Blade Knight
Smash Ace
- Joined
- Oct 13, 2007
- Messages
- 722
I'm not going to EVO, like you I just play Mega Man in (small) tournaments and amongst friends.
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Shadow Blade does have noticeably more end lag than Metal Blade. It still leads into other attacks as long as you're not getting predictable and space it properly as a mid-range tool. But it does not have "INCREDIBLY slow" start-up. It's adequate enough.I'm trying to go to EVO.
I was very adamant about 3322 earlier in this thread, but my tune has completely changed.
I know for sure that Metal Blade is much better than Shadow Blade now, thanks to the fact thatmetal bladeshadow blade has INCREDIBLY slow startup AND finish lag
TH is not terribad. I think at the least it's a solid edgeguard option if one isn't running MB or Plant Barrier. So... I'd go 3122 personally. Got a decent mid-range and long-range tool, Crash Bombs compliments both SB and SkB, SkB can still be used somewhat offensively and further compliments SB, TH provides some edge control in place of MB or PB. I think the set has good synergy and covers a good range of situations.TH is terribad. It would be better if it had more offensive application, but it's a bit in consistent, and the lateral movement on it as a recovery is woeful.
I am.Do we have anyone who is attending Evo? I am not -- I just play Megaman in tournament.
Is this the same sort of glitch that Pikachu's Heavy Skull Bash has? As a player (who is ridiculously awful with Mega Man), I was already impressed with Beat as a move, but that is really interesting.Beat has a momentum glitch that allows him to fly at max speed from the start, but even without it I haven't had issues avoiding being hit. You should try 'em.
Yup! Same thing. Beat is amazing. I've used Beat, gotten hit, then used beat again to recovery like snake. Then I can throw a metal blade down, fast fall and z catch it, THEN use my jump and throw a metal blade down and land with a jab. Beat gives so many crazy options.Is this the same sort of glitch that Pikachu's Heavy Skull Bash has? As a player (who is ridiculously awful with Mega Man), I was already impressed with Beat as a move, but that is really interesting.
is there a consistent method to doing the mommentum glitch with beat? i've been testing beat out in the lab, and i like how i can flame sword out in the deep stage without worrying about recovering because of beatBeat has a momentum glitch that allows him to fly at max speed from the start, but even without it I haven't had issues avoiding being hit. You should try 'em.
Beat is superior in nearly every way. It can be used to recover high, low, and you can save your jump. You can use it offensively to edgeguard from very deep and are immune to being edgeguarded yourself. If you die when using beat by being gimped or dying off the bottom, it is your fault entirely.A Beat glitch is interesting but not reliable (see wectoring). I haven't used it as much but I'm inclined to agree that it stands alongside Rush and TH, rather than being "better". What sets benefit the most from Beat? Maybe SB since it has the least gimping potential?
Do Boss, Logic, and Snow count as competent in your book?Beat is superior in nearly every way. It can be used to recover high, low, and you can save your jump. You can use it offensively to edgeguard from very deep and are immune to being edgeguarded yourself. If you die when using beat by being gimped or dying off the bottom, it is your fault entirely.
Rush's advantage is that it can be used on-stage and you can bounce off of it. That's about it. It might be more useful against noobs because Rush looks fast, but playing against anyone competent you're forced to tech to survive.
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Am bumping this list again. I would suggest deciding upon a Hyper Bomb/Shadow Blade/Tornado Hold set first and leave the rest, bar 1311, up to a poll, as quite frankly we could argue forever about preference sets (not that compromises can't be met for key match ups).
How many days do we have left? <10?
Yeah, if we're going to include a Tornado Hold set (and I think we should), taking anything in our SideB slot aside from Danger Wrap would be just plain silliness. The synergy on those moves is ridiculous. If you're opting for vertical dominance, you might as well go all the way.1321
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This are the only tornado hold sets that should be considered. Shadow blade is good with tornado hold too, but I'm only caring about metal blade because thats the best neutral b.
I just don't think Hyper Bomb is a great move. I won't go into it again here, but suffice to say I've tried it out in friendlies, and found that while it has some interesting qualities, overall is just seems to be an inferior option to Metal Blade.We should have more than one TH set, and one of them should be 2323. Can't you combo HB and TH on some of the cast? TH landing lag can be most easily and safely canceled with mega buster anyway.
I'm aiming for as much coverage as possible.3111
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I get what you're saying, and you've certainly proved yourself to be knowledgeable about this character, so I respect your opinion. I do think, however, that this gives us more than edgeguarding, and that an enhanced edgeguard game is significant in its own right. Metal Blades are nice and have tons of utility...until you go up against a character that pressures you nonstop. It's really not very helpful against the likes of Shiek, Fox, and Captain Falcon. In matches like Fox and Falcon, you really can't afford to miss the edgeguarding opportunities that you do get, and covering the running shieldgrab is going to make things much less painful. The down thrown HB also provides a lot of safety when managing opponent pressure, or trying to jump near the opponent safely in order to secure better zoning.I just don't think Hyper Bomb is a great move. I won't go into it again here, but suffice to say I've tried it out in friendlies, and found that while it has some interesting qualities, overall is just seems to be an inferior option to Metal Blade.
I guess it could have some synergy with TH, seeing as one of HB's better uses is as an edgeguarding tool. (It's a lot like a Peach turnip that you can generate from the air.) So if you want to maximize Mega Man's edgeguarding game, 2323 could theoretically be pretty dangerous. Good luck getting your opponent off stage in the first place, though, as HB and Plant Barrier are both arguably downgrades when it comes to Mega Man's neutral game.
I find HB even tougher to use than MB against rushdown characters like Sheik and Falcon. It comes out slower, has longer cooldown, and can get caught like MB can. I may need to try to play around with it more, but my experience is that HB gets beaten out by many aerial approaches, which hurts its utility as a defensive tool. TH is generally better and more consistent for punishing dash approaches while also serving as a pretty effective deterrent to aerial approachs.I get what you're saying, and you've certainly proved yourself to be knowledgeable about this character, so I respect your opinion. I do think, however, that this gives us more than edgeguarding, and that an enhanced edgeguard game is significant in its own right. Metal Blades are nice and have tons of utility...until you go up against a character that pressures you nonstop. It's really not very helpful against the likes of Shiek, Fox, and Captain Falcon. In matches like Fox and Falcon, you really can't afford to miss the edgeguarding opportunities that you do get, and covering the running shieldgrab is going to make things much less painful. The down thrown HB also provides a lot of safety when managing opponent pressure, or trying to jump near the opponent safely in order to secure better zoning.
Plant Barrier is optimal for the same reasons. I don't know about you, but getting kicked out of Leaf Shield gets old pretty fast for me. The extra range and power of PB is sometimes enough to make a the difference between your advantage and your opponent's. You can also use it better for edgeguarding, and when you are going for the bThrow at kill %, the extra damage you get off it while pummeling could well mean the difference between getting the KO, or merely coming close with Leaf Shield. On occasion, I also want to follow up on a LS dThrow, but the shield lasts too long, and I can't get the followup.
Let's face it, our on-stage kill options are pretty limited, and MB really only offers a z-drop/diagonal down combo into uTilt to help, and as awesome as it is when it works, you'll never catch high level opponents playing a character with any measure of speed. It's mostly a damage/grab setup tool. Mega Man is all about zoning, and as expected, he's weakest up close and up above. Have you ever fought an opponent who doesn't grab much? It's very easy for us to play against. With what I've seen so far, I think one of the primary functions of HB is to make the grab option that much harder for opponents and enable us to maintain pressure with the mega buster. When paired with TH and DW, you can keep bAir fresh to make getting your opponent offstage that much easier. There's lots of synergy here, it's just unconventional and more defensive at close range than we are used to.
I actually wanted to ask the very same thing about...all of megamans customs. I just don't see the value in anything but skull barrier and I'd like to see some good examples.I'm really interested in seeing good use of Hyper Bomb outside of video tutorials. Anyone have a good showcase in mind?
Here's a Shadow Blade/Danger Wrap/Tornado Hold/Plant Barrier set in use: http://www.twitch.tv/teamsp00ky/b/631416618?t=5h15m17sI actually wanted to ask the very same thing about...all of megamans customs. I just don't see the value in anything but skull barrier and I'd like to see some good examples.
Just keep in mind while Ninjalink starts out well enough and shows off some good use, MikeKirby eventually adapts to his set faster than Ninjalink adapts... no, Ninjalink doesn't really adapt. >_>Here's a Shadow Blade/Danger Wrap/Tornado Hold/Plant Barrier set in use: http://www.twitch.tv/teamsp00ky/b/631416618?t=5h15m17s