I watched a bit of it. good stuff guys
btw the bit about strongest uncharged usmash - I think axe mentioned that its just straight up the strongest usmash period. the 'uncharged' part is kind of a misconception lol
also i took some notes! only for a while though. i think people would find this useful written down. if you guys want to continue with this feel free 8)
from 00:00 to 33:40
Attributes:
- Fast on the ground (not Fox though)
- Good aerial momentum
- Fast shffl game
- Good momentum and speed allows for followups and reads
- Very solid recovery, difficult to cover all options (not Peach or Puff though)
- Medium floatiness
- Defensive play is not stellar, but has options (think PikaChad)
- Aggressive play is very speed-based and mixup-heavy (think Axe)
- Fast playstyle and good mobility allows control of the game's momentum
- Very good edgeguarding: many options, many setups, good offstage, fast reach to edge
Weaknesses:
- Light weight and fallspeed makes him combo food
- Pika gets very easily crouchcancel-countered
- Chaingrabbed (ICs, Sheik, Marios)
- Smallest shield in the game (Chad uses a lot of light shield to negate his small shield size)
- 3rd lowest grab range (but decent throws)
- General low range
- No safe approach: generally commit to nair or uair
- Subpar neutral game against better mobility/range opponents (ie Fox outmobility-ing Pika)
Worst matchups:
- Chad: ICs, then Puff. Doesn't mind Sheik or Peach (but they're still bad)
- N64: ICs, Puff, Peach
Jolt:
- Vulnerable and doesn't do too much - lots of cooldown, very telegraphed
- Good edgeguarding arc: strong against low recovery (Samus, Marth, etc)
- Can force fullhops due to its bouncing arc (or high float from Peach)
- However remember that opponents can attack through it pretty easily
- Chad: if Falco is trying to laser in, can jolt from side plat to force approach
- Running fullhop jolt > running followup (if jolt hits or shielded)
Thunder:
- Good for the fact that you can kill with usmash > thunder combo (thunderflip)
- Only character that can hit opponents that high
- Ledgehop thunder for style points I guess
- The cloud that spawns is the sweetspot
- Can be reflected/caped/etc
Skullbash:
- Recovery, not necessary but gives option
- Don't skullbash too close to just get edgeguarded
- A smash skullbash goes further than a normal skullbash
- Dkuo addition: good rest punish vs Puff! But be careful on sloped edges
http://www.youtube.com/watch?v=YMwtfmYYm_I
Quick attack:
- Lots of tricks!
- Versatility and distance makes it great
- Adjust angles on each segment, but hard to execute
- Can steal people's jumps (watch Axe edgeguarding)
- Quick attack into stage will have very high landing lag
- A little lag when you land from the air (punishable if you have low distance)
- Sweetspot edgehog from above cuts lag
- Can quickattack from stage to ledge for fast hogging
- Stretches hitbox: can get hit by attacks that aren't close to your actual position
- Dkuo addition: when you enter helpless state theres a few frames where you cant control air momentum
- Dkuo addition: if you're right by a ledge's lip and upb off and back, you'll edgehog
<this is where i stopped, when the discussion on jab starts>
Throws:
- Bthrow: great edgeguard setup
- Fthrow: low% keeps close & allows more pressure, Marth/Sheik DI in at 0 means a free grab
- Uthrow: cg ff'ers or aerial
- Dthrow: force ff'er techs, force floaties' mixups to aerial/jump/land/etc (low use)
Meta/MU stuff:
- Chad's super-meta trick vs Peach: catch turnips and hope they get discouraged LOL
- Main combo starter: falling nair or rising uair
- Combos don't do much damage, but Pika doesn't need too much thanks to usmash + edgeguarding