ParanoidDrone
Smash Master
Found this video with some Sheik tech against Kong Cyclone.
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This is a very interesting find, I wonder how other characters can use multihits to escape. Wonder if Little Mac can mash Nair during it to hit DK before the second hit then transition into the Nair-footstool-UpB for an early kill?Found this video with some Sheik tech against Kong Cyclone.
That's actually an interesting thought. Little Mac's up special has F1 invincibility, I think. (Maybe just the grounded version? Not sure.) If it applies to the air version then it may actually be a solid answer to Kong Cyclone.This is a very interesting find, I wonder how other characters can use multihits to escape. Wonder if Little Mac can mash Nair during it to hit DK before the second hit then transition into the Nair-footstool-UpB for an early kill?
I know @Thinkaman is very knowledgeable on the topic of RU, but from what I know the first 3 frames have invincibility that goes away once the hitboxes come out, which explains its ability to escape numerous multihit moves and rapid jabs. If Mac times his Nairs right, then it should be an answer to Don-I mean Kong Cyclone.That's actually an interesting thought. Little Mac's up special has F1 invincibility, I think. (Maybe just the grounded version? Not sure.) If it applies to the air version then it may actually be a solid answer to Kong Cyclone.
(Or even if not invincible since Rising Uppercut is kind of ridiculous in general.)
This piques my interest...I'm assuming we all have these customs, and not all of us have people that main these characters that we can fight at any time we want, so I wonder if we could all join up on a stream(or just use this thread), trade nnids, and join up to lab with these moves together. Won't be hard for any of us to mimic the basic strategies of the jank customs I assume, and it can be pretty efficient if we all have the moves and sets on standby for anyone's needs to lab. This could be a very good way to test out our theorycraft and have more of us than just Dunnobro w/Xanadu and AA be able to make these effective page long writeups, haha. Especially considering the character variety present here(I mean just here now we have Ros, Duck Hunt, Mac, ZSS, MK, Ness, Falcon, Shiek, Ganon, Wario, Charizard, WFT, & Palu just from what I remember), we could even join up on specific days on a stream to just hard lab against specific customs for the sole purpose of finding strategies to beat it with all our characters and fill the OP with all of our tried&true strategies and the VODs to back it up and provide examples, and even spread the strategies to beat the customs to the official customs thread...In general I suggest everyone should spent a little time playing as Sonic using all of his spinning moves and learning how the states work and which transitions are allowed. Even without customs, Sonic is confusing to fight against if you don't understand what he's allowed to do when he's spinning and which spinning states do what, but the MU makes a lot of sense once you get that stuff down. HSD is a powerful tool in Sonic's arsenal, but it's very much something every character can deal with and in the end really contributes more to the richness of the game's depth than anything else since it's a really interesting, unique tool for Sonic.
I'd be down for this. I'm in dire need of practice anyway, may as well contribute to research while I'm at it.This piques my interest...I'm assuming we all have these customs, and not all of us have people that main these characters that we can fight at any time we want, so I wonder if we could all join up on a stream(or just use this thread), trade nnids, and join up to lab with these moves together. Won't be hard for any of us to mimic the basic strategies of the jank customs I assume, and it can be pretty efficient if we all have the moves and sets on standby for anyone's needs to lab. This could be a very good way to test out our theorycraft and have more of us than just Dunnobro w/Xanadu and AA be able to make these effective page long writeups, haha. Especially considering the character variety present here(I mean just here now we have Ros, Duck Hunt, Mac, ZSS, MK, Ness, Falcon, Shiek, Ganon, Wario, Charizard, WFT, & Palu just from what I remember), we could even join up on specific days on a stream to just hard lab against specific customs for the sole purpose of finding strategies to beat it with all our characters and fill the OP with all of our tried&true strategies and the VODs to back it up and provide examples, and even spread the strategies to beat the customs to the official customs thread...
This sound like a good idea to you guys?
Shouldn't this work for Sonic if he gets sucked him from the sides?Found this video with some Sheik tech against Kong Cyclone.
I imagine any multihit aerial that uses the autolink angle would have potential. Sheik's rather fortunate since she can actually combo off the uair into the second uair but I'm not sure if Sonic can combo double fairs in a similar situation.Shouldn't this work for Sonic if he gets sucked him from the sides?
I can only imagine this works with any quick Uair with the right timing though. Multihits destroy cyclone though. That 3rd hit bouncing fish though...
The short answer is no. The long answer:Do you have any videos/replays on how you deal with HSD as Rosalina or any character? I will like to see Bowser surviving Upsmash at 500% lol.
Just gonna make some comments on Mac because that's all I really do here:NinjaLink did a pretty long stream yesterday exploring tech to deal with Villager ledgestall as the entire cast.
Twitch VOD
EDIT with some highlights per character:
Super armor on smashes for easy trades (damage to self also builds KO meter faster), Grounding Blow in theory (wasn't tested on stream)
Just wanted to say that using Bowser Jr's cannonball on Villager when his pocket is empty is EXTREMELY dangerous. The cannonball can kill faster than a full charge shot from samus, especially if it's fully charged.NinjaLink did a pretty long stream yesterday exploring tech to deal with Villager ledgestall as the entire cast.
Abandon Ship, Clown Cannon from offstage (also pierces balloons), thrown (Giant) Mechakoopa, Impatient Mechakoopa, Meteor Ejection, Clown Kart doesn't trip (but still takes light damage)
I'm just making note of everything they did that yielded results. Because a 7 hour VOD is not something I'd wish on anyone.Just wanted to say that using Bowser Jr's cannonball on Villager when his pocket is empty is EXTREMELY dangerous. The cannonball can kill faster than a full charge shot from samus, especially if it's fully charged.
Also, Giant mechakoopa does like 15 damage, and if villager pockets that too, it will do a monstrous amount of damage and knockback too.
Impatient mechakoopa in general is terrible and not worth using.
The up Bs and Side Bs are good options though.
You should watch the video about Impatient Mechakoopa. It is hilarious.Just wanted to say that using Bowser Jr's cannonball on Villager when his pocket is empty is EXTREMELY dangerous. The cannonball can kill faster than a full charge shot from samus, especially if it's fully charged.
Also, Giant mechakoopa does like 15 damage, and if villager pockets that too, it will do a monstrous amount of damage and knockback too.
Impatient mechakoopa in general is terrible and not worth using.
The up Bs and Side Bs are good options though.
It kept hitting the balloons instead of Villager when they tried, although I don't think they tried getting fancy and looping it around to hit from below.I'd think Guiding Bow would be the optimal counter strategy as (Dark) Pit.
I would time it so it hits villager when he regrabs the ledge since he doesn't have balloons or invincibility.It kept hitting the balloons instead of Villager when they tried, although I don't think they tried getting fancy and looping it around to hit from below.
To be honest, since HSD is just obviously better than default, I have limited experience against default. That limited experience with default Spin Dash is mostly that it comes from a far inferior angle (and thus you should have a far wider array of moves that can stuff it), that it has overall worse combo potential (all of the JC combos work the same with both but only HSD has the grounding stuff), and that since the patch it actually does less damage too while its radically inferior trajectory even makes it a huge downgrade for general mobility. Any effective anti-HSD gameplay should pretty easily beat default as well since default is just a (substantially) worse version of the same basic concept. However, some of the stuff you might want to use against HSD won't work as well against Burning Spin Dash, but Burning Spin Dash has safety on shield issues so it's a very different beast in general.Awesome!
I'll be sure to incorporate this stuff into the Villager writeup; I should be able to start on that soon.
Also, do we have any Pikachu mains (or people who play against custom Pika) who can talk about Thunder Wave? And/or more Sonic Players/fighters?
By the way, @ Amazing Ampharos : Thanks for the writeup!
How much of that applies to Spin Dash in general, and how much is HSD exclusive?
The obvious caveat is that someone in the group needs to be passable at the thing everyone's labbing against. Otherwise that sounds like a decent plan.So, I guess for now we could try and discuss any possible way to begin labbing together to try and find out more counter strategies. I'm assuming having a megastream filled exclusively with labbing will be far too big of an undertaking, so Isuppose it would just be better to start off by just opening a thread for it?
I suppose it would work like so:
-Everyone trades NNIDs
-We decide on a target(custom move/strategy) to lab against together
-We determine the way all characters can deal with it
-After this, we determine character-specific counterstrategies(Ex;Shiek's up air against Kong Cyclone)
Does this sound like a good idea to any of you? Would anyone be willing to host this thread? I'd of course be willing to, but seeing my lack of experience with them i might not be the best for the job.
I figure that the strategies we'll be at least starting with, like Kong Cyclone, will be pretty easy to pick up and use, especially for the purposes we'll be using it for.The obvious caveat is that someone in the group needs to be passable at the thing everyone's labbing against. Otherwise that sounds like a decent plan.
Careful DIing into Luigi at high percents... that's a free KO if he's good with his up+b [or even down+b].(Yes I'm still here and still am interested in the online labbing if anyone has any idea/info on how to approach getting everyone together)
For the Luigi combo Di'ing, in my experience it seems to be just attempt to DI away as much as you can for the first few then begin Di'ing in to try and avoid the first F-air or U-air from the start.
Essentially:
-Mix up your initial DI when thrown between away and towards Luigi
-Once you get hit by the first F-air, begin to DI away as much as you can. It'd be best to DI completely to the side as DI'ing up doesn't get you much.
-If your character has a quick/invincible move, use that in moderation. If you read them shielding in mid-combo, just fall down and grab them instead.
Dark Fists:Some other special moves (and combinations thereof) that I can see being important to learn counterplay to, although whether they're "jank" enough for this topic is another matter:
Dark Fists, aka BIGGU PANCHU. Maybe Wizard's Dropkick as long as we're on the character?
Euh no that's not a good advice. Ban BF and T And C( i guess) because this way you go to SV or FD on game one, both being among the worst Ganondorf stage.Dark Fists:
-Respect it during the stage striking process. Ban SV and T&C during game 1 to eliminate low ceilings, then ban Halberd and T&C/Delfino during games 2-5. The higher the ceiling, the better.
Throw DI:How to DI dthrow > whatever combos to minimize damage taken. (Compare pre-patch Diddy?)
Double jabs:Jab lock > smash combos.
Confusion:What do do when hit by Confusion.
Dark Fists:Dark Fists, aka BIGGU PANCHU. Maybe Wizard's Dropkick as long as we're on the character?