Berserker.
:^)
- Joined
- Jun 8, 2009
- Messages
- 18,990
Okay!
After a lot of days with no one posting here, it seems very useless.
Please close
After a lot of days with no one posting here, it seems very useless.
Please close
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
V. WAVEBOUNCINGSinz said:2A. Mines
Mines detonate when touched. This makes them ideal for limiting any options that involve the opponent touching the ground such as ledge options. When placed the proper distance, they will either cover a roll, a get-up, or an attack option. As far as I know (and tested), mines never detonate when someone uses the jump ledge option. From the testing I have done, each character is different when it comes to either the get-up or attack option being covered. Some cover both, others just one. But the end result is that if you place the mine closer to the ledge than away, you will cover at least one of them. If you place the mine a rolls distance away from the ledge, you will cover that option near the edge.
It can be a good idea to place mines on platforms. This typically removes the option of them landing on a particaluar platform causing them to either go over it or try to go onto the stage near the ledge.
Mines are a double edge sword though. To use a mine means that you also are prevented from going into that area or use a hitbox near there (if you detonate it yourself, it kind of seems pointless to have taken the time to place it there in the first place). Options such as grenades and mortars are less useful when a mine is nearby.
Preference: I typically prefer to avoid using mines when edgeguarding unless I know it would reduce more options of my opponents than mine own. If I do happen to have the time, I place a mine on a platform that is near the ledge. This allows me access to almost all my ground options. Utilt, mortar or grenades underneath the platform however are typically limited (depends on the height). Also, it is not too bad if a person is forced into the air and away from my ledge defences. To be in the air sort of means like being juggled still. I just have to adapt to the situation and pursue.
2B. C4
C4 is a remote detonation device. The versatility of this tool is invaluable. You can place very quickly and detonate it just as quickly. The limitations of it however are in its inability to be place extremely quickly, and requires you do drop all other options upon detonation. This means you pretty much have to detonate it when you know it will hit, which requires some prediction.
C4 serves as a anti-planking device. It can be placed at the ledge of the stage and detonated when someone tries to come up to the ledge to refresh their jumps, UpB, etc. Another use in anti-planking is to jump above your opponent offstage, b-reversal it, and then detonate as you fall. This can sometimes catch people trying to recover from below, it is risky to use if they already managed to grab the ledge as they can get past you as you try to jump above them.
Another use can serve as a improvised mine that does not prohibit your options when you walk across it, or taking too much time to place. This makes it ideal for placing on platforms or just further away from the ledge as a safeguard if someone happens to get past you.
Preference - I prefer to place it at the very edge of a stage simply to prevent people from planking. Even its simple presence makes people more wary of trying to get back on stage and serves as a distraction. Most of the time I will detonate it if the opponent gets too far away from me. It is more important to have it with you in the event you need it for C4 recovery, or to set-up another edgeguard attempt quickly.
III. WAVEBOUNCESinz said:Wirelessly Controlled Portable Missile. The Nikita Missile increases in knockback and damage as it gains speed. It gains speed the longer it flys in a straight path. So making a lot of turns will lower the knockback and damage. The ability to press the shield button at anytime to stop the missile in midair causes it to explode when it hits the target or the ground. It can be controlled and moved in any direction, at the cost of being unable to perform any other actions.
Due to the risk of being hit when you have the missle out, it requires prior planning to what you intend to do with it so you are not punished for using it. The missle can act as an anti-planking device, a mortar dropped from a great height, or serve as a distraction. By driving the missile along the ground, you can cover any ledge options the opponent happens to use prior to the missle getting to them. If any of those options are not used, you can have it drop on drop of their head in attempt to force them on stage.
If an opponent is coming from the air to get on stage, you can angle the missle upwards and then predict their path by dropping in front of them generating a temporary wall. This will limit their options to typically airdoding past it, jump over it, or go for the ledge. By angling the missile upwards, you can have it act as a mortar when it falls to the ground. This can generate an unforeseen time of attack that the opponent cannot typically gauge.
Preference - I prefer to not use the missile all that much except against certain characters recoveries.
Only grenade techs ^_^Burk t@kin' mah techz?!
It's still not complete though. We still need to add a summary to each character at th aerial section or camping section etc..Marik said:Great guide.
I'm picking up Snake as a secondary, this guide is really helpful.
I'm in the process of reading it now.
Thanks! I can use the link in this thread to go to your tech thread so I can see the new things.Underload said:I updated that guide with a few more techs, see if there's any more you want to use. Mind you, it's STILL not done, but there may be one or two more you deem important. Just check it whenever to see if there's anything new or useful.
Oh, I forgot about that! Thanks!ErikG said:Berk, on terminology, why don't you write that CQC stands for Close Quarters Combat.
Thanks for the video but why didn't the falco try chain grabbing?Kunx990 said:http://www.youtube.com/watch?v=QijsuAnngSY
Best nade video I can think of, Grenades at their finest.
once I get my wii I will make a video for this. I will also make a video demonstrating all of the techs in Underloads thread.Okay double thanks erik
so who wants to make videos of techs?