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The Profane Tome – Restored

An advanced technical guide to Melee Zelda

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Farore’s Wind – Edge Cancels

Farore’s Wind – Edge Cancels
edge cancel, Farore’s Wind, movement, recovery, teleport

Edge cancelling Farore’s makes the move into an extremely fast and powerful gap closing and chase tool, however the tolerance to land edge cancels is extremely small due to Zelda’s higher traction. Despite the high precision required, the payoff is immense as landing it can lead to more followups, safer recoveries, and better positioning. Horizontal teleport cancelling is by far the easiest, as it’s possible on platform to another platform and you only need concern yourself with your X position on the platform. You can get a feel for this distance by standing directly between the red arrows in the center of Pokemon Stadium‘s platforms and teleporting across to the other platform. This is the easiest visual platform cancel queue Zelda has. I recommend learning to cancel by feel rather than spot memory as you will have overall more reliable teleports in more places when you use distance judgment to hit your cancels.

Aerial cancels are more difficult to execute; however this technique will allow you to perform the cancel along a line of points (rather than a single point, like on platforms). Zelda needs to fall onto the edge at the end of her teleport to execute a proper cancel. Edges have multiple angles and points (can be pixel perfect, see: Battlefields “magic pixel“) and cancelling can easily be achieved with proper utilization of Farore’s horizontal teleport. There are a multitude of teleport spots on every stage, however some are far from intuitive.

Generally, teleport edge cancels are not possible from above due to Farore’s propensity to become grounded upon passing (downwards) onto a platform. Any longer-than-maximum teleport distance downward edge cancels are possible when Farore’s invisibility frame is completed before landing on the platform. While this technique is difficult to perfect and requires pixel-perfect judgement, it is an extremely a powerful tool in Zelda’s kit. For example, when recovering from a great distance offstage; Zelda will immediately become actionable off of the edge of a platform.

Grounded/on stage teleport cancels are also possible. This gives Zelda a wide-range of options on stages like Final Destination and Pokemon Stadium. This teleport is executed by starting Farore’s input on the first frame of a jump, similar to wavedashing (hover, then execute the teleport). The window to execute this tech is narrow; however like other aerial teleport cancels you are able to perform it along a line of points above stage by increasing the time between jump and the teleport start, then judging distance between Zelda and the edge.

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