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Counters against someone who always roll-dodges?

Toebex

Smash Cadet
Joined
Jul 11, 2011
Messages
34
Hey guys/gals. Recently I've been playing loads of games against a friend who isn't that good at the game, but the reason why I have trouble beating him is because he always plays Mewtwo (mainly) or Jiggs and just continually roll-dodges away from me. If he's Mewtwo, he charges the energy ball thing and when I approach, he just rolls to the other side of the map. I can still beat him, but its frustrating (especially when I play him in Brawl). I main Marth and Link if that's any help.

Anyone got any tips for this? Its such a pain to deal with.
 

Ziodyne

Smash Ace
Joined
Jan 10, 2013
Messages
571
Location
UCLA
Read them rolls man. If he rolls a lot, it should get pretty damn easy to tell when he's gonna roll.

If you know he rolls in response to your approaches, make it look like you're gonna approach, but stop short. Then when he rolls, punish him. Funniest thing would be to just walk up to him while he's shielding and if he rolls, catch the roll and immediately say something like "that was the dumbest roll ever, why would you even roll?"
It's kinda part of becoming a better player, you vaguely have an idea how to punish it, but you don't really get it down until a few tries, but once you do you just **** the **** outta people
 

Toebex

Smash Cadet
Joined
Jul 11, 2011
Messages
34
Cheers man, i'll give it a shot when we next play and see what happens! :)
 

Bose

Den lengste kølla
Joined
Jun 2, 2009
Messages
37
Location
Norway
3DS FC
5086-2001-6359
I just played with a couple of friends of mine who played the game casually a lot when they were younger. They both rolled excessively when feeling even a tiny amount of pressure, though not as extreme as your case. I found myself seeing a pattern. It seems like you know, and can tell us exactly when your friend rolls. If you know when he rolls, never attack him where he "is" or "used to be". Prepare an attack to hit him where he will end up!
As Marth you have a lot of possibilities. A basic, but good punishment can be to walk up to him (or go closer to him, until the threshold where you know he will roll is reached), and charge an f-smash _behind_ you and him. This will be hitting him if he tends to roll towards you. In the end of the roll in smash games, there are some frames that are without invincibility, but still are a part of the animation, which means you can hit them in the end of the roll before they can shield. Other options are running upfront grab where he rolls (gotta be fast) and tilts. The grab is a very commonly used option. I don't know much about Link, but you can apply the same theory, just with different punishing moves.

http://youtu.be/RH8YrQJfwew?t=8m
Here is a video of the exact same situation happening in a pro Melee match. Notice that Hungrybox is standing in his shield and experiencing heavy pressure. Hungrybox wants to get away from it, but has limited options of movement since he is so close to the edge, and Mango knows that. Predicting when Hungrybox will give up to the pressure, and roll away, Mango charges a perfectly spaced upsmash where Hungrybox rolls, behind Mango and towards the center of the stage. (Such a great moment!)
 

Kadano

Magical Express
Joined
Feb 26, 2009
Messages
2,160
Location
Vienna, Austria
If he's Mewtwo, he charges the energy ball thing and when I approach, he just rolls to the other side of the map. I can still beat him, but its frustrating (especially when I play him in Brawl). I main Marth and Link if that's any help.

Anyone got any tips for this? Its such a pain to deal with.
Put yourself in a position where you can react and punish. Hard reads are nice, but they shouldn’t be attempted in situations where you have guaranteed patterns.
When he charges Shadow Ball, go to this spot with Marth:

Now you dtilt. When he rolls behind you, you turn around and grab. If he does something else, you just keep spamming dtilt. Dtilt has lower startup than Mewtwo’s Shadow Ball shot and none of Mewtwo’s attacks match your dtilt’s range.
 

Toebex

Smash Cadet
Joined
Jul 11, 2011
Messages
34
I just played with a couple of friends of mine who played the game casually a lot when they were younger. They both rolled excessively when feeling even a tiny amount of pressure, though not as extreme as your case. I found myself seeing a pattern. It seems like you know, and can tell us exactly when your friend rolls. If you know when he rolls, never attack him where he "is" or "used to be". Prepare an attack to hit him where he will end up!
As Marth you have a lot of possibilities. A basic, but good punishment can be to walk up to him (or go closer to him, until the threshold where you know he will roll is reached), and charge an f-smash _behind_ you and him. This will be hitting him if he tends to roll towards you. In the end of the roll in smash games, there are some frames that are without invincibility, but still are a part of the animation, which means you can hit them in the end of the roll before they can shield. Other options are running upfront grab where he rolls (gotta be fast) and tilts. The grab is a very commonly used option. I don't know much about Link, but you can apply the same theory, just with different punishing moves.
Never actually though of trying that, i'll give it a shot :)

Put yourself in a position where you can react and punish. Hard reads are nice, but they shouldn’t be attempted in situations where you have guaranteed patterns.
When he charges Shadow Ball, go to this spot with Marth:
*pic*
Now you dtilt. When he rolls behind you, you turn around and grab. If he does something else, you just keep spamming dtilt. Dtilt has lower startup than Mewtwo’s Shadow Ball shot and none of Mewtwo’s attacks match your dtilt’s range.
Nice one. I never feel like I use Marths dtilt enough anyway. Cheers for the help all of you, such a good forum :)
 
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