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The Profane Tome – Restored

An advanced technical guide to Melee Zelda

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Farore’s Wind – Interactions and Bending The Rules

Farore’s Wind – Interactions and Bending The Rules
Farore’s Wind, recovery, teleport

Farore’s Wind has a couple of interaction rules that are important to know and important to know how to bend. First, an aerial teleport passing downwards towards a platform will always ground Zelda on that platform, and interrupt the teleport.

However, aerial teleports can be manipulated to traverse through a platform, grounding Zelda below. To do so, Zelda must land on a platform during Farore’s Wind startup animation.

You can also ground a teleport by drifting Farore’s upward through a platform. This can be useful to drift yourself into a cancel spot, and give your opponent less time to read your options. This was is visible in a previous clip – the platform to platform teleport on Pokemon Stadium. Pay attention to where Zelda is at the start of Farore’s Wind animation.

Grounding teleports with drift are particularly useful on Yoshi’s Story. Using Farore’s Wind, you can drift, ground yourself near the side platform during startup, and send Farore’s downward to sweet spot the ledge.

Secondly: Farore’s Wind from below the ledge does not sweet spot. If you complete your startup animation below the ledge, you will always be vulnerable at ledge landing on stage.

However, Farore’s startup will always cancel and magnet grab ledge if it is moving downwards; so long as you are within range, and facing toward the ledge. This is very useful to recover flat towards edge as you will magnet from a wide angle. Using Farore’s to grab ledge with this method forces IASA frames, easier escape out of tumbles, and recovery from less intuitive angles. You can also use this technique to begin a Farore’s stall on ledge.

Third: Aiming Farore’s Wind teleport in a direct-horizontal angle toward ledge will not sweetspot. Your teleport will idle for a few frames against the stage until you reappear, become vulnerable, and then fall onto the ledge.

However, a teleport directly into stage at a particular height (right around where you would be hitting Zelda’s knees into stage) will actually push you up onto stage (thanks to the weird ECB shape during the transition to special fall). This cuts some frames off of special fall, allowing Zelda to recover around a hogged ledge from a longer distance.

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