Triforce Of Chozo
Smash Ace
Like I said, once you get in on Marth G&W ****s him up, especially when they don't know the MU.
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Falco vs DK is completely unwinnable for DK. On neutrals and if the Falco doesn't do anything too silly. I have a mediocre Falco and there's a good DK in my area. He had to CP ROB against me in tournament just to beat my Falco.Really? I don't think I've ever had a hard time fighting a Falco with him. I'd much rather play him Vs. Falco than DK though, that's for sure.
But I guess one person doesn't determine the match-up, so my apologies for jumping the gun.
pros:Hi g&w mains. I always had g&w in the back of my mind, & i wanna co-main him now.
Can anyone give me the pros & cons about g&w?
he also have lot of good matchups. Now that's a pro.pros:
*good aerial mobility with a solid juggle game.
*solid smash attacks.
*great down throw (check out A2's guide)
*oil panic bucket cancels momentum.
cons:
*light as hell.
*poor approach, tends to be predictable.
*no consistent projectile.
overall G&W is a solid character whose potential is definitely deeper than people have realized so far. if you like playing the air he's a great choice.
Which means he's at his right place on the tierlist. No?He has a lot of good MUs with characters below him on the tier list.
Pikachu isn't exactly an autowin for G&W. Yes we have the advantage, but it's mostly a slight advantage. He can play an annoying keepaway game since he has great mobility.I feel like we have a larger advantage over Pikachu than that chart gives us credit for.
I guess it's not a bad thing if we can manage to get some minimal activity on it.Can I revive/make a new stage discussion thread?
1 word: outspacing. I know Marth can do some crazy things on us, but he still fears full hop options.Here's a simple question:
Why is the Marth match-up so stupid and how do you win it?
I find it pretty refreshing.Simple question: Who likes the new skin?
Space F-airs and D-tilts better than him. Never miss an opportunity to edgeguard/juggle him. Learn to pick better options from D-throw.Here's a simple question:
Why is the Marth match-up so stupid and how do you win it?
You can SDI during hitlag? I though only during hitsun. That's neat. I'll have to pay attention to Frame data again... Ty for your anwser.The fact Marth's F-air may have a tad more horizontal range than yours barely matters. Marth beats you with his ground game. In the air though, Marth gets beat up pretty easily by G&W just due to your raw damage output. Your lingering hitboxes are also rather hard for him to challenge directly in the air.
SDI is NOT weight dependent. It is dependent on the move that hits you. Moves have two parameters that will affect your ability to SDI them: hitlag and SDI multiplier.
Ah ok ok, my bad. So basically, on multi hit moves, you have to wait until hitlag wears off on each hits before SDI applies (depending on the modifier of the move of your attacker). OK I guess that's important to know. Learning everyday thanks again, and I hope it's not over!Uh, you DON'T get to SDI during hitstun. If you could, there would be far fewer chaingrabs and infinites in this game.
Hitlag is the reason why most multihits are easy to SDI. There is a lot of hitlag to react to, especially in a move like Pikachu or Bowser's D-smash. Keep in mind you cannot SDI some moves like Marth's tipper F-smash, which has a SDI modifier of 0.
ok, so that's why you can SDI like mad before Snake utilt connect for example. OK OK I got it know.No, when you're in freeze frames of hitlag, THAT is when you are allowed to SDI. The more frames of hitlag there are, the more times you are allowed to SDI.
The distance you can SDI is dependent on both how many frames of hitlag there are and the SDI modifier. If there is no hitlag (Metaknight's Mach Tornado I believe is an example of such a move with 0 hitlag) or a SDI modifier of 0, you are not allowed to SDI.