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Man this was incredibly helpfull, is like, some of the things you mentioned I noticed them already, but I couldn't find a safe way to do them, I'll try to put in practice on saturday :DWelcome to the Pika boards :D
I decided to write a little bit about your match. Granted I'm not the voice of authority here so if anyone disagrees with something I wrote feel free to point it out. This is more of an exercise for myself than anything, but I think this might be helpful.
[COLLAPSE="Diske vs AB"]overall the biggest thing you probably want to work on is to learn to conserve your 2nd jump on stage more often - you almost always doublejump forward (most of the times with an uair) to reset your position after getting hit/comboed (ie 0:18, 0:27 0:34 1:07 1:29 1:35 2:43 just to name a few) and a lot of times you end up getting punished for it. even though you're trying to gain back control with your jump, you're actually putting yourself in a position where you can be easily juggled/ko'd because you lose control of your falling trajectory + pikachu's low aerial horizontal velocity. teching/wiggling out of stun is safer simply because you retain your 2nd jump and you aren't stuck above your opponent without your doublejump. there are cases where it's safe to use it on stage though (2:11) as long as your opponent isn't in a position to punish it. (the reason i pointed this out is because i used to have the same problem. i still do it out of reaction sometimes >_< I used to use it because I didn't know you could just wiggle out of tumble and that was the only way i knew how to exit tumbling frames)
additionally, you'll want to focus on when to approach. you want to assess that your approach will be safe or have a good follow-up before going in. you should be looking for openings and poking holes in your opponent's playstyle rather than forcing an opening.
Some smaller points:
0:12 - see that point where you tried to punish his platform tech with your doublejump uair? unless your timing is insanely accurate, it's really hard to techchase with uair because hitbox window is so small (only 6 frames) making it easy to shield. an early nair here would have been better since it lasts longer (26 frames) meaning you could do it almost half a second early and still guarantee putting a hitbox on his first vulnerable frame (think meaties in traditional fighters). in this case you saw his roll so you could mash out a nair on reaction right after your first uair and it would have most likely hit. also in this specific case it would have been safer to not use a rising aerial in case he shields your punish attempt, which he did and probably tried to punish you for it since he put his shield down right after - as i said earlier, being above an opponent without your second jump is one of pika's most dangerous positions. if you fell to the bottom you would have still successfully put pressure on him with a falling aerial (even if he shielded it) plus you would be under a falcon on a platform which is a lot more advantageous of a position.
0:15 - always assume your opponent will react to you approaching them when they're on the ground. it's pretty easy to use getup attack invincibility on reaction to avoid someone attacking you when you're on the ground. if he did a getup attack you would have been punished for your hasty usmash (or it would have clashed, not sure...)
1:15 - don't charge in with a nair if falcon is just doing stationary nairs, it will usually hit you before you're even close to falcon. approach with nair when your opponent is vulnerable or off-guard, but nairing against someone being defensive
1:56 - i liked this :D putting a jolt on falcon on his getup frame. i'm going to keep this in mind.
[/COLLAPSE]Err yea. Hope that's helpful.
Jump cancel pika's grab is one of the hardest and least consistently things that i can do on a match, I don't know why, but do it (at least for me) is really hard. I mean, I can do it always with fox, or mario, but with pika I screw it almost every time, I don't know if anyone suffered this too, or something.AXE 09 said:So Diske, I watched your match.
Aggressive Pikachu, I love that :D I think I'm an aggressive Pikachu too so I can relate
Make sure you Jump Cancel those grabs, it helps a lot and it makes it a LOT easier to chaingrab and you take less of a risk every time you grab =) Make sure to watch out for those Falcon Forward B's, I did notice they were getting you.
On the plus side, I love how you do Nair on his shield -> SH Uair =) I've been trying to do that lately too just to try it out cuz I'm not sure if it would be better than doing a full jump or not lol.
Anyways, keep up the good work! Looking forward to seeing more of this aggro Pika =)
When you're tumbling on the air after your hitstun ends, you are able to stop your tumbling animation and enter the regular falling animation. If you play against Lvl 9 cpus, they do this like all the time if they're not off stage. To do it, you just hit Forward then Back on the control stick, like a quick dash dance. This helps you in a few ways.Just a question, What's exactly wiggle? Is like the way to get out of the tumble? you know, shake side to side the analog so you stop rolling in the air. If it is it, what should I do after that? fastfall, an aerial? because that's like my biggest fear, being airbone unable to do anything with pika. Hope you can help me
I have a question for you too, How do you know when to grab on a chaingrab with your opponent doing DI? I can do the chaingrab with no DI, but when DI'ed, I can't get close enought to them for grabbing. You read the DI so they can't get away or am I losing something?
Don’t feel bad, I still sometimes mess up wavedashing to edgehog and I loss the stock and I have no idea why I still do that sometimes (and I've known about competitive smash since 09 lol).Jump cancel pika's grab is one of the hardest and least consistently things that i can do on a match, I don't know why, but do it (at least for me) is really hard.
It is a combo from this match http://www.youtube.com/watch?v=qLyHN3z85CYaxe, wtf is happening in your new sig...
Haha well I actually just tap my thumb really fast lol. If I'm gonna be jabbing for longer than about 3 seconds though, I'll move my left thumb to the A button and alternate pressing A with both thumbs. If I do it that way, I can jab just as quickly except I can endure for like a full minute. If I just use 1 thumb, I can only endure for like 4 or 5 seconds prolly at full speed.Axe, how do you jab that fast? Do you do anything special or is it just tapping your thumb really fast?
Totally did it. Here it is for your reading pleasure. :D Unfortunately I had to focus on the technical details of how a combo video is made, but I made sure to put some AXE love in the conclusion. Hope you enjoy! :DYES PLEASE post it post it post it! :D
what you might want to try if you're having trouble pushing the button quickly is using the Z button to continue the jab. My trigger finger isn't very quick, but I used to try to mess around with that as an alternative to using the A button (since I've got lead thumbs too xP )Axe, how do you jab that fast? Do you do anything special or is it just tapping your thumb really fast?
LOL that's awesome; I've never seen someone play with the controler upsidedownWhile we're on the subject of holding your controller: http://www.youtube.com/watch?v=tUiwBd2xGaM (granted, he's playing Project M...but still)
Unfortunately I can't upload any pics right now lol. But... idk how else to describe how I hold my controller other than standard haha.Axe or N64 how do you guys hold the controller? Pics plz <3 and saying default I still have no idea what that would mean lol
It's always possible to remove the spring from the z button.never thought of using Z for jabbing...but I imagine there's too much resistance on the button for easy jabbing to begin with. personally I just use my thumb, you don't have to have it come out frame-perfect if your goal is only to trap your opponent on the edge...
axe's pikachu sense was tingling