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Actually it's also used for when you double jump really fast and your double jump gets canceled on the same surface too.Double jump land is canceling your second jump on platforms to land on them faster.
I don't really like double tapping a single C button or using the control stick. Using the control stick just has too much margin of error for things like horizontal DJC bair because you have to move the stick so quickly.Most of the time I just use the C buttons for the jumps, either tapping them in quick succession or sliding, depending on how short I want the jump to be. But I was thinking that it might be potentially faster to use the control stick for the first jump and then complete the DJC by sliding from down-C to A, however I need to work on the technique of combining control stick jumps with C jumps.
"Double Jump dash" or something would be a cooler name for the technique than "double jump land". I think Ness's utility of the tech is specific enough to warrant its own name.Actually it's also used for when you double jump really fast and your double jump gets canceled on the same surface too.
Just canceling your jump on a surface in general. But I guess that's like the difference between wavedashing and wavelanding. What you're talking about can be referred to as "platform djl", but really it's the same technique applied differently.
PK Dash has a nice ring to it."Double Jump dash" or something would be a cooler name for the technique than "double jump land". I think Ness's utility of the tech is specific enough to warrant its own name.
Teleport was my first thought, but unfortunately that would be easily confused with the "Teleport" that Jigglypuff, Samus, and Fox can do. Adding "Beta" could help to disambiguate but still I think there would be mix-ups.Looks like Teleport Beta from Earthbound so I would to call it that.
It makes sense as this technique makes Ness
....
betta
I'm kinda confused by this part ... kirby's grab is terrible. Wait til you see his utilt!Ultimately, I feel that if I play a perfect match, I provide myself with a 50/50 shot of beating Kirby. Any mistakes I make, however, are so easily punished by Kirby because his grab is SO quick. I know I've asked a lot of questions, so in sum, are there any tips to keep in mind while facing Kirby, specifically in regards to approaching with Yoshi, overall strategy with Yoshi, and counterpicking?
In regards to Kirby's grab, he can z-cancel a dair on my shield and grab me before I can input any command whatsoever. Whenever a Kirby is attacking my shield with any ariel, if the attack persists until he lands, I, as Yoshi, have found no way to avoid getting grabbed. And since Yoshi can't effectively shield-grab himself, these two factors make playing defensively against Kirby much more difficult.I'm kinda confused by this part ... kirby's grab is terrible. Wait til you see his utilt!
Anyway, with Link throw lots of projectiles and you have a pretty good shot. Link does have some attacks with decent range so you can use those + projectiles to play keep away.
For Yoshi, it is tougher. I use dash attacks and bairs to approach. Fair I feel is worse against Kirby compared to other characters since Kirby kinda out ranges it (with his bair/nair/utilt) - but that's kinda true of all Yoshi's aerials. One thing to remember is that a Kirby in the air is vulnerable from above (though on the ground he can own you with utilt). So you can try to bait an approach, full hop over his aerial and then DJC into a dair / nair from above.
If Kirby is grabbing you a lot then spam DJC nairs or jabs or ftilt or something to beat his grab.
Uh, Kirby can do a lot more than just grab you if he aerials your shield. He can utilt your shield for an automatic shield break. Kirby's grab is really not very good at all.In regards to Kirby's grab, he can z-cancel a dair on my shield and grab me before I can input any command whatsoever. Whenever a Kirby is attacking my shield with any ariel, if the attack persists until he lands, I, as Yoshi, have found no way to avoid getting grabbed. And since Yoshi can't effectively shield-grab himself, these two factors make playing defensively against Kirby much more difficult.
Do you know how to DJC shield break? Shield pressure doesn't get much better than automatically breaking their shield whenever you hit an aerial on their shield (assuming Yoshi's nair isn't stale). Do you know how to DJC through a Kirby aerial to hit him with your own and start a combo?If this type of thinking is correct regarding this matchup, then more specifically, I ask: how can I best pressure Kirby to maximize the opportunities with which I can punish him?
AtotheZ said:There's also shield jumps and shield drops to help escape/continue combos, respectively.
Which is very rarely.Shield are useful for anytime you can block a hit and not get grabbed/shield broken/other.
Project M is not a Smash game. In fact, Project M is not a game.This isn't a bad thing. I do think it would be an unarguable position to state that 64 is the most offensively oriented of the three (PM = 4?) smash games.
Obviously that matchups are really difficult, but I am talking in terms of minimizing my disadvantage.the top tiers beat your best tactics anyway and you have to outplay them, hyrule is probably best simply because you have less chance to be killed from aberrant b-airs/n-airs while spacing
Now that I think about it the lack of defensive options may make 64 more defensive in order to compensate.64 is not necessarily the most offensively orientated (hur dur hyrule metagame, also see isai vs gerson), it merely has the greatest level of punishment from single planned hits - you could even argue that basic defence is even more important in this game because you're lacking options like airdodges and 'effective' OOS stuff (aka braindead get-out-for-free options)
Scenario: Jiggs on top platform, Pika underneath. Shield a single uair, they expect to you to hold shield in anticipation of the second so instead of launching they second uair they land on side platform, and call the jump with a near instantaneous bair and proceed to violently edgeguard you to death.what DL platform pressure (vs jiggs) does pika have that kirby's drills can't rival? u-air on shield? just take the two u-airs and jump out
My (noobish?) conception of the Kirby vs Jiggly matchup is that it is a primarily vertical spacing war with Jigglypuff aggressively attempting to avoid getting outraged horizontally.and if you mean that you can aircamp kirby easily on DL, then meh, you can do the same on hyrule quite easily
I might have been unclear, but I was trying to say that Kirby dies more quickly on Dreamland.Also, lolwut at Kirby surviving to a higher percent on Dreamland? It's the other way around.
djc bairing into an uptilt is the worstYoshi's neutral b beats everything Kirby has. Use that (space it carefully don't be all reckless with it), bair and dash attack as your main approaches.
Also you can jump above them when they're on the ground and DJC their uptilt into a nair or fair. That's tough though, so I'd only recommend trying it to high level Yoshi's.
firstly his b-air is hardly instantaneous, secondly you have ample time to react to that (you can drop through the platform or something), and thirdly, we can theorycraft all day but it's quite apparent that it's not going to go anywhereScenario: Jiggs on top platform, Pika underneath. Shield a single uair, they expect to you to hold shield in anticipation of the second so instead of launching they second uair they land on side platform, and call the jump with a near instantaneous bair and proceed to violently edgeguard you to death.
why does he need to be quick to pressure you, he has such huge potential range with his u-tilt, b-air and stuff that he can sit on the side platform quite comfortably to threaten youKirby isn't quick enough to pressure in the same way.
im 100% sure there is a simpler way to say this, you don't need to use lots of words to make your point stronger or anythingSo yes, essentially air camping, but I think that Dreamland rewards a successful spacing victory to a greater extent than Hyrule because Kirby can survive to a higher % there and Jiggly has a significantly tougher time finishing off opponents at higher % than Kirby does therefore making Dreamland marginally better for Jiggly in the matchup IMO.
It would suck though if shield were really good ... I mean they're called fighting games not blocking games. Also it is lame how in Melee/Brawl shield breaks basically never happen.I'm trying to think of anything you can reliably shield grab besides getup attack. There isn't much.
Shield is just terrible, which is one of the things that bothers me about 64. Apart from making it a rarely used option, it reduces the usefulness of other aspects of Smash like empty hops. I keep stupidly empty hopping in front of people, and of course it never works because they would have to be an idiot to shield instead of just upsmashing/utilting/uairing me out of the would-be aerial. Basically shield sucks so shield metagame is nonexistant.
What? Falcon and Jiggs can do some big combos from grabs, and sometimes DK can, but that's pretty much it for serious combos off grab unless you're talking about the Hyrule tent area.Getting grabbed is the same thing as getting comboed against a lot of characters, and against the ones it isn't, it's often the same thing as getting edgeguarded.
Shielding on the edge and getting pushed back off is the only regular use I find for shield, and even then, that's nothing but defensive stalling until you can get back onstage. You don't jump onstage and shield because "oh, he'll do X to me and I'll do Y OOS," you do it because you know you would get knocked back off otherwise.