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Bad For Glory Habits

VentusNeos

Smash Cadet
Joined
Oct 22, 2014
Messages
36
NNID
VentusNeos
3DS FC
0087-2490-5498
So in For Glory mode, I understand I'm getting more or less the bottom of the barrel in terms of competitive play, and I feel like that's making my play far too risky, just because I can take those risks safely. For example, when edge guarding, due to Ness' great double jump and buffed recovery, I now almost always go off stage to edge guard. No matter where they are. If I know they can get back to the ledge, I try to stop them.

But the real problem is, I still recover. FG players aren't as good dealing with off stage pressure, and I capitalize on that so much, that it's hard for me to adjust back. Just like how after you learn how bad PK fire can be, you use it less. Now that the majority of players I fight are bad at off stage pressure, I will pressure.

This is more or less just playing to win, so I'm fine with that, but do you guys think this will be bad for me in a competitive standpoint in the long run? I haven't been to any serious tournaments with players who play more professionally, So i'm very unsure on this. Any answer would be appreciated, thank you. :)
 

Uffe

Smash Hero
Joined
Jun 14, 2008
Messages
5,500
Location
Fresno
I usually never bother trying to edge guard certain characters. If it's a character that has multiple jumps or any means of gimping me, I simply will not make the attempt and just stick with PKT, PKF, or PKFl. If your opponent is recovering purposely from a lower position to avoid getting knocked away from the stage, you can go ahead and punish them for it with a neutral air or back air. In competitive matches where your opponents are better, you'll get punished if you try to edge guard the way you're doing it. You can still do it, and it might throw them off because Ness shouldn't do this, but you should be really careful. Here are characters I don't bother to go off stage against:

:4darkpit::4dedede::4jigglypuff::4kirby::4metaknight::4pit:

Multiple jumps are dangerous to deal with. Pit/Dark Pit, and King Dedede, you can still punish when they're off stage. They may try to punish you by stealing your PKT so watch out for that. I should mention not to challenge Falco's side B or you'll get spiked.
 
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XCounter

Smash Apprentice
Joined
Dec 24, 2014
Messages
102
Location
In the lab, London
NNID
CrossCounter
3DS FC
2981-7233-0181
I honestly just don't bother with For Glory any more. There are a few really good players, but the majority I've played haven't been that good.

As far as edgeguarding goes, if I was up against a really skilled player I would probably never challenge characters like Pit, Dark Pit, Sheik or Pikachu off stage because they have the tools to punish Ness for that. Characters with multiple jumps like Jigglypuff and the Kirby trio could be risky, and going too far off stage against Rosalina could cost the stock if you're forced into PK Thunder.
 

Uffe

Smash Hero
Joined
Jun 14, 2008
Messages
5,500
Location
Fresno
This would be my tier list of who to watch out for when you're the one off the stage.

:rosalina: - Gravitational Pull: Sucks away your PK Thunder.
:4pit::4darkpit: - Guardian Orbitars: Reflects PK Thunder or has Ness go a shorter distance.
:4mario::4drmario: - F.L.U.D.D./Cape: Pushes Ness away from PK Thunder. Save your second jump. Flips Ness, reflects PK Thunder, or has PK Thunder 2 go reverse.
:4villager::4villagerf: - Timber/Pocket: Not sure if the tree will just slow Ness down or take him out. Pocket will steal Ness' PK Thunder.
:4gaw: - Bucket: Absorbs PK Thunder.
:4marth::4lucina::4myfriends: - Counter: Knocks Ness back by 1.5? the amount of PK Thunder 2.
:4fox::4falco: - Reflector: Reflects PK Thunder.
:4sheik: - Needle Storm: Mostly pokes at you but can hit PK Thunder.
:4greninja: - Hydro Pump: Pushes Ness away from PK Thunder. Save your second jump.
:4dedede: - Gordo: Depending on how slow they create it. Will gimp PK Thunder, but slow down PK Thunder 2.
:4megaman: - Leaf Shield/Hard Knuckle: Will make Ness stop doing what he's doing and fall. You can try to recover again, but good luck. Hard Knuckle is obvious and works on a lot of characters, especially since most players love recovering low.
:4ness: - PK Thunder/PK Fire/PK Flash/PSI Magnet: Gimp PK Thunder with PK Thunder. Slow down PK Thunder 2 with PK Fire and attack afterwards. PK Flash, well, assuming they don't snap to the stage first. PSI Magnet for free health. Probably your worst match up. :awesome:
:4link::4tlink: - Boomerang/Bombs/Arrows: The Gale Boomerang can hit PK Thunder or push Ness away. The Boomerang gives Ness his jump if it just hits him. Same applies with Bombs and Arrows.
:4pikachu: - Thunder Jolt/Thunder: Thunder Jolt goes at an angle. Thunder goes straight down and I think has spiking properties, so watch out.
:4olimar::4alph: - Pikmin: Hope you kept that second jump or don't bother.
:4diddy: - Peanut Popgun/Banana: Depending on the angle of the peanuts, that will kill PK Thunder. The banana has potential of stopping PK Thunder 2.
:4palutena: - Reflect Barrier: REFLECT! Pushes PK Thunder away or shortens your PK Thunder 2.
:4pacman: - Apple/Hydrant: Apple goes at an angle. Hydrant can be lightly struck and made to fall straight down like Mega Man's Hard Knuckle.
:4duckhunt: - Trick Shot: Really depends on where he angles this explosive can.
:4peach: - Turnip: This is pretty straight forward.
:4rob: - Gyro: Drops on you or hits PK Thunder.
:4samus: - Missile/Charge Shot: Can land on your PK Thunder. The Charge Shot can wipe away your PK Thunder if it lands.
:4wario: - Wario Bike: He can throw it on Ness or his PK Thunder.
:4wiifit::4wiifitm: - Header: Depends if that can even land at a correct angle to hit Ness' PK Thunder.
:4yoshi: - Egg Throw: Can land on PK Thunder.
:4zelda: - Nayru's Love: Reflects is all.
:4sonic: - Spring Jump: Can either hit Ness or his PK Thunder.
:4luigi: - Super Jump Punch: When near the stage wall, he can up B to make Ness appear as if he's not doing anything.
 
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