Sleek Media
Smash Lord
- Joined
- Jan 29, 2006
- Messages
- 1,399
How are you using HB? It certainly isn't a substitute for MB...approaching with it is much harder, and b-reversing with it is much less useful. I do find it superior for the following:I find HB even tougher to use than MB against rushdown characters like Sheik and Falcon. It comes out slower, has longer cooldown, and can get caught like MB can. I may need to try to play around with it more, but my experience is that HB gets beaten out by most aerial approaches, which hurts its utility as a defensive tool. TH is generally better and more consistent for punishing dash approaches.
HB seems like to work best when you have the time and space to use it offensively to set up traps. This is why it can work well at the ledge. You can do things like toss it straight up and then go for a dsmash read, confident that even if you miss the HB will blow up your opponent if he tries to punish. It's less good in footsies, especially when you have an opponent that can close space quickly.
The other thing I like about MB is that you can still use it if it misses. A whiffed HB just blows up and goes away, but a whiffed MB can still be z-grabbed and converted into a useful weapon. I like full hopping and throwing MBs down because they can be hit confirmed into a grab or usmash if my opponent gets caught by it, and can be picked up and used as an item if they keep their distance.
On Plant Barrier, I agree with everything you say. The only thing that makes me continue to favor LS is PB's slooooooow startup time. I could live without LS's range, but PB is just harder to get out when you're under any level or pressure, especially when you're up against a speedy character who can kick or grab you out of it during the startup frames.
1) Creating space when facing rushdown mindgames with a back jump->dThrow HB
2) Anti-air attacking, especially when thrown
3) Mixing up between short hop down HB and diagonal down forward HB walls pretty well with mega buster
4) Offstage play in general - that little lob when throwing it down makes it easy to create a frame trap
5) Better punish opportunities for opponents recovering high both on stage and off
6) The arc makes it more useful in projectile wars. MBs can sometimes be aimed very precisely for headshots, but it's hard.
7) With an opponent at the ledge, you can cover more get up options, and maybe create a trap if the bomb is thrown.
I think the most important factor though is whether it actually helps out against speedsters or not. We're just going to have to play the best people we can and try to make an objective judgement.
With LS/PB, I don't think you can activate either when your opponent is actively pressuring you. I only activate them when they are out of mega buster range, I am recovering from above, or the opponent is attempting to return to the stage. Rush's "eject button" functionality can be useful for getting away quickly with enough room to pull up a quick shield when you are feeling overwhelmed. I use the shields more than most Mega Man mains, but I think it's justified. You can disrupt even high level players very easily with a good shield activation. With their options reduced, you can get control back even if you don't get any damage off.