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Defensive help

TheEliteSmasher

Smash Cadet
Joined
Aug 29, 2008
Messages
71
I need a way to play defensively. And don't just tell me to space better because that won't do s*** against people who out range you even if you do space. *coughlucariocough*
 

Skyflyer

Smash Journeyman
Joined
Aug 7, 2008
Messages
457
Be patient as fvck.

Attack when they get suffer from ending lag. When they can attack again move away, and wait for another lag period.
 

Rh1thmz

Smash Journeyman
Joined
Aug 22, 2008
Messages
316
Location
Kalamazoo, Michigan
The only reason you should play defensively is when you're looking for an opportunity to attack. It basically comes down to predicting your opponent's next attack and defending accordingly (spotdodge, roll, walk away, jump, jump and airdodge, or whatever fits the situation) so that you can punish their laggy attack. MK, in general, doesn't function properly as a defensive character, so your defensive game should focus on getting MK back on the offensive as soon as safely possible.

Oh, and if you're still worried about projectiles like Luca's AS or Falco's lasers, powershielding does wonders. You'd be much better off learning how to consistently powershield than not.

Also, your Mach Tornado eats up Lucario's BAS, but not the fully-charged AS.
 

_Phloat_

Smash Champion
Joined
Dec 1, 2006
Messages
2,953
Location
Tennessee V_V
I don't know much about defensive MK, but I don't understand why it isn't possible. Honestly. He has all the traits to be impenetrable if you play perfectly, and his range game is great for keep away.

I would say if you want a defensive MK, learn spacing first!
 

Deoxys

Smash Lord
Joined
Aug 28, 2008
Messages
1,118
Location
near Boston, MA
I don't know much about defensive MK, but I don't understand why it isn't possible. Honestly. He has all the traits to be impenetrable if you play perfectly, and his range game is great for keep away.
Because MK has no projectiles, and one of his greatest advantages is controlling the tempo and momentum of the match.
 

8AngeL8

Smash Lord
Joined
Oct 4, 2008
Messages
1,298
Location
Dallas, TX
Camping ftilt and dtilt is probably his best defensive bet. You can stop aerial approaches with nair, shuttle loop and the 'nado.
 

Joxer

Smash Apprentice
Joined
Oct 26, 2008
Messages
153
Location
http://www.youtube.com/watch?v=GJej6kCgxVM
If you are having trouble with ranged opponents, MK has some of the best approaches in the game (glide attack, SHFair, SHDair, tornado, dash attack, dash grab). Learn how to use them effectively in the right situations, and you will be very hard to punish.

One huge advantage that MK has when playing in a reactive state is that his moves are really really good at punishing because of their range and speed. Let your opponent come to you. On the ground, your ftilt has crazy range that will stop most attackers in their tracks. If an opponent comes at you in the air, fly right up there with them and use your far reaching arials and shuttle loop for maximum damage. Your tornado as a defensive tool on the ground or air is great because of its priority.

In spite of what everyone says about staying on the offensive, most MKs get destroyed when they rush into a situation with a punishable approach. They then compound this error by rushing in again to make up for lost time, and end up taking 30%-60% damage because of their rash actions.

One of my favorite examples of the intelligent play described above is the winners finals match between santi and dojo below:

http://www.youtube.com/watch?v=46QmG2b4eAg

Santi is one of the best toon link players i have ever seen. He also throws more projectiles and bombs out at dojo than you see in an average match. In spite of this, dojo 3 stocked santi and took 87% the entire match!! Watching how dojo's MK avoids the porjectiles and punishes santi is incredible. Take notes :p
 
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