I've been working with Ivysaur a.d charizard a lot lately.
With Ivysaur, I've noticed that (while his combo potntial is surprisingly good) playing aggro with him just... doesn't work.
Playing defense with Ivy is nice and all, but I just can't seem to beat out anyone who can out camp me. Playing defensively at mid-range helps, but I still seem to always lose.
Is ivy meant to be mostly Camp/spacing focused, or am I just aggroing wrong?
Also with Charizard, I use Flamethrower and Rocksmash A LOT. Both are just soooo good for spacing, but should I maybe save smash for more K.O's
Also, I heard that charizard should never venture abovr a short hop's distance from the groung, but I find that full hoping and hovering in the air above-away from your opponent is good for baiting and mind gaming them. Even spacing. Has anyone else ever tried this?
Sorry for the 10 billion questions. I just don't want to develop bad habbits.
is a very defensive character, so yeah, if you're getting outcamped, it becomes more difficult to win.
He's a "bad" character overall (although not THAT bad) so that's normal if you lose, some MU are just so difficult, but in my opinion, playing at mid-range is the best solution.
B-air, F-air, Pivot grab, D-Tilt and F-Tilt are good options at mid-range. BS can save you when the opponent manages to get in, but only if you're fighting a big/heavy character.
If you want to play aggro, I guess N-air is your best bet to start comboing. But
is meant to be played defensively.
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With
, you don't want to be above your opponent. Really.
has a very hard time when trying to land. He gets juggled really easily, even with 2 mid-air jumps.
FT and RS are very good moves.
can cover his landings very well by mixing up those options.
Landing with a RS will do a ton of damage ( + free U-smash), but you'll get punished if the opponent avoids it (Shield, Roll, Dash/Walk away, and so on).
Doing a wavebounced will shut down rollers (you'll have shards behind you as well).
Landing with a FT will beat shields and dash/walk away (unless they're moving too far). You can also wavebounce your FT when you need to retreat while doing it.
Don't save RS for KOs. That move is just too good.
If you do it on the ground, you can use it as a counter (avoid doing this against transcendent/disjointed moves though). If the opponent hit the rock, he'll take a ton of damage. And the rock appears at frame 3, which is awesome.
If you do a SH RS to punish a spotdodge or a laggy move, you can follow up with an U-Smash, which will deal 61% when fresh. Yep ; 61%. And you'll be able to juggle. So broken.
This move rocks (no pun intended). Don't spam it though ; that would be a terrible mistake, because it is really predictable.