Overswarm is my first real experience against Metaknight. He completely destroyed me. Tactical is the most experience Lucario player that I've been up against but I made a lot of dumb mistakes against him. I did better in friendlies against him. For those interested I got 4th using only Lucas. I plan to beat Overswarm the next time I see him.
Ignore the random ambient noise.
VS. Tactical (Lucario) Semi finals
http://www.youtube.com/watch?v=JnRniNS076o
http://www.youtube.com/watch?v=7pOrch7w8Qc&feature=related
http://www.youtube.com/watch?v=dIs4kpr11tw&feature=related
http://www.youtube.com/watch?v=kctkODyB1b0&feature=related
VS. Overswarm (Metaknight/ROB) Losers Finals
http://www.youtube.com/watch?v=N3C1m2F71Zg&feature=related
http://www.youtube.com/watch?v=kfsz71U5MMg&feature=related
http://www.youtube.com/watch?v=h4igKSy6_UY&feature=related
MM VS. Overswarm (Metaknight)
Overswarm challenged me to a money match with 2 to 1 odds in his favor if it was all on Brinstar my favorite stage.
http://www.youtube.com/watch?v=QSRu7VFdRk8&feature=related
http://www.youtube.com/watch?v=ZU2C3a-IASU&feature=related
http://www.youtube.com/watch?v=aJP0EDxd64A&feature=related
Things I learned from this tournament:
-PK Freeze is generally never a good edgeguarding option unless the opponent has a predictable recovery, preferably with bad jumps such as Marth or DK. I made a point of testing this and it failed me in most instances against characters such as Lucario, ROB and MK.
-Fair is too punishable to be used falling into the ground. Uair is similarly punishable but is useful for countering some attacks while falling into the ground.
-Generally Nair is the safest aerial counter move even if it is not autocancelled.
-Avoid recovering from above the stage unless it's with magnet pulling. Using Fairs, Dairs and PK Fire to keep opponents off you and then using PKT2 to sweetspot or lag cancel is safest.
- Dair does not counter the tornado well. I'm told Nair works better. I need to try it. PK Fire, Dash attack, Dsmash, Usmash, PK Thunder are all good choices to counter the tornado.
-Dair when spaced correctly very adequately counters shuttleloop. Works best while dropping, less often works while moving upward.
-MK is easily shield poked by Ftilt, Nairs and even Usmash. Look for low shield.
-MK always follows glide attack with Dsmash when shielded. Fsmash is followed by Dsmash as well. Keep shield up.
-Dsmash beats backward shuttleloops on MK's recovery.
-Brinstar is not the most effective counterpick against Metaknight. It does moderately well but Yoshi's Island (Melee) may be better. I'm going to work on that stage next.
-Dsmash is good against overly aggressive MK
-Learn to read and punish Lucario's rolls (what was I thinking? pressure johns)
-Avoid letting Dair get so stale.
-Don't land with airdodges near an opponent. Stall with Psimagnet or look for an edge instead. Fastfalling at different times can help too.
Specific things to work on:
-Not screwing up thundersliding
-Using Dair less to keep it from getting stale
-Reading Dair hits better for Dsmash if they get hit into the air
-Recovering with PKT2 (I think I've gotten worse)
-PK Fire spacing
Ignore the random ambient noise.
VS. Tactical (Lucario) Semi finals
http://www.youtube.com/watch?v=JnRniNS076o
http://www.youtube.com/watch?v=7pOrch7w8Qc&feature=related
http://www.youtube.com/watch?v=dIs4kpr11tw&feature=related
http://www.youtube.com/watch?v=kctkODyB1b0&feature=related
VS. Overswarm (Metaknight/ROB) Losers Finals
http://www.youtube.com/watch?v=N3C1m2F71Zg&feature=related
http://www.youtube.com/watch?v=kfsz71U5MMg&feature=related
http://www.youtube.com/watch?v=h4igKSy6_UY&feature=related
MM VS. Overswarm (Metaknight)
Overswarm challenged me to a money match with 2 to 1 odds in his favor if it was all on Brinstar my favorite stage.
http://www.youtube.com/watch?v=QSRu7VFdRk8&feature=related
http://www.youtube.com/watch?v=ZU2C3a-IASU&feature=related
http://www.youtube.com/watch?v=aJP0EDxd64A&feature=related
Things I learned from this tournament:
-PK Freeze is generally never a good edgeguarding option unless the opponent has a predictable recovery, preferably with bad jumps such as Marth or DK. I made a point of testing this and it failed me in most instances against characters such as Lucario, ROB and MK.
-Fair is too punishable to be used falling into the ground. Uair is similarly punishable but is useful for countering some attacks while falling into the ground.
-Generally Nair is the safest aerial counter move even if it is not autocancelled.
-Avoid recovering from above the stage unless it's with magnet pulling. Using Fairs, Dairs and PK Fire to keep opponents off you and then using PKT2 to sweetspot or lag cancel is safest.
- Dair does not counter the tornado well. I'm told Nair works better. I need to try it. PK Fire, Dash attack, Dsmash, Usmash, PK Thunder are all good choices to counter the tornado.
-Dair when spaced correctly very adequately counters shuttleloop. Works best while dropping, less often works while moving upward.
-MK is easily shield poked by Ftilt, Nairs and even Usmash. Look for low shield.
-MK always follows glide attack with Dsmash when shielded. Fsmash is followed by Dsmash as well. Keep shield up.
-Dsmash beats backward shuttleloops on MK's recovery.
-Brinstar is not the most effective counterpick against Metaknight. It does moderately well but Yoshi's Island (Melee) may be better. I'm going to work on that stage next.
-Dsmash is good against overly aggressive MK
-Learn to read and punish Lucario's rolls (what was I thinking? pressure johns)
-Avoid letting Dair get so stale.
-Don't land with airdodges near an opponent. Stall with Psimagnet or look for an edge instead. Fastfalling at different times can help too.
Specific things to work on:
-Not screwing up thundersliding
-Using Dair less to keep it from getting stale
-Reading Dair hits better for Dsmash if they get hit into the air
-Recovering with PKT2 (I think I've gotten worse)
-PK Fire spacing