SSBPete
Smash Lord
my yoshi will **** all u guys when i get back. seriously.
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Epic friendlies move. U-Air, jump and Falcon Kick. Completely inferior to a continued U-Air > Up-B/jump D-Air near a ledge. It looks cool though.What's uair falcon kick?
mines bettermy yoshi will **** all u guys when i get back. seriously.
thanks i'll take it off. i'll replace it with a yoshi combo.Uh... seeing as I haven't read this thread until now, here's my long delayed responses:
First off, the puff on Pikachu combo is not a true combo. Pikachu has ages to escape rest. I think I figured it out to be 20% before Pikachu can't be combo'd out of up-throw (I know it's f-throw, but I'm calling it up-throw).
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Letting your opponent escape and techchasing is a better strategy sometimestl;dr
This is why there are no 100-0 matchups in smash 64... unlike brawl... (lol sheik vs ganon + 100 other matchups). But yeah... this is basically how higher level smash 64 is played. You try to cover as many of your opponent's options as you can. Obveously the ideal situation is to be in a position where you cover all the opponent's options, but this is very unlikely to happen due to the many options available.Smash is so complex that is hardly matters what the best option is --- all that matters are the options that beat what you think your opponent will do (with the exception of nash equilibria). In other fighting games it's like: ok here's the best option, here the second best that counters its counter, and maybe you'll get a third "they'll-never-expect-this-one-but-it's-risky-and-I'm-probably-better-off-choosing-either-of-the-first-two-but-it's-so-unexpected-it's-practically-guaranteed." In smash it's like "I know they'll probably want to use option 1, because it covers options 2,3,4, but I use option 5 I'm gonna have even more options covered.. but If I use option 11 it covers everything... except option 15 ... ... but they probably won't do that.. ****"
Yeah, I'm not at the level to explore this option yet, but I sometimes wonder, and am sure they exist, situations where it's better to not continue the combo. After all, many situations have techchases so easy they might as well be classed as "pseudo-combos" since they are equally inescapable. Same with attacks that don't combo precisely (couple frames off), but anything the opponent does will not work to stop it from hitting.Letting your opponent escape and techchasing is a better strategy sometimes
Antd's Ness TAS videos still haunt me to this day, lolNess WAS optimal......nuff said
That's exactly right, my bad. To explain the probability distribution for others, it tells you how often you should your options. It involves choosing the better options more often than the counter-to-those-options-but-not-as-good options. "How much more often" is based on how much better the "better options" are. (correct me again if I'm wrong)Signia good post but the nash equilibrium of rock paper scissors isn't "every move", it's the strategy of doing each move with 1/3 probability
And you kinda make it sound like all symmetric games are just like rock paper scissors which isn't true.
Anyway, there might be an "optimal" strategy in smash that defeats all other strategies. But as you said smash is way too complex for anyone to be able to know for sure which strategy is optimal (especially given that the optimal strategy will probably involve a probability distribution, and humans cannot be truly random anyway).
i thought u could parry grabs (complete invincibility frame?)Whoops, thought this was the other combo topic...
I think some of this can be seen with Yoshi - if the player had perfect parries every time, the opponent would be forced to either use quick moves like drills, or grab. An opponent like Samus would be virtually unable to inflict any damage. I would think that matchup is as close to a 100-0 (at optimal play) as we can get right now.
i mentioned in the deiscripion it isnt a combo but it is impossible to escape if done right, jiggs is just too big of target for dkSecond one isn't a combo...however, any aerial > grab + f-throw + jump Giant Punch is.
Some of the grab combos against walls are perfect combos due to not being DI-able. The tornado and pow block can also guarantee next hits. As for perfect combos where DI is possible, I have no idea. I'm guessing that if they exist, they'd probably be in open air, where the comboer can follow the target's DI no matter which direction the target goes, and get the next move in before hitstun ends. I'm pretty sure there will be a couple such perfect combos discovered, if this is looked into more, but I doubt they'd be very long due to exponentially increasing possibilities with each new step. I'd bet right now the longest perfect combo with all DI-able hits would be max 3 moves. This is all just guessing though. Only thing I know for sure is that utilt x # combos won't be possible lolWhoops, thought this was the other combo topic...
Not to extend this conversation mindlessly, but some interesting questions have been raised.
One of the things I wonder about is whether or not is whether "perfect combos" or series of moves does exist. Meaning, a series of moves that would result in death every time it is landed, regardless of the amount of DI the other character used. If a player had perfect reaction speed, would he/she be able to always react and punish DI/techs/moves, or will the skill of the second player always matter? This can raise such questions as, if I let an opponent tech out of a series of moves, but I can always predict the tech and can continue with a unique series of moves for each scenario, is it still a combo?
Yeah you can (or well, sheermaddness can)i thought u could parry grabs (complete invincibility frame?)
In that case, I don't see Samus really being able to land any moves on Yoshi except a few fairs, which won't kill him. Anything else would be predictable and/or able to be parried.Yeah you can (or well, sheermaddness can)
That's what he's saying. If done right, you can't escape- so it's a combo.Button mash out.
If it were impossible to escape, it could be considered a combo.
exactlyAfter all, many situations have techchases so easy they might as well be classed as "pseudo-combos" since they are equally inescapable. Same with attacks that don't combo precisely (couple frames off), but anything the opponent does will not work to stop it from hitting.
Hmmm, I dunno. Down-B is probably too slow, but charged shots are just the right speed to allow for consecutive hits.In that case, I don't see Samus really being able to land any moves on Yoshi except a few fairs, which won't kill him. Anything else would be predictable and/or able to be parried.
If Yoshi can parry the charged shots, I wouldn't think Samus would be able to get a hit in. Plus, I would think that shooting a charge shot would be predictable enough that the Yoshi could get out of parrying in the first place.Hmmm, I dunno. Down-B is probably too slow, but charged shots are just the right speed to allow for consecutive hits.
Of course he can parry the shots, but there's a delay between parries, right? So it would be just like a drill, only two hits (the shot, and a follow-up attack). It probably is too predictable though.If Yoshi can parry the charged shots, I wouldn't think Samus would be able to get a hit in. Plus, I would think that shooting a charge shot would be predictable enough that the Yoshi could get out of parrying in the first place.
There is enough lag after the charge shot that the Yoshi would be able to parry the shot and any move that Samus follows up with, if I am not mistaken.Of course he can parry the shots, but there's a delay between parries, right? So it would be just like a drill, only two hits (the shot, and a follow-up attack). It probably is too predictable though.
thanks cause i've definately done it a few times.Yeah you can (or well, sheermaddness can)