Random things with Charizard!
I'll talk about very small things. It'll be things that could be useful imo. It's either new things, things that I find interesting or old things that I've forgotten because I didn't use it myself and didn't see on any match...
You'll probably find it's almost useless, but we're PT players so every little thing helps.
Ledge :
Landing on the stage from the ledge can be very difficult at times so here's a list of some options you have from the ledge.
If you drop from the ledge and almost immediatly use UpB so you can regrab the ledge asap, a hitbox will come out on the ground, it can catch people off-guard. I haven't done further testings so I'm not sure if you can make this hitbox appear otherwise.
Be careful, if you grabbed the ledge without using UpB, you don't want to do this since it'll activate your RCO lag.
Ledgejump + D-air can surprise your opponent.
Ledgejump + wavebounced RS will make you land on the platform of SV.
Ledgejump + platform cancel / platform cancel drop through on SV.
Ledgehop + N-air is lagless. You can then buffer something like a grab.
Ledgehop + F-air to clear the edge of the stage and grab the ledge again.
Ledgehop + wavebounced FT to land on the stage.
Ledgedrop + jump away + jump towards + FT to land on the stage is a good alternative.
Ledgedrop + jump away and have your back facing the stage + Bair + ledgegrab/land with no lag on the stage (if you activated the RCO lag, you may want to delay your B-air so you can cancel the RCO).
Ledgehop + hold jump + glide attack is also a way to go back to the stage.
Once you have held the jump button, you can still move a lot before gliding if you press a direction. If you feel pressured, you can hold away and glide under the stage and grab the other ledge to disturb your opponent.
Ledgehop + airdodge + buffer a quick move (shield/grab/RS/etc). Extremely common and very useful. Don't use it if you activated the RCO lag.
Make sure to use as much invincilibity frames as you can!
Mobility :
If you're grounded and use jump + C-stick up immediatly, you'll find yourself U-smashing... To avoid that, hold your control stick upwards (but just a bit) and press jump + A. Your U-air will be buffered.
Uses : Not many tbh (or at least I haven't found many). If you're on one of the middle platforms of BF, do a FH U-air this way and you'll land on the top platform without any lag.
I like doing an U-Throw + this at low %.
On a stage like YI, SH buffered U-air will probably autocancel if you land on a slope (on a lower level than where you jumped).
Infinite jump renewal : It's already known, but I feel like it could be used to improve our mobility. Any thoughts?
Shield platform drop-through : It can be very useful if you buffer it from something like an airdodge. It'll help you when you want to land.
Miscellaneous :
Have you ever heard about the z-axis? If not, watch this :
http://www.youtube.com/watch?v=079p47Y42Og
DDD's spotdodge goes so far into the z-axis that he can avoid many attacks during the vulnerable part of his spotdodge.
You're right, we don't care about DDD.
Let's get to the good stuff now. Charizard's spotdodge also move him into the z-axis, although he doesn't go as far as DDD. But he also suffers from the fact that one of his foot is sticking out in front of him.
So if you spotdodge why facing backwards, you can actually avoid some attacks even when you're not invincible! :D
Now, even better! The z-axis stuff reminded me of a very interesting thread about Zard's N-air (
http://www.smashboards.com/showthread.php?t=239484 ; you MUST read it if you haven't already read it ).
So, in a nutshell, when you do a N-air, Zard's tail (the sweetspot) will hit on his left, then on his right.
Always do a RAR before doing a SH N-air against
,
,
and
.
Moreover, as you saw, it can be a good way to split up the Climbers if they're on a platform. Or, you could just do a RAR'd delayed N-air so you can have teh fire. :D
But it's really unsafe so I don't think it's a good option. However, a well-spaced SH N-air below a platform could very well end Nana's life if you follow-up correctly.
Even more interesting! Since both moves go far into the z-axis, you can punish the vulnerable part of DDD's spotdodge with a sweetspotted N-air if you do it correctly...
Brb, editing with something interesting about N-air (again!).
Hitting through platforms with N-air :
You may know that Charizard's N-air can hit through platforms.
How to do it : the easiest way is to SH N-air + FF.
You can trick your opponent into thinking you'll do an autocancelled N-air and FF just before you land.
In many cases,
this is the only way to land the sweetspot with a SH.
The sooner you FF, the lower you'll hit (I'm not sure about this but I think so).
FH + N-air will autocancel on BF's middle platforms and can actually hit some characters standing below the platform.
I felt it would be useful so I made a list!
I tested everything on BF on training mode. SHFF N-air is the laggy version of N-air when you can hit the opponent through a platform.
FH is the autocancelled one.
Yes, sometimes the timing/spacing can be very tricky.
The SHFF can sweetspot every character it hits, but the FH cannot.
Usually, you want your opponents to be a little behind you to hit with the sweetspot of N-air or simply just to hit them.
Character| SHFF N-air | Hits when crouching | FH N-air | Hits when crouching
| No | No | No | No
| Yes | No | No | No
| Yes | No | No | No
* | Yes | No | No | No
| Yes | No | Yes | No
| Yes | Yes | Yes | No
| Yes | No | Yes | No
| Yes | No | No | No
| Yes | Yes | Yes | No
| Yes | No | Yes | No
| Yes | No | Yes | No
| Yes | Yes | Yes | Yes
| Yes | No | No | No
| Yes | No | Yes | No
| Yes | No | No | No
| Yes | No | Yes | No
| Yes | No | Yes | No
| Yes | No | Yes | No
| Yes | Yes | Yes | No
| Yes | No | No | No
| Yes | No | Yes | No
| Yes | Yes | Yes | No
| Yes | No | Yes | No
| Yes | No | Yes | No
| Yes | No | Yes | No
| Yes | No | No | No
| Yes | No | No | No
| Yes | No | No | No
| Yes | Yes | Yes | No
| Yes | No | Yes | No
| Yes | Yes | No | No
| Yes | No | Yes | No
|Yes | Yes | Yes | Yes
** | Yes | Yes | Yes | Yes
| Yes | Yes | Yes | No
| Yes | No | No | No
| Yes | Yes | Yes | No
| Yes | Yes | Yes | No
*** | Yes | Yes | Yes | Yes
* : Due to the Z-axis mechanics, you can either :
- Hit 1 of the ICs with the N-air,
- Hit 1 of them with the sourspot and the other with the sweetspot,
- Hit both.
** : Reverse FH autocancelled N-air seems to be an
amazing option in this MU... Since it'll hit with the tip of the hitbox, it'll shieldpoke if the shield is already a little reduced (remember, if you hit a character's hurtbox but not the shield, you'll shieldpoke). So, it can beat spotdodge/shield/crouch and any attack that won't hit you...
*** : You can also F-tilt (down).
**** : Poor Ganon... You can Jab, F-tilt, U-Smash, D-Smash, Fire Breath, Rock Smash and Fly. However, I do not recommand using the multi-hit moves since the other hitboxes often won't connect.
D-air is also a good way to hit through platforms, as it'll hit small or crouching characters.
I hope you learned something... I'll post similar things on the other Pokémon's tactical discussions.
EDIT : If you fastfall at the right time (i.e towards the end of the N-air, you can hit the tall characters but still autocancel your SH N-air (you'll get the hard landing lag, but it's a very small lag compared to N-air's landing lag).
I've been able to hit Falco but he's extremely difficult to hit while still autocancelling. Characters like Marth and Snake are much easier to hit. I think that this could have some good potential against some characters...
You can buffer a shield platform drop-through from this (I recommend that you fastfall with the C-Stick [down] because you'll need the control stick to do the shield platform drop-through). It's very difficult to do though. I'll try to master it. Doing this + a FT immediatly after dropping through the platform could combo at low %, and it could be a very good way to pressure shields from above.