Tag: recovery

recovery is the attempt to return back to the stage after being launched or falling off. Some tools to achieve this end are the midair jump and the recovery move (usually an up special move), also known as a “third jump.” Some recovery moves only go nearly straight up, while others travel greater horizontal distances.

  • Farore’s Wind – Up-B Turn around

    Another bad situation inexperienced Zelda’s can find themselves in is facing away from ledge directly below ledge. A straight up Farore’s is death due to facing the wrong way, and any other direction buries you in the stage or the abyss. However, it is possible to B turnaround Farore’s during the aiming window with extremely light control stick movement towards stage; between 5-15% of a full input towards stage. The amount required is what would put the stick out of dead zone, but not quite into tilt territory If you teleport into stage and die, you tilted too far. I’ve… continue

    Farore’s Wind –  Up-B Turn around
  • Farore’s Wind – Edge Cancels

    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… continue

    Farore’s Wind – Edge Cancels
  • Farore’s Wind – Interactions and Bending The Rules

    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… continue

    Farore’s Wind – Interactions and Bending The Rules
  • Farore’s Wind – Multi-directionality, Angles, and Shortens

    It doesn’t really seem like it, but Farore’s is actually a full-angle directional teleport. This allows for fringe cases of teleport that the majority of players won’t expect. Recovering from under ledge closer to stage for novice Zeldas is usually a raw death trap, either teleport straight up and die due to the total lack of control over Special Fall after teleport, or they teleport up and in and get an extra helping of stage to the face. Farore’s angles can save lives. All in-game angles are available as directions for Farore’s teleports and teleport shortens. North, South, East, West,… continue

    Farore’s Wind – Multi-directionality, Angles, and Shortens
  • Farore’s Wind – Stalling and Other Movement

    Farore’s stalling is something beyond useful that begins the march towards Zelda’s insanely sticky ledge presence. If done perfectly you can be completely intangible on ledge for an indefinite period while throwing out hitboxes. Maintaining a state of invulnerability is fully dependent on the speed of releasing ledge on the first possible frame, and not fast-falling more than a couple of frames. Releasing ledge too late will leave your character vulnerable, and can lead to a quick death. Ledge stall timing is difficult to master. Experiment with different inputs and see what works for you. I strongly recommend using the… continue

    Farore’s Wind – Stalling and Other Movement