CaptinMoses
Smash Cadet
I'd like Ganon, like I said before, I think I struggle with it more than I should
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Good players don't typically panic up b, although I get what you're saying. Check out 3:58:30 of this video to see what I'm talking about: http://www.twitch.tv/xfiregamingli/b/574274226I always prefer Up Smash for the Yo-Yo against Spacies. Its got less lag and you can easily punish the panic up B again with an F Smash.
I did a brief write up in the Ness' good MU thread. I agree that it's one of his if not his hardest MU. This is what I wrote:@ Bryonato can we revive this thread. Also if we do my suggestion for the next character is Samus. It's one of Ness' hardest matchups and I think a discussion of how to deal with her would be good.
Yeah, definitely one of the hardest MUs IMO. She can completely shut out your approach with spaced zairs and control space with missiles. Even when you manage to get in, comboing is next to impossible. PK Flash works decently well as an edge guard. Plus she has the slowest grapple reel in the game so you can punish it with rising Nair/Dair. She has mediocre verticle recovery so hitting a dair is very good. Basically you need to play a slow match against her and focus on getting the better of your exchanges. Also, you need to accept that your great combos and grab follow ups, generally don't work so you get one or two hits and get out. It's just a slow battle of attrition.
I completely agree with the Mario matchup. I was playing some today and since the patch Ive been having problems with MarioNot a problem, buddy. Good to have you back.
As for the ones that were already discussed: Mario, Link, Mewtwo, and Lucas are the big ones that jump out at me.
I like the Fox MU. I don't think it's good, but I like it. The PKT2 nerf does make a charged upsmash a good option, so it's much more important to utilize the flexibility of your recovery and either sweet spot or edge cancel. Learning to SDI up throw up air is also a key piece of this MU. The trick is to SDI the upair the direction Fox is coming from, so his momentum carries him past you. PKT edge guards are great but super risky. If Fox is far enough off stage and you can start it early, go for it, but don't do it too late, or else you're going to get punished.I think in 3.5, Fox is a really hard matchup. I don't think its necessarily harder because of the pkfire change (although that was a pretty good move to resolve a stalemate dash dancing campfest), but because of hte pkt2 nerf. Now, with pkt2, if you play someone who knows what it does, they will simply run into position and charge an usmash. And let me tell you, fox's charged usmash is pretttttty ****ing good.
I think patience is the key. Just don't approach or throw stuff out. Also, learn Awestin's pkthunder gimp as it is incredibly potent against even good foxes (you up b and swoop the pkthunder down or up in front of the stage, covering the side b with the tail, and then move the head of the pkthunder towards where you think they'll up b from. ideally, you hit them on their backside. Then, they are below the stage setting up a very easy dair.
65-35 in Fox's favor. 60-40 or 55-45 in 3.02.
Yeah, for sure vertical punish combos are amazing. I just think the pkthunder gimp is extremely potent at any range whree the fox can't jump air dodge on to the stage. THere are very few answers to it from fox that don't at worst give you a tech read. Also, if you are good with your pkthunder spacing, if they recover high with firefox, you can swing the pkthunder back to you and hit yourself and catch them in the blast. It sounds really gimmicky but its actually reliable option coverage.I like the Fox MU. I don't think it's good, but I like it. The PKT2 nerf does make a charged upsmash a good option, so it's much more important to utilize the flexibility of your recovery and either sweet spot or edge cancel. Learning to SDI up throw up air is also a key piece of this MU. The trick is to SDI the upair the direction Fox is coming from, so his momentum carries him past you. PKT edge guards are great but super risky. If Fox is far enough off stage and you can start it early, go for it, but don't do it too late, or else you're going to get punished.
The key in this MU is to make the most of your punishes. Grab up throw > regrab > upthrow > DJC uair > regrab > djc uair > djc uair > rising uair > bair is a pretty dope combo that works well if you can read their DI and there are no platforms in your way.
The endlag is pretty minimal whilst correct timing of the move can give greater coverage and damage than the upair. It seems pretty solid to me as long as you know it won't wiffI've never been a fan of up smash, for me it's always been really situational
Yeah, I can never find the right spot to throw it in there though, they normally DI away, and don't DI well enough for me to grab themThe endlag is pretty minimal whilst correct timing of the move can give greater coverage and damage than the upair. It seems pretty solid to me as long as you know it won't wiff
I've felt that in 3.5, ness needs to mix up his followups more than just leading into a grab. With the dthrow no longer reliably comboing into a kill at ~70%, other options such as upsmash and DJC upairs are more important for getting those bair and edgeguarding setups.Yeah, I can never find the right spot to throw it in there though, they normally DI away, and don't DI well enough for me to grab them