vs mk.
1. situation is - opponent mk is chargeing Fsmash near the edge. so i glide attack from the edge tilt up and i still got hit. i thought tilted up glide attack beats fsmash? did i glide attack too late?
2. how exactly do you shuttle loop another mk's nado recovery? is it a spacing thing?
3. i just saw nairo nair from the edge to gimp diddy's up b. i've tried that before and got hit by the up b. how do you do it correctly and safely?
4. can we infinite banana lock diddy?
5. whats your opinion of the stages pokemnon stadium 1,lylat and yoshis island for mk?
6. i see good mk's sometimes shuttle loop the opponent high up above the screen. are they simply just guessing where the opponent is above the screen?
7. vs snake, when snake recovers high straight up whats out best option? cos it's out of range of shuttle loop.
8. what's the best counter to another mk's dash attack? i find it hard to react to cos it's so fast.
9. just watched nairo vs m2k. nairo defeated m2k in winners. but after losing to adhd in winners finals he played poorly vs m2k in losers finals. i've seen and been in that situation before where i've been affected by a big loss. what advice do you have to shake that off and refocus?
10. what uses does dair have in the mk ditto? im always tentative about using it cos i dont want to be above the other mk.
11. how does diddy's side b hump - footstool work? is there a way we can get out of it ?
12. when snake is in the air above us and he pulls a grenade, sometimes i hit him and we blow up. how exactly do you space so that doesn't happen? or do you just wait for him to land and grab him??
13. which direction is best to DI when hit by marth dancing blade?
thanks bud
1.- Yeah. You need to glide attack above F-Smash range, then glide down a tiny bit, and immediatly attack as soon as you can (range-wise).
2.- You need to hit MK's tornado when one of his hitboxes are down, or when he just started the tornado animation. Both are unreliable. I suggest you to grab the ledge, so you get invencibility frames, and then immediatly jump backwards and Shuttle Loop that tornado. Much more reliable, since it works 100%.
3.- You simply need to hit Diddy's Upb trajectory with any hitbox of your N-Air, preferably the weak one, since it gimps him harder than the strong hitbox of MK's N-Air (it gives him enough vertical space to live, unless he is on a very high % of damage).
4.- I believe we can. I haven't tried, though. However, I'm going to practice it pretty soon.
5.- PS1: I hate this stage against campy characters, like Snake/Pikachu. Lylat: I don't like this stage, but it's pretty beneficial vs some characters, like Falco, and awful vs others, like Olimar. I don't like Yoshi's, since you can't really Shuttle Loop cancel on the edge smoothly. But that's really it. Nothing bad about this stage for MK. Maybe the platform saving your opponent when you're gimping him could be a bad thing. But that happens like 1/100 times, haha.
6.- The funny part about the top blastzone, is that it's actually closer than what it looks like. If someone is in the "bubble", he can't really go more above, even if he/she jumps, or whatever. So if you go below them, and shuttle loop in the area they're, you're gonna hit them 100% guaranteed.
7.- If he's rising diagonally up from you, and the Upb is starting up, shuttle loop him asap. If he's high enough, he is dead. If not, he is in a very bad position to come back to the stage.
If you mean, when he's in the bubble, and coming down, then the best option is to wait for him to be "about to" fall down (when his Upb is about to end) and jump below him and start U-Airing, when he gets close to you, start fast falling and keep U-Airing/etc. If he doesn't air dodge, he is most likely dead. If he isn't, simply keep doing it until he is.
Air dodge: Depending of how he air dodged trough you, you can D-Air/N-Air him to punish him. He's gonna get hit in either option.
You can sometimes U-Air fastfall>N-Air him, and if he goes upwards, you can juggle him even more with U-Airs/N-Airs. Depends of his % of damage, and his DI. Just be ready to do this, if he's in position.
8.- Walk away from him and F-Tilt. Walk/dash away from him and F-Air towards his direction while moving backwards. Dash away from him and then pivot grab backwards.
9.- Focus on winning the tournament. At all costs. If you lose, don't let that affect you, instead quickly think what made you lose, and fix it for when you will play that person again.
This sounds easy, but it's not. It's really hard to practice a lot, and then lose to someone. I know that feeling, however, with the tournament experience, and depending of your personality, you can either get better after losing, or worser. It depends of how you're and your mentality.
10.- Gimp/pressure off stage. Trick the other MK for when he is juggling you. Mindgames for when he is F-Air spacing.
11.- If the Diddy correctly follows your DI, you can't escape. The only way to "escape" this is to trick the Diddy into moving to the wrong direction for when he tries to footstool you. Move to the left/right and try to trick him. Don't forget to mash air dodge/U-Air to punish him.
12.- Space your attacks so you hit his feet. It's easier to do this with an U-Air while fast falling below him.
13.- Depends of how you got hit. If you got hit pretty away from him, DI away from him. If you got caught in the air, DI up/away/towards him (depending of where you got caught, DI to his back if you got caught next to him, away if you got caught not that close to him). If you got caught right next to him, DI Up/Towards him to get out.
No problem.