crappy Din's Fire.
Ftilt is a semi kill move now, and possibly faster? It's not bad.
Utilt is mixed. It's much faster and combos, but it is not the kill move it used to be. I sort of miss the old Utilt honestly.
Fsmash STILL pops people out randomly for no reason on occasion, despite a relatively clean hit. Yet despite that, it's definitely one of her go to moves and is -usually- reliable (probably because there's no Smash DI I believe).
Usmash definitely got a bit of a knockback nerf and a horizontal range nerf. Though it seems to really suck in people above her.
Dtilt lock is not as prevalent, however you can still combo some attacks after one like Dash Attack, Ftilt, Grab. It's still pretty good!
Dsmash definitely got a bit of a knockback nerf as well as a range nerf. It's still quick though.
Fair Bair feel a bit easier to land, BUT severely nerfed in the afterlag department. Like, you whiff a kick and you have to wait a full 1-2 seconds before being able to do anything again, whereas before you could do at least 2 Bairs in a shorthop in Brawl. I really had to adjust myself for this one, because missing a kick or flubbing it means you're screwed even more so than before now.
Uair definitely feels weaker as well. It was like, the 2nd strong Uair in Brawl just behind Bowser's I believe, but it's been toned down a bit. You can definitely still kill with it, but it's not like in Brawl where you land one and someone dies at like, under 80-90% or something.
Dair feels better. She can sweetspot grounded people too. Honestly it's not too bad at all, as even if you don't get the spike sweetspot, the flub one can still do the job if they're good enough % damage. I believe it had a slight range increase too horizontal wise?
Nair's pretty good. The hits seem to connect better? I probably should use it more.
Overall all her aerials are horribly laggy on landing though. Like, 22-25 frames of landing lag (pretty terrible). An air dodge landing is about 20~ frames of landing lag too. I can sort of understand the fair bair, but nair really should not have such an atrocious landing lag.
So as you can see, it's give and take with her, but I think overall because of how the game works now she feels somewhat improved. I only wish it was Bowser levels of improvement though... Seriously, he got jacked up.
...I've used rolling dodges since Smash64. I guess I'm going to have to break that habit hard, huh?
Monado hype
Hey Meian wanna demolish my Ness over and over again? I need more practice!
Thanks for matches! Got a call and need to do some errands as well. I am liking ness more then captain falcon but I am really bad at pk thunder aiming ;_; Need to practice more mid match
Yeah was good timing kept getting distracted by the A/C guy who came and the noise my dog was making about him @_@ Duck Hunt's down-b was one of the coolest things they added to this game haha
I'm in agreement that zelda is at her best this version, i've always had a pocket zelda since melee and she was my wrecking ball in brawl, i love how she plays.
Idk man. Custom Moves are amazing, I just wish they were a separate option that could be turned on or off instead of bundled with Equipment. Ike would be so much more baller if it were... SideB 2 is RIDICULOUS.
Also, need to find time to play you again, but if you don't stay up until 1am+ I probably won't get to... Work+School+Married = only gaming time is time I should have been sleeping instead.
It's a cool move and all, and the throwbacks to some of the original NES games are amazing and Sakurai realizes his core audience is a little older now, but the sheer volume and versatility that Custom Moves bring to the game in general is priceless. He probably looked at all the crazy hacks people did to Brawl, especially after PSA was available and easier to use, and realized the audience wanted a similar option in the game.
Now, the core audience can decide if they're competitively viable, or if they should be left to the side for people to have fun with.
It's amazing, I love Custom Moves so much it's unreal. I will still play without them naturally, but having fun, mildly unpredictable options available keeps the game fresh.
It's not even really that hard to get them either. Use the character you want the moves for in Classic and it's more likely they'll appear over other characters' moves. Play Classic on 7.0 and don't bother with Master Core (slows you down for similar post-stage rewards to vanilla Master Hand). 7 is when 5x Custom Items start to be more common. Learn the timing for the Bonus wheel and you're in business (plus it makes you better at Classic at the same time... And if you want just do Core for the practice anyway, can't hurt and he's not hard on 7 and has one less form I think).
I'm at 96 moves at the moment so I've still got a ways to go, but I've only cleared Classic 36 times and wasn't farming hardcore until #10ish.
Fully unlocked Sheik, notables are
Paralysis needle
different movements caused by her bombs
UpB with less distance but spikes during the duration of the move's teleport
different ranges of motion on her downB but ultimately not as useful as THE FISH... Even if they are named after aquatic creatures [Jellyfish, Pisces]).
Fully unlocked Ike, notables...
An Eruption that has a much, MUCH greater vertical range (thereby making it useful because it can threaten landings near ledge) with the same knockback but does damage to himself
An Eruption with a Wind effect that's massive at full power but I have yet to test
SideB two is called Close Combat; goes what I think is slightly farther that Quick Draw at same charge levels, auto latches ledge, goes STRAIGHT THROUGH PEOPLE, and hits them upward. Not sure how good the hitbox is against other attacks... Haven't had to recover with it often because of...
A fucking diagonally thrown Aether. The damn thing has excellent knockback from the thrown sword at around a 45degree angle (same path as the sword really), kills at like 150 but if you're letting someone live to 150 on Ike, you're doing it wrong... Doesn't work too well close to the stage on stages with solid bottoms that don't autocorrect you along the side of the stage--you'll die.
The other Aether is completely forgettable because of the Aether mentioned above.
Counter 2 causes Paralysis, Counter 3 I think doubles the knockback and damage of whatever hits you instead of 1.5xish, but its swing is much slower and impossible to punish anything non-laggy with and you'll just eat another attack instead. Haven't given Counter 2 any love yet.
Also I've done Shulk's customs:
Decisive Monado Arts, you can't switch out of an Art and have to wait for it to wear off, but the positive benefits of the Art are much greater and it lasts longer. I'm really feeling it with the good rhythm I've got going brah.
Hyper Monado Arts have an even sexier rhythm--benefits and drawbacks are greatly, greatly increased, cancellable this time, but they don't last very long. Haven't used yet 'cause I'm scared and like Decisive a lot because it feels strategical and brainy.
SideB 2 goes higher in the air, less horizontal distance, but the KB's a little better and the back effect is higher.
SideB 3 has super armor, enough fucking said. Less KB though.
UpB 2 goes diagonally.
UpB 3 has shorter range but crazy KB.
DownB 2 hits faster.
DownB 3 reduces the Vision counter window further (which, by the way, always decreases each time you use it per stock), but higher KB.
And that's enough of a book to type on my fucking phone that none of you probably wanted anyway, but I want my name on these walks and am still posting it, sooooo I'm done.
For Rata and anyone else who hasn't seen it.
http://giant.gfycat.com/FlickeringRe...salbatross.gif
Can you guys recommend a few super forgiving characters to play as for someone super casual (few min a day). ZSS is fun but it's hard to get used to on a DS for me. I'd like to eventually work my way up once I have a handle on it.
Little Mac as long as you don't jump and learn how to recover safely, and mixup Dash/Attack spacing/Shield and Wait, or grab. Just mixups honestly. Kills so early.
Bowser is amazing and has an ok recovery, learn your jump height and upB height/sweet spotting and again, kills early as fuck and does so much damage
Rosalina takes some practice but is super forgiving for the user
Uhhhh...
Greninja lives forever
Lucario lives forever, gets better upB distance and a better KB on the end as his percent rises, and I lost a stock at 70% to a fresh, cross stage Bair on a heavy from a 156% Luke... Still mad as fuck.
Pika lives forever but has smaller overall hit boxes.
Jiggs dies early because of superlightweight but punishes offstage like no one else imo. The Bair is back and it is REAL. Guaranteed recovery unless you get hit past the blast zone, even after most spikes due to upward Pounds.
Did I mention Greninja and Luke? YEAHHHHHH....
Peach lives forever due to float, but got a bit of a nerf this game and has always been highly technical....
Greninja and Luke?
Yeah. Frog and Dog. Or Sphinx. Whatever. We get Mega Luke in Pokemans broken as hell, then Sakurai buffs the fuck out of Aura to not really matter what the stock relation is between Luke and remaining players. That guy was at two stock and I was at one for that damn Bair I mentioned earlier.
Ninja/Sphinx. Ninja might be easier but I haven't spent enough time with him yet, and my one Lucario match noted that his playstyle's not really comparable to anything else, even BrawlCario.