hdrevolution123
Smash Ace
These are a few notes I made on my iTouch when I was a bit bored and got playing NFSU. It's a bit random and I'm sure people have already posted something like this but could y'all analyse it and correct any genuine errors I might have made in it, brawlwise. I know it'll be rife with errors >_>. I'm sorry if you can't fully understand the format of the text but you should be able to work out what's what. Thanks.
GW
Reliable approach= dash attack at max range/walk
Initial offensive:
-SH fair, fastfall to dtilt, ftilt, fsmash, rising DB
-Double fair and repeat to pressure opponent
-SH fair to FF uair, standing utilt (combo), RAR bair (MG)
-first hit nair, wait and grab, DB and wait for response, jab (not reliable), wait and DS (not reliable unless on BF)
Initial Defensive:
-roll back
-fsmash when in good range
- dtilt and attain offensive position
- try retreating pivot grab, dash pivot grab from behind them
-utilt to juggling opportunity
-rising DB and gain offensive position
-exploit mistakes with DS if no other options apply
Common counters:
GW bair- shield fully (until he reaches the ground), retreat with double fairs or DS or rising DB. Also try counter down B
Do not try to gain offensive immediately as you could b punished.
GW fair- predict and air dodge at right time, utilt, DS, rising fair or DB.
Otherwise retreat with fair or counter.
GW nair- never be above him for nair to connect. If so then shield throughout and escape using fairs/bairs defensively.
GW dair- DS, uair, utilt, upsmash if in range. Otherwise jump away and offensively fair/uair/DB/nair.
Ledge pressure:
Never stay in range or ledge attack, know range of ledge attack.
Double fair to confuse opponent and respond accordingly...
Ledge attack- ranged fsmash, fair, ftilt, dtilt
Roll- any attack, grab if in range, stylishly perform pivot grab from true pivotted foxtrot to fthrow and follow-up.
Jump without attack- fair, rising DB to fair, nair (hitbox lasts longer)
Jump with attack- expect attack and wait to attack at aerial lag
DJ from ledge- attack where enemy is aerially restricted (eg dair for toon link).
Ledge hopped aerial- stay away from aerial range of opponent and attack immediately during attack ending lag. Or shield and grab if too close.
At ledge the most important thing should be to stay away from the opponents attack range since marty has great range in his arsenal of punishing an pressuring attacks.
Sent from my iPod
Snake matchup:
-avoid or acquire thrown nades by continually attacking in the air, pressuring in the process.
-always stay beyond range of close snake ftilt but further inside range of long ftilt hitbox. Don't expect utilt or dtilt to be used. Be aware of dtilt; you must dtilt first.
- maintain optimum range by shield poking with dtilt and fsmash or double fair. Never try to grab a snake when better options are available.
- counter mortar slide easily with aerials.
- always try fair to FF uair to utilt and juggle.
-fthrow to fsmash at low percents.
-uthrow to beautiful juggling at various percentage levels. Take care when snake can still pull out nades, C4, dropped nikita. You must gain offensively to highly asap before he FF uair.
GImp or prevent safe recovery:
-if recovers low then run off stage to fair to DJ double fair.
- if recover at platform level then dtilt pressure, fsmash attack. If air dodge then grab if in range or instant grab ledge to quick ledge jumped aerials.
- if recover high then either try uair if in rising range. When falling then pressure with uairs and predict air dodge and punish. Watch out for C4 drop or nades
Sent from my iPod
Thanks for reading. I would appreciate it if people could also direct me to add some stuff where necessary? This is mainly for my better understanding of various aspects of these two matchups or general options. Everything can count ;-)
GW
Reliable approach= dash attack at max range/walk
Initial offensive:
-SH fair, fastfall to dtilt, ftilt, fsmash, rising DB
-Double fair and repeat to pressure opponent
-SH fair to FF uair, standing utilt (combo), RAR bair (MG)
-first hit nair, wait and grab, DB and wait for response, jab (not reliable), wait and DS (not reliable unless on BF)
Initial Defensive:
-roll back
-fsmash when in good range
- dtilt and attain offensive position
- try retreating pivot grab, dash pivot grab from behind them
-utilt to juggling opportunity
-rising DB and gain offensive position
-exploit mistakes with DS if no other options apply
Common counters:
GW bair- shield fully (until he reaches the ground), retreat with double fairs or DS or rising DB. Also try counter down B
Do not try to gain offensive immediately as you could b punished.
GW fair- predict and air dodge at right time, utilt, DS, rising fair or DB.
Otherwise retreat with fair or counter.
GW nair- never be above him for nair to connect. If so then shield throughout and escape using fairs/bairs defensively.
GW dair- DS, uair, utilt, upsmash if in range. Otherwise jump away and offensively fair/uair/DB/nair.
Ledge pressure:
Never stay in range or ledge attack, know range of ledge attack.
Double fair to confuse opponent and respond accordingly...
Ledge attack- ranged fsmash, fair, ftilt, dtilt
Roll- any attack, grab if in range, stylishly perform pivot grab from true pivotted foxtrot to fthrow and follow-up.
Jump without attack- fair, rising DB to fair, nair (hitbox lasts longer)
Jump with attack- expect attack and wait to attack at aerial lag
DJ from ledge- attack where enemy is aerially restricted (eg dair for toon link).
Ledge hopped aerial- stay away from aerial range of opponent and attack immediately during attack ending lag. Or shield and grab if too close.
At ledge the most important thing should be to stay away from the opponents attack range since marty has great range in his arsenal of punishing an pressuring attacks.
Sent from my iPod
Snake matchup:
-avoid or acquire thrown nades by continually attacking in the air, pressuring in the process.
-always stay beyond range of close snake ftilt but further inside range of long ftilt hitbox. Don't expect utilt or dtilt to be used. Be aware of dtilt; you must dtilt first.
- maintain optimum range by shield poking with dtilt and fsmash or double fair. Never try to grab a snake when better options are available.
- counter mortar slide easily with aerials.
- always try fair to FF uair to utilt and juggle.
-fthrow to fsmash at low percents.
-uthrow to beautiful juggling at various percentage levels. Take care when snake can still pull out nades, C4, dropped nikita. You must gain offensively to highly asap before he FF uair.
GImp or prevent safe recovery:
-if recovers low then run off stage to fair to DJ double fair.
- if recover at platform level then dtilt pressure, fsmash attack. If air dodge then grab if in range or instant grab ledge to quick ledge jumped aerials.
- if recover high then either try uair if in rising range. When falling then pressure with uairs and predict air dodge and punish. Watch out for C4 drop or nades
Sent from my iPod
Thanks for reading. I would appreciate it if people could also direct me to add some stuff where necessary? This is mainly for my better understanding of various aspects of these two matchups or general options. Everything can count ;-)