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Brawl Patterns

Rohins

Smash Lord
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Mar 18, 2006
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Winter Park, FL
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Rohins
No matter how good the player there is always a pattern or rhyme & reason as to why they perform certain moves. I'd like everyone to explain one Brawl pattern, why it exists, and how Samus can punish or properly act during this pattern. I'll start with a very basic one:

A Generic MK Pattern:
Using dsmash after a move.

Reason:
It's comes out very fast with decent knockback keeping the MK safe from whatever "punishment" was intended for their first move.

A method of punishment:

Assuming you know when they are going to dsmash, short hop dair. You can hit them while they are doing the move since the hitbox leaves them vulnerable from the top. Note that if you do this too much they can always alternate dsmash for utilt. You can then adjust accordingly and get free grabs/hits off their utilts.

---

Addendum: The point of sharing these is not to debunk each other's techniques but to see what we are all doing. No insulting other people's gambits or saying "x won't work because they can just do y". Just share and hopefully we can all learn something new. If this does well enough we can compile a text file and include it in the USD.
 

Crystanium

Smash Hero
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Apr 28, 2008
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California
Well, I'd sure like to talk about Link. I hate that mother ****er with a passion now. So yesterday, here I am beating this guy who uses Link. Well, today, I end up losing every ****ing match. We did what, six or seven matches, and I didn't win ****? That's bull****. It reminds me of that time when I brawled with ReoZeo's Sheik, and I got my *** handed to me the next day, even though the day before I was winning every match. It's funny how that works, isn't it? **** Link, Sonic, Diddy Kong, and the rest of the gang.

Let's talk about Link's Boomerang. Mind you, the condition I was in was quite laggy, so I can see why I lost all this **** time. But every time I shielded, my shield didn't pop up, and therefore, I got hit my the **** Boomerang. Gosh! I hate Link! ****ing grunting fairy boy! If I could, I'd beat the **** out of that mother ****er! You know, I think I'll enjoy getting the bat and smacking his ****ing *** around and laugh at him. I think he deserves a good beating!
 

n00b

BRoomer
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irrelevant block of asterisks, coupled with boasts of being able to win on wifi, unnecessary namedropping, and more vulgar complaints without any proposed solutions
Jeez Dryn.. seriously.

I've "Xyrod" a Link in tournament friendlies and just ran to the end of FD, charged up my blast and shot it even if it wasn't fully charged, and it'd either cancel or go through his projectiles. Link doesn't have the range Samus does so once you realize that the match is a lot easier.

To echo what Rohins posted, ROBs tend to downsmash after a roll or spotdodge. If you see them dodge and downsmash, try to shield. ROB has punishable lag at the very very end of his downsmash. I've been able to connect forward smashes and up Bs during this lag.
 

Hive

Smash Lord
Joined
Sep 12, 2006
Messages
1,605
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Mountain View, ca
good idea rohins! :)

that helps a lot actually, I'm still having problems with mks :p

hmm.... I play a lot of pokemon trainers so I guess I contribute this:

Charizard's Flamethrower for Edgeguarding

Reason: It has fairly continuos hitboxes that can hit targets hanging from the ledge without invincibility frames. If charizard catches samus in it when she starts to ledgehop onto the platform it can rack maybe 20-30% depending on when you DI out of it.

A Method of escape (and punishment)

A) zair through the ledges on battlefield, smashville, etc... any levels where you can take advantage of this. If the opponent is close enough you might try uairing through the ledge as well. The point is to attack charizards position without raising yourself above the groundline, where you will be caught inside the blast.

B) if this does not work due to either the stage or something else you will have to stall until the fire wears down some and try to fulljump out of it. You can usually ff out of this into a dair for an extra hit, but be careful he will be expecting an attack at this point. Do not try rolling through it if charizard is close, he will punish you, (probably rock smash). Methods for stalling:dropping and upbing back onto the ledge is ideal since it saves your tethers and gives you continual invincibility frames. But also drop tethering is good as well, and especially if you expect an opening to arise and you want to be on the ledge to take advantage of the timing.


Ivysaurs Razer Leaf Spam:

Reason:
it is one of the few moves where he can keep spacing against zair, and also is used as samus is caught in projectile spams well (ironic :p). This match is extremely in samus' favor regardless though due to her zair eating through his bairs, his gimpability, and the fact that samus' dtilt kills at about 110%.
Zair will eat through this btw and hit ivysaur, hovever a lot of times if you try to short hop to throw in a missile or zair though you will be hit by it before you can pull it off and ivysaur might take advantage of your stun to grab or shoot more....

How to Punish:
Is not too difficult. Just keep in mind that you are better grounded for this unless you know you can use your zair to eat through his leaf and hit him. also, you can use this as an opportunity to charge your charge shot by continually charging, cancelling, shielding, repeat for each spam.... after you get the charge shot at about 2/3 of its maximum size it will be able to eat through the razer leaf and hit ivysaur, which is ideal because the razer leaf opens him up big time for the hit.

Squirlte's Hydroplane

Reason:
Is a very good move for edgeguards or approaching from a distance when there is openings... The usmash has great range and ko potential, and the technic moves squirtle at a fast speed across the screen... he can also chain this into a fsmash or grab as well.
How to Avoid:

if squirlte shell shifts and starts running at you from the other side of the screen (especially while you are on the ledge) don't ledgehop up, even though it looks like you have a large amount of space to come up on... chances are by the time you come up squirlte will be right on top of you.... just wait it out and ledgehop fair into him after he uses the move.
 

Crystanium

Smash Hero
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Sorry, n00b, but Link can suck fairy berries. I swear, I'm going to write a list some day representing each character I hate and using vulgar names for them and joking about their attacks. My brother, for example, calls Meta Knight's Shuttle Loop, "Shuttle Poop."

Hive, if you're on stages like Battlefield or Smashville, you can go under the stage and get to the other side. That'll also work. Otherwise, my method is as you noted: drop from the edge, Up+B, drop from the edge and repeat until Charizard stops using his Flamethrower, or until it runs out. This is also useful against Bowser.
 

Aran

Smash Apprentice
Joined
May 3, 2008
Messages
174
Links tend to aerial before throwing a bomb if they have it pulled out. Anticipate with an airdodge if they go into the air with a bomb, and punish accordingly with a screw attack or dtilt.
 

Jasona

Smash Ace
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Nov 7, 2003
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northest MD (21001)
people roll
why - cause other peoples rolls are much faster than samus and since she lacks a grab, they think she can't punish them for it
punishment - up+b. its that easy and its usually safe, except at super low % with certain chars that can punish it. its fast enough to rock everyone

took me forever to realize this. pits chain roll and roll to grab beat me horribly for the longest time. usually, pit is so fast that i can't get any move in before he shield grabs me. fortunately, the up+b is faster
 

Pi

Smash Hero
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Feb 5, 2008
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Lake Mary, Florida
people roll
why - cause other peoples rolls are much faster than samus and since she lacks a grab, they think she can't punish them for it
punishment - up+b. its that easy and its usually safe, except at super low % with certain chars that can punish it. its fast enough to rock everyone

took me forever to realize this. pits chain roll and roll to grab beat me horribly for the longest time. usually, pit is so fast that i can't get any move in before he shield grabs me. fortunately, the up+b is faster
Or a Dsmash to punish. My wolf friend use to roll behind me and Dsmash or grab me and I would LOSE to this.

Then I started predicting his rolls and catching him with Dsmashes and his win% literally dropped below 10%. From something like 60%.


As for other things;

On the ledge ;

Metaknight is getting back onto the stage. Like...don't even try to edgeguard him, just lay some bombs and go from there.

Ness is going to use fair. It's huge and if you're even remotely close to the edge you're gonna get hit, so **** with him a bit, run up then run back or UB OoS or do something to get him to do this, be ready for it, and punish it.
 

Uffe

Smash Hero
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Jun 14, 2008
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Fresno
Ness is going to use fair. It's huge and if you're even remotely close to the edge you're gonna get hit, so **** with him a bit, run up then run back or UB OoS or do something to get him to do this, be ready for it, and punish it.
Ness can retreat his fair, though. So using your Screw Attack is probably not the best option. If that were the case, then Samus would have no problem with him. Basically, if the person using Ness wanted to, they could just pressure your shield with fair. After all, blocked attacks don't stale. Now I'm not saying that retreating fair is 100% fool proof, but neither is OoS Up B. Because if that doesn't work, then you're in for a free hit.

I can't really tell you how to deal with a disjointed hitbox, but whenever I fight Marth's that like to jump around with fair, I usually attack from under. Maybe you can pull something off like that on Ness. Also, this is just a suggestion, but maybe you guys should make a personal Back Room for Samus to discuss these sorts of things.
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
No matter how good the player there is always a pattern or rhyme & reason as to why they perform certain moves. I'd like everyone to explain one Brawl pattern, why it exists, and how Samus can punish or properly act during this pattern. I'll start with a very basic one:

A Generic MK Pattern:
Using dsmash after a move.

Reason:
It's comes out very fast with decent knockback keeping the MK safe from whatever "punishment" was intended for their first move.

A method of punishment:

Assuming you know when they are going to dsmash, short hop dair. You can hit them while they are doing the move since the hitbox leaves them vulnerable from the top. Note that if you do this too much they can always alternate dsmash for utilt. You can then adjust accordingly and get free grabs/hits off their utilts.

---

Addendum: The point of sharing these is not to debunk each other's techniques but to see what we are all doing. No insulting other people's gambits or saying "x won't work because they can just do y". Just share and hopefully we can all learn something new. If this does well enough we can compile a text file and include it in the USD.
Generic Sonic pattern:
Spindash > instant aerial

Reason:
If the spindash connects, the aerial generally combos from the roll hit.

A Method of Punishment:
Shield it, jump and U-air/B-air/antiaerial move.

----------------------

Generic Sonic move:
D-throw

Reason:
It normally sets up for a tech chase

A Method of Punishment:
It has 3 hits, with the 'launch' in rhythm of the first 3 hits. DI downwards and do a standing tech > buffered jab.



m i doin it rite?
 

-Crews-

a Strawhat Pirate
Joined
Jun 20, 2008
Messages
448
Location
B-town Brown.
because of samus' bad close range game, one thing i've noticed is that wario's will often sh bite hoping that you will get caught in it trying to fair or uair or sheild or something. what i like to do is read the bite, then start to run away and then punish with a pivot grab and go from there. everyone probably knows that already by this is my small attempt to contribute =)
 

[FBC] ESAM

Smash Legend
Joined
Feb 17, 2008
Messages
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Pika?
Generic Zamus pattern

Forward B

Reason: It is her longest range attack, and is very good for her zoning, and it is the only thing that can come close to samus's zair range. If you aren't accustomed to it, you will probably get hit.

Way to punish: Power shield it, and SH a zair, since it outranges it, and probably will do 7 damage since you are already at the correct spacing.

Generic Pikachu Pattern

THunder jolt to running grab

Reason: The T-jolt shields them from getting hit by anything, and will pressure you to shield.

Punishment: After you get hit by the T-jolt, dash out of shield and pivot grab.
 

-Crews-

a Strawhat Pirate
Joined
Jun 20, 2008
Messages
448
Location
B-town Brown.
I can't really tell you how to deal with a disjointed hitbox, but whenever I fight Marth's that like to jump around with fair, I usually attack from under. Maybe you can pull something off like that on Ness. Also, this is just a suggestion, but maybe you guys should make a personal Back Room for Samus to discuss these sorts of things.
Ya, im thinking someone should get on that unless there is already some kind of group like that im just not invited to yet Ha. but if not, *puts finger to nose and says not it*.
 

xXTACXx

Smash Journeyman
Joined
Oct 29, 2008
Messages
240
Location
Newfoundland, Canada
I was never going to release this because itworked so good for me but hell why not
Generic Samus pattern
Charging her lazer at the begining of the match
Reason: i dont have to explain why we do it its oblivious.
Punishment: In a samus ditto normally both start charging there lazer at the start of a match and almost everytime after they jump to shoot a homo or something, well as soon as you charge yours he should finish at the same time and as fast as you can jump up and shoot it he will jump right into it evertime it works so well and its a good laugh. Easy 25 damage and you have time to charge your lazer again b4 he gets back on the stage lulz.
 

Royta

Smash Journeyman
Joined
Sep 9, 2006
Messages
284
Location
Netherlands, Bilthoven
Generic Ike pattern
The jab at close range

Reason: it's his best move, he'll use it whenever he can.
Punishment: When you're getting jabbed, he'll hardly ever finish the 3hit combo but followup with more jabs, grabs, aethers, tilts, w/e. Learn the pattern in what your opponent's ike preffers and you'll get something out of this.
Grabs are very common so shielding isn't very smart, best thing to do is escape (downB perhaps or Nair?) and then follow up with a Zair and build up more space.

Hard to counter, make sure you know what he prefers, most Ike's generally use Grabs and or another jab combo.
 

XKarasuX

Smash Rookie
Joined
Aug 5, 2008
Messages
24
Location
Lynnwood,WA
Chaa patterns they are funny hahaa

it makes me wonder how often do you guys change your play style its important to comform to the opponents play style

i do it all the time and it gets some really epic **** XD

Adapting would make it so you would only have a pattern during the match making it harder to punish next time you play friendlies or even your next battle in a tourney.

So straight to the point"be like water" Change and utilze only what is nessceary to beat your opponent.
Have ESP

Efficency
Simplicty
practicality

XD whatcha think?
 
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