Quote (originally posted by
Linkz):
I disagree entirely. As a Zelda main, I can definitely say this MU is in Zelda's favor. The only thing Sheik has over Zelda is speed, and even that's irrelevant for a fast paced Zelda like myself. When properly spaced, and as horrendous as Din's Fire is as a projectile, Zelda can hold fairly well in a camping war against Sheik's needles; don't forget Zelda also has a reflector. Good Zeldas won't have to worry about shield pressure from Sheik, as Sheik is fairly simple to lock out. Sheik's ground moves have plenty of cooldown, enough for Zelda to act if her shield is hit. Also, if Sheik does manage to get in, knocking her away is fairly simple.
Lock out? You realize that sheik's aerial mixups are pretty legit, right? If she's spacing that ftilt, you can't grab it, you can't punish it with a smash or tilt, you've got like... nair and air dodge lol.
This is Super Smash Bros. Brawl, not "Zelda's a good character". She has a reflector, but that thing is so ridiculously baitable, and Din's cannot effectively force an approach (you realize that it clanks with almost every aerial in the game, right? Plus how are you going to pin Sheik down to tack it onto her when she's so fast on the ground? You gotta get her in the air or offstage pretty much to get it going).
Knocking her away? I wasn't aware Zelda had any good gtfo in the air, does she have a luigi or peach nair that I'm forgetting, or a strong, long range zoner like Marth? How exactly is she suppposed to stop getting herself juggled once sheik "gets in"?
Quote (originally posted by
Linkz):
No, Zelda's a bad character, she's not underrated. Lol.
Also, I'm not so sure on that Zelda has more priority than Sheik thing.
Wow, something we can agree on.
btw, priority is more or less a hugely misunderstood concept. In Brawl, the general rule of "ground priority" is if two hitboxes come together at the exact time, one of three factors go into play to determine the "priority" of a given move:
1. transcendence/exceptions (MK/Lucario/laser priority, stuff that doesn't clash, or stuff like Olimar's pikmin)
2. 10% rule (if your move does 10% more than the other it's interacting with, it will completely negate the other move, unless you mistime. If they are within 10%, it will clash)
3. hitbox + hurtbox relationship. If your hurtbox is extended, and their hitbox hits it without yours hitting theirs, it will override.
Everything else is a matter of timing. Aerials and specials are different, but w/ aerials the general rule is that unless it interacts w/ exceptions like pikmin, or specials, it will overlap, no clashing involved.
Zelda has a couple of smashes w/ transcendent priority, that's about it. Her tilts/jab are generally a bit on the short range side. Sheik's not great in the department either, but she at least has safe pokes, and good punishes for almost anything whiffed.
Quote (originally posted by
Linkz):
In today's date, most people have a decent understanding of Zelda's moves. It was early 2010 and before when Zelda's moves really weren't understood by most. Boost dash grab? Incorrect. When I'm playing Sheik, dash grabs are probably some of the things I'm expecting most of, so I'm already ready to counter. As for when Sheik gets me airborne, it's a simple matter of clever air dodging, fast falling and clever usage of Farore's Wind.
"clever air dodging"? "Fast falling"? use of farore's wind? Half of these are gimmicks, Zelda's fall speed does not lend itself to be great landing material, Sheik has juggling/landing traps up the whazoo (utilt, nair, dsmash, jab, needles, ftilt all cover most of these options really well). Farore's is a gigantic gimmick, if it had invincibility at the beginning or end w/ less wind-down, I could see it being a viable anti-juggle, but faroreing down is asking to be shieldgrabbed, and away? DACUS or needles can cover that no problem. Sheik juggles characters like Marth, Diddy, Ness, Toon link, and others pretty well, and they have better options than Zelda (and better characteristics like better aerial mobility to boot), what makes you think Zelda's AD and fastfall/farore's going to give her a significantly better chance?
Oh, let's not forget offstage, Zelda may be able to shoot for Din's on sheik, but between the two, Zelda's recovery and offstage options are a joke. Let's say you get offstage against sheik, how are you going to fend off her gimping tools? You have no real challenge to her bair, her needles are very good at either tacking on damage or forcing Zelda to use her jump, and her recovery is pretty abysmal (sure it has distance, but it has little in the way of making it without taking damage in the process). Planning on hitting sheik's edgehog when she's run out of invincibility? re-tether to regain invincibility. Landing back onstage? Time for a ledge drop aerial or get up early and get a smash in. Sheik's recovery is very vulnerable too, no lie, but I see sheik winning in the edgeguarding department between the two.
Quote (originally posted by
Linkz):
This is wrong entirely. Nayru's is not a good defensive option in the least bit. The invincibility only applies during frames 1-4 rendering them pretty useless. No Zelda is going to use Nayru's to slow a fall, and if they do, they shouldn't be playing Zelda since there are MUCH better options to mix up a landing.
I guess Ed, Riot, Ven, etc. are all booty and shouldn't be playing Zelda. Trust me when I say I am sugarcoating when I say "decent". This is Zelda we're talking about. It's not a truly reliable option, it's a mere mixup, but it's one that gives you some breathing room sometimes, and catches the opponent off guard (since a lot don't know how it draws the opponent in the direction she's facing). This is in no way a sure-fire way to deal with good juggling or poking, but the fact that you can Jump cancel it from shield makes it have some flexibility as a gimmick. There are plenty of moves in this game, btw, that have a similar amount of invincibility, that are very useful (MK's shuttle loop has even less and it's still really good). Most upBs w/ that invincibility are only like 1 frame longer lol, and several low tiers still have upBs that have even less, and are still effective to stuff things on block or the like (Zelda doesn't need this as much granted because of her JC usmash, but it's still a nice feature to stop people behind/in front that hit your shield since her other options are pretty slow or don't have a lot of range lol).
Quote (originally posted by
Linkz):
You just can't get carried away when being "up in her face," since she can easily rack up damage and punish if Sheik screws up or gets careless.
Look at this face, does it look like it said "get careless"?
I said to be patient and wait for when she's pressure or not in her optimal circumstance. If she throws out a bad poke, or a bad mixup, you gotta punish that with dash attack, bair, or boost dash grab (DA canceled Grab, it extends her grab range a bit more than a normal dash grab). Or even chipping away at her w/ needles for whiffing a move works. If Zelda's getting enough room to space lightning kicks while getting juggled, the sheik isn't juggling correctly.
Quote (originally posted by
Linkz):
In the context of Sheik v. Zelda on wifi:
LOL
LOL
LOL
Yes. Thank you for providing a good argument for this, btw. One-liners are the best, aren't they?
My rebuttal:
Sheik is a precision character, characters like Marth, her, and ICs are much worse online with lag, where you have to predict every punish instead of reacting. Characters like Lucario, Zelda, and Snake generally do better because of those massive hitboxes, it takes out a lot of guesswork (especially when lag makes you prone to run into them/drop shield earlier more often). It makes it much harder to punish mistakes of theirs online when you don't have powershield, good spacing, etc., and you have to predict them and punish lol.
Quote (originally posted by
Linkz):
You can't exactly lock her at all. Zelda can't even be chain grabbed.
Duh, redundant, but agreeable, this helps so that sheik's damage will only come through punishment and juggling, no high reward matchup changer here. Sheik doesn't even have a CG lol (except maybe the air release boost grabs on MK and some others).
Quote (originally posted by
Linkz):
Ven isn't exactly a Zelda I'd use to compare to. And a good Zelda won't let her weaknesses slow them down, even if the opponent knows them.
Ven is admittedly very inactive and this inhibits him from getting good, but he has often been on lists for good Zeldas.
This logic is very ridiculous, it's very easy for me to say the same thing. "A good sheik won't let her weaknesses inhibit her, even if the opponent knows them". The difference is, one's more limited in stopping the opponent from exposing her weaknesses, guess who it is?
Quote (originally posted by
Linkz):
As for a ratio on the over all MU, I say either 45-55 or 40-60 Zelda.
I can't say I'm hugely knowledgeable on the MU since I've only picked up sheik sort of recently (by that I mean within this year lol), but I can say safely that if you were to talk to Ed, Fuujin, or mostly good Zeldas that play in an actually good region or state, or actually are acknowledged as good Zeldas (I'm sorry, I haven't really heard of you before, who in Missouri/in your region that you play is a regional/national threat again? I've only heard of like... Fino lol).
Ed, care to give input? I'm sure you've run into at least a couple of sheiks with your zelda, and you know both really well.
Whatevs though, I'm arguing over a 5-10 point difference lol. I think it's close for a character's caliber like Zelda, but I think both of you haven't really looked at Sheik's overlying strengths as a whole. I'll settle it if it means continuing, although at this point I'm a bit afraid of subsequent ratios.