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D-Tilt Approach Tech?

Croissant

Smash Apprentice
Joined
Aug 27, 2009
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San Jose and Los Angeles
So if everyone already knows about it, you can close this thread....
But since our down tilt has pretty decent poking length and tripping probability, I thought using it as an approach might improve its usefulness. Apparently you can buffer d-tilts while just walking forward by tilting the control stick down slightly (but so that you are still walking forward) and then c-sticking down. This cuts out the time it'd take to walk up then crouch down and tilt, which saves a lot of time. Then out of this you can do the typical d-tilt combos. Thoughts? Old?
 

Sudai

Stuff here
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I prefer using FTilt to approach. Much safer and can lead into DTilt pressure if they shield the FTilt.

DTilt's range is super short compared to FTilt and though it's a smidgen faster, it's still 4 frames compared to FTilts 7 (I think, don't quote me. Just what it feels like), and that's only if you buffer it perfectly (Crouching takes minimum 1 frame, even if you buffer it like you said). Since the range is shorter and it hits so low to the ground, it's rather easier for someone to just jump over a DTilt and smack us.
 

TheMike

Smash Lord
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Apr 24, 2009
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I don't approach. Obviously, I only do so on MUs that I need to, such as the Falco one. And for that MU, I approach using Dash to Power Shield. Ftilt when Falco isn't pressuring me, too.
 

Mister Eric

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Do anything to mix it up and that works. I actually don't prefer to play as campy as most R.O.B.s. I like my buddy's inside game, to a point. The main thing is, most of his moves are gtfo moves so you won't be inside someone very long but yeah, try w/e works. Get creative.

I think that the big thing that holds a lot of R.O.B. players back is that they are conditioned to play a set way. That R.O.B.s must camp. Or that R.O.B.s must do this or that. That's how MU strategies are formed, and that's how your opponent normally trains to fight you. The way I normally look at a MU is I learn what moves a character can get by with doing at which moments, learn how to handle those moves, and go from there. There never has to be a set way to play in each MU. Do what works. Explore and get creative.
 

Silhouette

Smash Lord
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Do anything to mix it up and that works. I actually don't prefer to play as campy as most R.O.B.s. I like my buddy's inside game, to a point. The main thing is, most of his moves are gtfo moves so you won't be inside someone very long but yeah, try w/e works. Get creative.

I think that the big thing that holds a lot of R.O.B. players back is that they are conditioned to play a set way. That R.O.B.s must camp. Or that R.O.B.s must do this or that. That's how MU strategies are formed, and that's how your opponent normally trains to fight you. The way I normally look at a MU is I learn what moves a character can get by with doing at which moments, learn how to handle those moves, and go from there. There never has to be a set way to play in each MU. Do what works. Explore and get creative.
I strongly second this statement.

We can discuss AT's and MUs all day but that doesn't reflect or emphasize reading your opponent, which is one of the most important things in a match.

One thing to concentrate on is which character you watch during the match, you should have enough exp. with ROB to know where he is and where he'll be with certain inputs. Giving you more of an opportunity to watch your opponents character to see there exact movements, it will increase your reaction time by a ton.
 

Croissant

Smash Apprentice
Joined
Aug 27, 2009
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82
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San Jose and Los Angeles
Good input!
My ROB is not as campy as most that I've seen, tho I've been working on being less aggressive...
Just thought another way to mix up our game-play would help out!

I def also use the f-tilt approach a LOT but it seems like opponents adjust pretty quickly to that one-patterened spacing... between that and out not-so-stellar two-hit jab combo, I figured a quick d-tilt with the possibility of tripping or multiple quick hits would be of some benefit!
 

GwJ

Smash Hero
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Nov 1, 2008
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Like someone else said.
Ftilt to approach
Dtilt to punish. Ftilt has more range.
 

Tin Man

Smash Hero
Joined
Jan 31, 2009
Messages
6,874
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Belconnen, ACT, Australia
pretty much what everyone has been saying. Don't approach. Ftilt to space, then gtfo of there and start camping again, then dont approach. Stilt is pressure/punish
 
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