- Joined
- Apr 10, 2008
- Messages
- 6,860
I was hesitant to post this, but after practicing and using some of these tricks on the 28th at a tournament, I'm confident that they could be useful to some other Olimar players. If none of this is new, enlightening, or thought provoking then just ignore the thread. Too long a post? Then don't read it. I don't care.
1.)
You guys know how you can't use a short hopped fair and another aerial in the same jump? (such as short hop upair->nair) Whenever I use a fair from the ground, I usually just short hop it at the opponent and then space myself directly after. If I want to chase/combo an opponent after hitting them, I always land on the ground first. Something I never thought about using though was a short hopped fair, jumping before I land on the ground, and using another aerial afterwards. It works.![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Think about this situation:
Your opponent is at 0%; it's a DDD. You get the grab on him and he knows he's in for some damage. You dthrow and attempt to chain that into other attacks. He knows that he'll just get comboed more if he stays near the ground so he smash DIs upwards to avoid as many attacks as possible. You can dthrow->fair->double jumped aerial. Which one depends on their DI.
This isn't a true combo, of course, but it can help string attacks together. If you don't want to use another aerial afterwards because you think it'll miss and you'd rather run below them, you can always short hop->fair->double jump-> pikmin throw.
There are many other areas in your gameplay that you can apply it to. I'll name a few.
-The situation I gave earlier with comboing from a dthrow does work sometimes. People won't DI away from you every time you dthrow them. Some will try to DI towards you every once in a while to either mess up your spacing, avoid a dthrow->running upsmash, etc.
-When you're edgeguarding at a fairly low percent, or you're comboing your opponent from the edge of the stage facing out, you can short hop fair-> double jump->dair. This can work because you know they'll usually DI up for recovery purposes which puts them into perfect position for the dair or really any other aerial. I did this on the 28th and it was really nasty.
2.)
Something that I do with nair often is nair at a standing opponent and if they shield through it, I'll double jump into a dair. It's the same concept with the fair->double jump, but the nair ends soon enough that you can actually jump over some attempts at shieldgrabbing and other out of shield retaliation. It sets up for either tech chasing and, if they didn't tech the ground, more combos.
Despite the poor quality of the match as a whole, I've got a great example of this shown at about 6:29 in this video:
http://www.youtube.com/watch?v=dsf7BAiPqHA
In the video, I'm not using a nair on his shield and punishing a shieldgrab with a dair, but rather I'm punishing his airdodge and his prediction that I'll land with the double jumped dair. It's the same basic concept though.
That's it for now. I had something else in mind, but I forgot.
-Discuss.
1.)
You guys know how you can't use a short hopped fair and another aerial in the same jump? (such as short hop upair->nair) Whenever I use a fair from the ground, I usually just short hop it at the opponent and then space myself directly after. If I want to chase/combo an opponent after hitting them, I always land on the ground first. Something I never thought about using though was a short hopped fair, jumping before I land on the ground, and using another aerial afterwards. It works.
Think about this situation:
Your opponent is at 0%; it's a DDD. You get the grab on him and he knows he's in for some damage. You dthrow and attempt to chain that into other attacks. He knows that he'll just get comboed more if he stays near the ground so he smash DIs upwards to avoid as many attacks as possible. You can dthrow->fair->double jumped aerial. Which one depends on their DI.
This isn't a true combo, of course, but it can help string attacks together. If you don't want to use another aerial afterwards because you think it'll miss and you'd rather run below them, you can always short hop->fair->double jump-> pikmin throw.
There are many other areas in your gameplay that you can apply it to. I'll name a few.
-The situation I gave earlier with comboing from a dthrow does work sometimes. People won't DI away from you every time you dthrow them. Some will try to DI towards you every once in a while to either mess up your spacing, avoid a dthrow->running upsmash, etc.
-When you're edgeguarding at a fairly low percent, or you're comboing your opponent from the edge of the stage facing out, you can short hop fair-> double jump->dair. This can work because you know they'll usually DI up for recovery purposes which puts them into perfect position for the dair or really any other aerial. I did this on the 28th and it was really nasty.
2.)
Something that I do with nair often is nair at a standing opponent and if they shield through it, I'll double jump into a dair. It's the same concept with the fair->double jump, but the nair ends soon enough that you can actually jump over some attempts at shieldgrabbing and other out of shield retaliation. It sets up for either tech chasing and, if they didn't tech the ground, more combos.
Despite the poor quality of the match as a whole, I've got a great example of this shown at about 6:29 in this video:
http://www.youtube.com/watch?v=dsf7BAiPqHA
In the video, I'm not using a nair on his shield and punishing a shieldgrab with a dair, but rather I'm punishing his airdodge and his prediction that I'll land with the double jumped dair. It's the same basic concept though.
That's it for now. I had something else in mind, but I forgot.
-Discuss.