Zelda (SSBU): Difference between revisions

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Nevertheless, she has some noticeable nerfs. Forward tilt has more startup and endlag. Her grabs have more endlag, making them more risky to use in neutral to start combos. Farore's Wind travels a shorter distance, hindering her recovery and edgeguarding ability. Since Phantom is formed behind Zelda, this makes her more vulnerable when using the move. If Zelda gets grabbed or takes any damage before the Phantom attacks, the Phantom will collapse. This makes Phantom Slash a move better used in the advantage state.
Nevertheless, she has some noticeable nerfs. Forward tilt has more startup and endlag. Her grabs have more endlag, making them more risky to use in neutral to start combos. Farore's Wind travels a shorter distance, hindering her recovery and edgeguarding ability. Since Phantom is formed behind Zelda, this makes her more vulnerable when using the move. If Zelda gets grabbed or takes any damage before the Phantom attacks, the Phantom will collapse. This makes Phantom Slash a move better used in the advantage state.
Furthermore, she still retains her previous Smash iterations' weaknesses, those being poor range, terrible sourspots, lackluster neutral, and slow movements.
Furthermore, although now they are not so serious, she still retains her previous Smash iterations' weaknesses, those being poor range, terrible sourspots, lackluster neutral, and slow movements.


Despite these nerfs and weaknesses, people consider this to be the best Zelda has ever been in a Super Smash Bros. game.
Despite these nerfs and weaknesses, people consider this to be the best Zelda has ever been in a Super Smash Bros. game.
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