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oh yea i forgot about dodging, some people dodge like its theyre ****in job. I used to think it was annoying, until i learned to capitolize. most people who dodge a lot can be predicted very easily, as theyll dodge out of the shield after you attack them, or after an attack of theirs. I notice a lot of samus' i play will dodge, (sometimes multiple times) out of the shield after i do a shuffl'd knee or nair. While this is annoying, time strong attacks at the end of their dodge, and dodging will be their downfall.some other delayed attack to take advantage of their dodge.
Ugh good thing I'm not alone.InterimOfZeal said:I figured that, if any thread, this problem of mine would fit here best. I almost view it as a self-mindgame.
When I'm practicing, my technicals are top notch, I never miss an L-cancel, I can DSHB with the control stick, waveshine, backwards SHB, Double Pill, Money Shot, you name it. But once it comes time to put my skills to use, I revert back to my "omfg wuts l cancel" play style. Inevitably, I get my *** kicked because of this. Has anyone else had this problem before, and if so, how did you overcome it?
another pointMaking yourself unpredictable is the next step after predicting and manipulating your opponent. I dont think many have reached this step at all...and that is what seperates top tier players and upper tier players.
I´d like to point out that once I figured out what is the percent for Ness to avoid being tippered from either bthrow or fthrow from Marth. I think that was about 36%. it means after/(if in my case, j/k) Ness reaches that point he can play it more safe and not DI. After Ness has been threwn just dbljump/ramble out of tumbling to airdodge to ground. If marth starts catching on (mindgames) he might try an uthrow or something.g-regulate said:Another example: Marth has many grab-throw-hit combos that can be DI'ed out of. fthrow-fsmash can be deadly on some, but when DI'ed it can be avoided. dthrow and bthrow can also lead to smashes, but can be DI'ed/Teched. a good player knows his DI, and will usually DI out of such simple combos. Unfortunately for him, he cannot DI more than one way. DI'ing away from the fthrow, is the same as DI'ing toward the bthrow. a good alternation between throws can make an opponent’s one wrong DI into a KO. Once again, tech skill opening up opportunities for KO's.
This is kinda off topic, but it goes along with what VilNess said. This works for Mewtwo, so it might also work for Ness too since they share the awesomness known as DJC. Mewtwo can do what I refer to as a "slingshot" with a djc bair. It's real noticible if you do a forward jump and DJC to a bair. It has to be at the right time for it to work, and I can't really explain it, but it isn't too hard to do. You get an unexpectedly large amount of momentum backwards when doing it. You can also perform the slingshot out of throws and avoid things such as Marth's fthrow > fsmash trick if you do it at the right percents. I am not too good at this myself, but it helps and I figured I would throw this out there.I´d like to point out that once I figured out what is the percent for Ness to avoid being tippered from either bthrow or fthrow from Marth. I think that was about 36%.
Heh, when people agree with something they tend to shut up...MookieRah said:[Edit]
I'm sorry guys, whenever I post on this thread it becomes dead lol, dunno why, but it's true.
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heh yeah it's the equivalent of dribbling a basketball with your head down to me. Relying on your peripheral vision and all that stuff.MookieRah said:Here is something that is REALLY REALLY EASY but a lot of people actually forget. Watch your opponent, not yourself. You *should* know what you are doing and thusly shouldn't be the focus of your attention. It is a lot easier to figure out your opponent, set up proper spacing, and even intercept his attacks if you keep your eyes on them instead of your character.
Bull****. Zelda necesitates wavedashing to speed her up. She has to be made fast, unless you intend to run around prego all the time.InterimOfZeal said:Zelda doesn't really need wavedashing.
Problem being her 7 frame jump that gets one of the shortest wavedashes in the game. So it doesn't really "speed her up" any more than a simple roll or dash.DaRkNeSsOfHeArT said:Bull****. Zelda necesitates wavedashing to speed her up. She has to be made fast, unless you intend to run around prego all the time.
InterimOfZeal said:m2k, totally rawkin' post.
Prism, it doesn't take that much to learn technicals, and they really do add a lot more depth to the game. Dependant on your character, you may or may not want to learn to wavedash. Zelda doesn't really need wavedashing. The one thing you should learn is shffl'ing, and it's lesser form, l-cancelling. Those two things will speed you up so much. Also, chances are pretty high that, unless your friends are all nimrods, once they master higher level play, they will eat you for dinner. I had a friend that beat my best character ALL the time with whomever he wanted, I learned high level play, and can now trounce him with Bowser, or whomever else I want, because he sees it as "cheap", dishonorable, not worth the time, etc etc., and refuses to learn to catch back up with me. I move faster than his Fox... with my Bowser. Think on it.
It does speed her up. WD is a good substitute for rolling because it allows her to space effectively. It's not her jump frames that causes her to have a short wd, it's her high traction. It allows her to get out of range for moves and then retaliate with a kick.Meteor! said:Problem being her 7 frame jump that gets one of the shortest wavedashes in the game. So it doesn't really "speed her up" any more than a simple roll or dash.