Post by Bard on Mar 27, 2015 11:22:59 GMT -8
Name: Princess Zelda
Origin Franchise: The Legend of Zelda
Playable in the Following Smash Games:
Melee
Brawl
Smash Four
Weight Class: Normal
Favorable Stages: Final Destination, Ω Stages
Personal Strategy Synopsis:
Melee:
Brawl:
Smash 4: With the most recent installment of smash, Zelda has upped the ante a bit. With a few buffs and a few tweaks here and there, this princess has become a potentially dangerous threat to most characters on the roster. The problem most gamers have with this character is the fact that, despite her magic imbibed, potent attacks, Zelda is still slower and not a very heavy spell caster. If you decide to play Zelda, make sure you play a very patient game. Don't be afraid to go on the offensive, but in order to properly play Zelda, getting good reads is a necessity.
It should be kept in mind that most of Zelda's kill moves are her within her aerial move set, as most of them have sweet spot points that utterly annihilate opponents. Otherwise, a good portion of her attacks are given an increased range due to their magical affiliation.
Out of most of her techniques, Zelda's special attacks stand out the most.
Din's Fire is a bit of a slow projectile at first, but using it against opponents frequently nets you a shield or a dodge, making sure they keep their distance from you. In the event that this attack connects, it's explosive potential is devastating, and proves it's effectiveness in keeping opponents knocked off the ledge from recovering. Aiming it below the ledge, or above in the jump zone from the ledge recovery can catch opponents off by surprise, and keeps them off the stage.
Nayru's Love in itself is always a good, safe maneuver to utilize if you have an opponent who likes to get up close and personal. Dealing several hits and knocking opponents back, and so long as you don't abuse the move, Nayru's Love can disrupt the flow of momentum of some characters that thrive on this forward motion, like Captain Falcon or Sonic. As well as that, the neutral B provides a few seconds of invincibility frames when first used, and also is great for reflecting powerful projectiles due to the fact Nayru's Love surrounds Zelda entirely.
Farore's Wind has been greatly improved within the last few games. In Smash 4 specifically, the move has, as always, provided an incredible amount of distance to recover when using it. Even better is the fact that for a few seconds, Zelda is completely removed from the battlefield, allowing this move to be used to keep the princess out of harms way. From an offensive standpoint, though, Farore's Wind is a very technical, but potentially deadly move. Though the initial hit launches foes vertically, it is the reappearance of Hyrule's Princess that deals the most damage, this creating a blast frame that has kill potential. It should be noted also that when using Farore's Wind that it's directions can be very touchy, so you must be very familiar and aware of where Zelda is going to end up to effectively use the move.
Finally, the Phantom is Zelda's new Down B special in Smash Four. Though many lament the fact that Shiek and Zelda can no longer be switched between in battle, this new special move should not be ignored. Zedla's second projectile, so to say, can serve several purposes when summoned to the battlefield. By merely tapping down b, the Phantom appears and slashes once with its sword, serving as a good means of interrupting opponents going for an up close assault. When charged, however, the Phantom springs forward, attacking twice with its sword, the upward slash having kill potential.
As the phantom can be used mid-air without rendering Zelda helpless, this can be good to discourage opponents who are edge guarding, as well as serving as another obstacle Zelda can send when she herself is edge guarding.
It should be noted that the Phantom can be destroyed when summoned (at about 13% damage, I remember). With this in mind, though, the Phantom can serve as another body, and layer of defense that the princess does not typically have. By unleashing the phantom, opponents can find ways to attack through the walking armor, but to do so will slow their own momentum greatly, and gives you that extra second to react appropriately. If the phantom is destroyed, you will have a small cool down time before you can once again initiate this attack, as indicated by a purple aura surrounding the Princess's glove, but once this has vanished, she is free to once again summon the Phantom.
In terms of combos, I've found three reliable techniques:
Up The Elevator: Though the percentages vary upon the weight with the character, when you have typically knocked an opponent into the reds, it's time to send them Up The Elevator. Stand beside the opponent, and use Farore's Wind, aiming the movement stick upwards. This will firstly knock an opponent skyward, and furthermore, have Zelda roughly appear where they are, causing the area to explode, and ensure you take their stock.
Mage’s Throes: Useable at nearly any percentage, merely grab the opponent and proceed to throw them down. As they bounce off the ground, jump into the air and perform Zelda’s Nair. Opponents have a tough time escaping this move, and it works wonderfully as a means of building their damage percentage.
Elizabeth’s Combo: This combo easily helps rack up damage on opponents, but relies heavily on Zelda’s tilts. First use her Dtilt to stun opponents, and then proceed to use her Utilt as many times as possible. During this time, opponents are often helpless as they try to escape, so make sure to use this if you need to rack up points.
Move Set:
[The Abbreviations Below Will Be Explained]
Normal: Zelda extends her arm and unleashes a magic flash. Oddly effective at interrupting with good range.
F-Tilt (Forward Tilt): Zelda swipes at the air in front of her, unleashing a magical wave that sends opponents backward. Kill potential at high percentages.
Down Tilt: Zelda bends down and kicks at the ground. Though not powerful, it can trip up opponents and has a very low reset frame speed.
Up Tilt: Zelda swings her arm above her head, creating a stream of magic. This is very good for juggling foes.
Up Smash: Zelda thrusts her arm up in the air, creating a stream of magic. Difficult to escape, and draws foes standing beside Zelda. Good launch potential.
Side Smash: Zelda unleashes a stream of magic to the side. Excellent kill move and has several hit frames which can work around counters.
Down Smash: Zelda swings her feet around to kick at opponents at both sides. Has the shortest lag time of all of her smashes
N.B (Neutral B): Zelda spins around, creating a large blue gem that surrounds her. The first few frames leave Zelda invincible, and afterwards, deals several hits that knock foes back. Can reflect projectiles.
Side B: Zelda unleashes a fire ball that explodes when B is released. Has kill potential, cannot be reflected, but leaves Zelda helpless when used in Middair.
D. B (Down B): Zelda summons a Phantom to unleash a slash forward. Can serve as an obstacle foes must fight through to harm Zelda. Can be destroyed at 13%, resulting in a cool down.
Recovery (Up B): Zelda spins around to teleport in the direction dictated by the direction pad. Both the initial attack and reappearance deal damage. Can teleport in place, diagonally, vertically, or horizontally.
N-Air (Neutral Air): Zelda spins in the air while using magic. Can hit several times.
F-Air (Forward Air): Zelda gives a hard kick to the front that is imbibed with magic. This move has a specific hit box that, when hit, launches foes.
B-Air (Back Air): Zelda kicks behind herself, augmenting the kick with magic. Essentially the magic kick forward but has a bit more power.
Up Air: Zelda aims upward, creating a magical explosion above her head. Very inaccurate, but launches foes when it connects.
Origin Franchise: The Legend of Zelda
Playable in the Following Smash Games:
Melee
Brawl
Smash Four
Weight Class: Normal
Favorable Stages: Final Destination, Ω Stages
Personal Strategy Synopsis:
Melee:
Brawl:
Smash 4: With the most recent installment of smash, Zelda has upped the ante a bit. With a few buffs and a few tweaks here and there, this princess has become a potentially dangerous threat to most characters on the roster. The problem most gamers have with this character is the fact that, despite her magic imbibed, potent attacks, Zelda is still slower and not a very heavy spell caster. If you decide to play Zelda, make sure you play a very patient game. Don't be afraid to go on the offensive, but in order to properly play Zelda, getting good reads is a necessity.
It should be kept in mind that most of Zelda's kill moves are her within her aerial move set, as most of them have sweet spot points that utterly annihilate opponents. Otherwise, a good portion of her attacks are given an increased range due to their magical affiliation.
Out of most of her techniques, Zelda's special attacks stand out the most.
Din's Fire is a bit of a slow projectile at first, but using it against opponents frequently nets you a shield or a dodge, making sure they keep their distance from you. In the event that this attack connects, it's explosive potential is devastating, and proves it's effectiveness in keeping opponents knocked off the ledge from recovering. Aiming it below the ledge, or above in the jump zone from the ledge recovery can catch opponents off by surprise, and keeps them off the stage.
Nayru's Love in itself is always a good, safe maneuver to utilize if you have an opponent who likes to get up close and personal. Dealing several hits and knocking opponents back, and so long as you don't abuse the move, Nayru's Love can disrupt the flow of momentum of some characters that thrive on this forward motion, like Captain Falcon or Sonic. As well as that, the neutral B provides a few seconds of invincibility frames when first used, and also is great for reflecting powerful projectiles due to the fact Nayru's Love surrounds Zelda entirely.
Farore's Wind has been greatly improved within the last few games. In Smash 4 specifically, the move has, as always, provided an incredible amount of distance to recover when using it. Even better is the fact that for a few seconds, Zelda is completely removed from the battlefield, allowing this move to be used to keep the princess out of harms way. From an offensive standpoint, though, Farore's Wind is a very technical, but potentially deadly move. Though the initial hit launches foes vertically, it is the reappearance of Hyrule's Princess that deals the most damage, this creating a blast frame that has kill potential. It should be noted also that when using Farore's Wind that it's directions can be very touchy, so you must be very familiar and aware of where Zelda is going to end up to effectively use the move.
Finally, the Phantom is Zelda's new Down B special in Smash Four. Though many lament the fact that Shiek and Zelda can no longer be switched between in battle, this new special move should not be ignored. Zedla's second projectile, so to say, can serve several purposes when summoned to the battlefield. By merely tapping down b, the Phantom appears and slashes once with its sword, serving as a good means of interrupting opponents going for an up close assault. When charged, however, the Phantom springs forward, attacking twice with its sword, the upward slash having kill potential.
As the phantom can be used mid-air without rendering Zelda helpless, this can be good to discourage opponents who are edge guarding, as well as serving as another obstacle Zelda can send when she herself is edge guarding.
It should be noted that the Phantom can be destroyed when summoned (at about 13% damage, I remember). With this in mind, though, the Phantom can serve as another body, and layer of defense that the princess does not typically have. By unleashing the phantom, opponents can find ways to attack through the walking armor, but to do so will slow their own momentum greatly, and gives you that extra second to react appropriately. If the phantom is destroyed, you will have a small cool down time before you can once again initiate this attack, as indicated by a purple aura surrounding the Princess's glove, but once this has vanished, she is free to once again summon the Phantom.
In terms of combos, I've found three reliable techniques:
Up The Elevator: Though the percentages vary upon the weight with the character, when you have typically knocked an opponent into the reds, it's time to send them Up The Elevator. Stand beside the opponent, and use Farore's Wind, aiming the movement stick upwards. This will firstly knock an opponent skyward, and furthermore, have Zelda roughly appear where they are, causing the area to explode, and ensure you take their stock.
Mage’s Throes: Useable at nearly any percentage, merely grab the opponent and proceed to throw them down. As they bounce off the ground, jump into the air and perform Zelda’s Nair. Opponents have a tough time escaping this move, and it works wonderfully as a means of building their damage percentage.
Elizabeth’s Combo: This combo easily helps rack up damage on opponents, but relies heavily on Zelda’s tilts. First use her Dtilt to stun opponents, and then proceed to use her Utilt as many times as possible. During this time, opponents are often helpless as they try to escape, so make sure to use this if you need to rack up points.
Move Set:
[The Abbreviations Below Will Be Explained]
Normal: Zelda extends her arm and unleashes a magic flash. Oddly effective at interrupting with good range.
F-Tilt (Forward Tilt): Zelda swipes at the air in front of her, unleashing a magical wave that sends opponents backward. Kill potential at high percentages.
Down Tilt: Zelda bends down and kicks at the ground. Though not powerful, it can trip up opponents and has a very low reset frame speed.
Up Tilt: Zelda swings her arm above her head, creating a stream of magic. This is very good for juggling foes.
Up Smash: Zelda thrusts her arm up in the air, creating a stream of magic. Difficult to escape, and draws foes standing beside Zelda. Good launch potential.
Side Smash: Zelda unleashes a stream of magic to the side. Excellent kill move and has several hit frames which can work around counters.
Down Smash: Zelda swings her feet around to kick at opponents at both sides. Has the shortest lag time of all of her smashes
N.B (Neutral B): Zelda spins around, creating a large blue gem that surrounds her. The first few frames leave Zelda invincible, and afterwards, deals several hits that knock foes back. Can reflect projectiles.
Side B: Zelda unleashes a fire ball that explodes when B is released. Has kill potential, cannot be reflected, but leaves Zelda helpless when used in Middair.
D. B (Down B): Zelda summons a Phantom to unleash a slash forward. Can serve as an obstacle foes must fight through to harm Zelda. Can be destroyed at 13%, resulting in a cool down.
Recovery (Up B): Zelda spins around to teleport in the direction dictated by the direction pad. Both the initial attack and reappearance deal damage. Can teleport in place, diagonally, vertically, or horizontally.
N-Air (Neutral Air): Zelda spins in the air while using magic. Can hit several times.
F-Air (Forward Air): Zelda gives a hard kick to the front that is imbibed with magic. This move has a specific hit box that, when hit, launches foes.
B-Air (Back Air): Zelda kicks behind herself, augmenting the kick with magic. Essentially the magic kick forward but has a bit more power.
Up Air: Zelda aims upward, creating a magical explosion above her head. Very inaccurate, but launches foes when it connects.