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Zelda 
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Joined: Sat Oct 10, 2009 3:46 pm
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Jammy wrote:
Falcon vs. Zelda is certainly not in falcons favour imo,
How so? For one, Zelda being a bit floaty makes her easy to Uair-juggle into Knee. Throw follow-ups are pretty free on her. And Falcon can mix-up extremely well with his speed. In predicting offensive approach, Zelda can throw-out Fsmash and Usmash are good moves to catch incautious approaches. I really find online shifts many of Falcon match-ups, and he's overall nerfed in online play in general. He's feel like a completely different beast offline. I think if I could face myself, I don't see my Zelda beating my own Falcon. Or my Link, or more Mario.

sparty88 wrote:
I think most players underrated their mains.
Depends. From Link, Falcon, Mario, Marth, Zelda, Kirby are all my main offline, in that order better to lesser. But online, it's more like Zelda, Mario, Kirby, Link, (some of other characters), Marth, then Falcon. That's probably my best six. After that I have a bunch characters that I can use efficiently, primarily Naruto, Yoshi, Sheik, Samus, Fox, and Meta Knight.

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Thu Jan 29, 2015 6:56 pm
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Lol so I noticed something when watching the direct
Image

What do you guys think this means? I think they got rid of the ribbon hitbox on Faore's Wind and increased the explosion on the reappearance.

Pure speculation tho

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Fri Jan 30, 2015 6:29 pm
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If there is a change, I'm not sure how to feel about it since I love the way Farore's Wind is now. No hitbox on the initial part and a stronger reappearance seems interesting, but I think I would prefer the current one if so.

What if we got the elevator from Smash 4? o_O Not sure how I would feel about that tbh.

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Fri Jan 30, 2015 8:59 pm
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Shine! wrote:
Lol so I noticed something when watching the direct
[ Image ]

What do you guys think this means? I think they got rid of the ribbon hitbox on Faore's Wind and increased the explosion on the reappearance.

Pure speculation tho

it mens that while I was making a Nayru's love that lagged less (and looked better), I accidentally deleted the ribbon on that up-B and haven't replaced it lol
Myth busted


Fri Jan 30, 2015 11:47 pm
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Lmao thanks for clearing that up Tac, did the same thing happen to Nair? Is that why it looks different too?

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Sat Jan 31, 2015 9:19 am
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Shine! wrote:
Lmao thanks for clearing that up Tac, did the same thing happen to Nair? Is that why it looks different too?

Yea lmao
my excuse is that the game is a work in progress, so stuff like this will happen sometimes
yea... let's go with that lol


Sat Jan 31, 2015 2:50 pm
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Lol I know no ones gonna care but here's some thoughts I had for Beta Zelda

•Faster Ftilt that has more range. Hitbox is only on the hand though, the rest of Zelda is a deadzone(similar to SSB4). It pops the opponent over Zelda's head, opening them up for a Utilt/Usmash. No chance for a Lightning Kick.
•Better trapping for Usmash with lowered knockback. No KO power until high percents. Maybe increased horizontal hitbox.
•Again, mirrored Fair/Bair. Both deal 7/20% with identical KO power.(90/85%)
•Better trapping for Nair.
•Nayru's Love is overall sped up and sends opponents at semi-spike.
•Project M Din's Fire.

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Sun Feb 08, 2015 5:03 pm
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I don't like PM Din's fire very much: why do you want it?

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Sun Feb 08, 2015 5:52 pm
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TheCodeSamurai wrote:
I don't like PM Din's fire very much: why do you want it?

Honestly Project M's Dins is a key element that made Zelda so much stronger from the official smash games. It gave Zelda better zoning, combo, and edgeguarding ability. I feel if the devs adaptated SSF2 Zelda's Dins to PM's 3.5 Dins it would make her a stronger character without making her broken.

Zelda could use a fresh special like PM Dins. Don't want her becoming obsolete or overshadowed compared to all the new character's/changes in SSF2 Beta.

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Sun Feb 08, 2015 6:46 pm
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I liked the previous Din's Fire a lot. Not really a fan of PM Din's, but I might warm up to it (no pun intended).
The better trapping on n-air and u-smash is good to hear. Hopefully they are at least as good as they were in Brawl.
Mirrored Lightning Kicks was a good move imo. They're both still strong, but one doesn't outclass the other. I like it.
Happy to hear that F-tilt is faster now. She did need another poking option.

EDIT: I never did that well at reading comprehension.

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Last edited by Jaguar3600 on Sun Feb 08, 2015 6:54 pm, edited 1 time in total.



Sun Feb 08, 2015 6:48 pm
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Jaguar3600 wrote:
I liked the previous Din's Fire a lot. Not really a fan of PM Din's, but I might warm up to it (no pun intended).
The better trapping on n-air and u-smash is good to hear. Hopefully they are at least as good as they were in Brawl.
Mirrored Lightning Kicks was a good move imo. They're both still strong, but one doesn't outclass the other. I like it.
Happy to hear that F-tilt is faster now. She did need another poking option.

Those aren't official just ideas lol.

But I'm glad you like most of them. :mrgreen:

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Sun Feb 08, 2015 6:51 pm
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Yeah don't mind that previous post.
Tbh, I like Zelda the way she is now mostly; this is my favorite iteration of her thus far. I don't think she should get a major change. Changes I would like:
  • Grab sped up by a frame or two; possibly with slightly decreased range
  • Alternate jab that lasts longer if held
  • Power and knockback on f-air and b-air increased and decreased respectively to match each other
  • Slightly faster f-tilt with the same properties

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Sun Feb 08, 2015 7:09 pm
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Just saw an SSF2 Beta stream and the guy played Zelda for 2 matches. The only thing I noticed was how terrible Faore's Wind is.

Either the stream lagged a ton every time Zelda reappeared, or they gave FW a crap ton of endlag. It also looks like it's travels less distance.

Here's the video. He starts playing Zelda at around 4:45
http://youtu.be/MERWhQoIbgc

What's your thoughts Zelda mains :v

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Mon Feb 09, 2015 11:46 pm
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A lot of people don't like Farore's the way it is, because on stages with platforms it's hard to punish and it's hard to catch if Zelda just doesn't want to deal with pressure and teleports out.

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Tue Feb 10, 2015 12:17 am
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TheCodeSamurai wrote:
A lot of people don't like Farore's the way it is, because on stages with platforms it's hard to punish and it's hard to catch if Zelda just doesn't want to deal with pressure and teleports out.

Really? Everytime I watched Zalosis play Zelda I notice he gets punished and sometimes KOed for his teleports. It never looked that hard to punish.

Tbh it would've been better if they just worsened the hitboxes and made them non transcendent so that it's easier to hit Zelda out of her teleport from both ends. Rather than flat out nerfing her recovery and main tool for mobility.

EDIT: Tbh I have ideas for balancing Zelda's teleport nerf :v

•Giving her PM Dins would allow her a easier time at recovering since FW is disgustingly unsafe with it's massive endlag. Meaning Zelda will have to rely on sweetspotting the ledge to save the stock. So that could help giving Zelda a safer recovery, that she'd have to work for.

•Make FW similar to SSB4, insta teleport with powerful explosion. This would help compensate for the end lag and give Zelda some flashy follow up options.

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Tue Feb 10, 2015 12:29 am
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