ChivalRuse
Smash Hero
Knocking down a regular crouch cancel is usually way more valuable than ASDI down.
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I assume you're talking about reverse sbc? I can definitely see it working as a counter to nair approaches, bair approaches and knees, but I would have to check it in game to verify. The only issue I can see is Falcons dtilt, which, if I'm not mistaken, can hit you below the SB hit box.New trick, reverse djc in place when you expect them to approach (usually when you know they want to press the attack if you are by the edge). Works well against Falcons. It's hilarious and effective xD.
Also, why are these forums so dead now?
I've already got a pretty good idea of what I have to work on so there's not much for me to say until I get better. I don't know about everyone else.Also, why are these forums so dead now?
I meant jumping approaches, sorry, should have specified more. Pretty much Falcons will space it so their hitboxes cover all of the ledge area so you can't really run from it, and he flies so far with hitboxes out that sometimes trying to move forward will still get you hit. I used to try to do jump forward reverse SBC and that never worked, but I realized yesterday it didn't work because Falcon covers so much ground and you get hit before SBC's hitbox is out. Jumping straight up, or barely forward with SBC will work though, as the hitbox is out right in time to catch the flying Falcon.I assume you're talking about reverse sbc? I can definitely see it working as a counter to nair approaches, bair approaches and knees, but I would have to check it in game to verify. The only issue I can see is Falcons dtilt, which, if I'm not mistaken, can hit you below the SB hit box.
lol sorry i dont have time to go threw all the replies but do you have any advice vs marth im starting to side main mewtwo because he is fun what are the things you want to do/ avoid in the match upHave been playing against actual humans today, but sadly I can't really say that there's anything new that I could talk about.
Bair -> Nair gimping was absolutely godly against low Falco recoveries, tho. If they DI away from the stage, they're dead, if they DI towards the stage, you can snatch the ledge with DJ -> Teleport as his Firebird takes ages until he actually gets to travel. If you're somewhat consistent with your inputs (Start up Nair when he's to your left / Always DI with him so you "trap" him for a longer time / Sweet spot your Teleport), you're always faster than he is.
Fox is a lot tighter in terms of timing, and therefore riskier, as Firefox doesn't take long to develop a hit box, but it's still doable.
Can't stress enough how valuable Teleports were for me. Yes, if they know where you're going it's kinda slow, but that's literally half of the "gimmick" that is this move: They can't see you. And you should abuse that and remain as unpredictable as possible. I more than once got my opponents frustrated with how quickly you're able to act after a NIL Teleport (or just a non-grounded Teleport) as they were simply too slow to punish it.
I really, really need to work on my neutral game. I felt like a punching bag from time to time and I was way too slow with my execution. Chain grabs, punishes and gimps were ok, tho.
Also, not really something new, but holy ****, M2s grab hit box is wonky. You can quite literally grab people from behind you but you barely have any disjoint in front of you. Something tells me that this was NOT intended by the devs and M2 was supposed to have a much better grab range, but they somehow misplaced the hit box.
From post #597 on you have a very constructive discussion about the Marth match up.lol sorry i dont have time to go threw all the replies but do you have any advice vs marth im starting to side main mewtwo because he is fun what are the things you want to do/ avoid in the match up
thanksFrom post #597 on you have a very constructive discussion about the Marth match up.
can you also give me the things most important to practice with mewtwo?From post #597 on you have a very constructive discussion about the Marth match up.
Flawless wavedashes and being able to fully control their length is essential for your movement.can you also give me the things most important to practice with mewtwo?
thanks man did you ever talk about the link matchup?Flawless wavedashes and being able to fully control their length is essential for your movement.
DJC is the most obvious tech to know.
Ledge canceled Teleport is also useful. Teleport in general is useful.
Being savvy with pivots is also a huge help.
Learn how M2 plays in the air. M2s gimp game is incredibly strong against many characters, so be aware of your possibilities.
Learn to use your Shadow Ball properly. Shadow Ball Cancels, Baby Ball spam and when to use a fully charged one are important.
Those are the basics of the basics and imo a good starting point. Don't be disappointed if you don't make much progress in the beginning. M2 has a very steep learning curve as an unintuitive and fairly technical character with many shortcomings. And as always: The best way to get better is to get as much practice against people as possible.
There's also a sticky on this topic (beginner tips). You should read it.
As you said, the first few hits are pretty much guaranteed as long as the Falcon plays it right. When I'm higher than ~65% I tend to DI up + away from him to to limit his combos to Uairs and to prevent getting kneed (Knee usually means instant RIP at this %). There's a really weird dynamic between Falcon and M2, as Falcon struggles to combo M2 at high% because you can DI out of just about anything he tries to hit you with.Is there anyone here that can map out where you should DI against Falcon? @Melee Mewtwo , do you have any ideas? I mean, I know there are plenty of things that are legit guaranteed (assuming no fault on the Falcon's part) but just in general I have no idea how I should go about it, as most of what I try doesn't seem to work very well. I know there has got to be at least an optimal way to do it.
Huh, that's too bad. I was pretty successful with DIing up/away so far, but seems like it's because of the lack of match up knowledge of my opponents. I guess it's mainly situational then. I could try to use up/towards him more next week, tho. Will report how it goes.BeldorTN
Up and away will get you kneed too. Just look at my latest video in my dump thread, I was DIing up and away by instinct a lot and it got me killed. Granted, I'm sure at times it prevented a knee too, but my point is that DI'ing to prevent a death against Falcon is a very complex interaction, and it's HEAVILY in Falcon's favor as he has the initiative.
Nope, shadowball charge can't prevent lasers from hitting you. They don't have a hitbox. They also don't affect arrows, needles, and if anything cause bombs to explode early. I think it can protect you from a boomerang, but only if it's right about to turn around back to Link. I'm not sure what properties are on the boomerang, but this is just going off of memories.
If they aren't at around 30% they could just CC into dtilt, which is bad for me. Holding down on DI doesn't cut it because the point of a forward throw is generally to gain stage advantage and not to combo, and I still have to deal with him on wake up because he has the initiative. Also having the ledge behind me makes it very hard to contest his approaches, and generally leads to more percent or possibly even a stock if I make a big mistake anywhere in the process of getting back to neutral.Grab should trump usmash in just about every situation. Why wouldn't you just dtilt, though? You can also DI straight down, btw, to deny any real reward off of grab beyond very low percents.
Now THIS is amazing.http://ikneedata.com/calculator
You can use this app to calculate how to DI against any move in any matchup fyi
Try powershield dsmashing getup attack. Makes me feel all tingly.DJC fairing missed techs/tech-in place is so satisfying for some reason.