lavagolem123
Smash Journeyman
So, we all know what Disable does. It stuns, and can be used to send the opponent away. But, which property of Disable seems to be the most important? Well, besides the one where they are caught on the ground in it that is. I want to look into a more practical or maybe even just a safer use of Disable. Don't get me wrong, I know for sure it isn't going to be some foolproof set up to get it off. Lets take a look at what this move can do.
1. Most useful and provides a significant advantage in positioning, is the stun animation it provides. The opponent is dazed and can't do anything but try to break out of it. Good even at low %, even better at high %.
2. Disable knockback is lackluster, should be used rarely IMO. I hear it can kill around 200~ish? I'm in Orlando now so I can't test due to the lack of a Cube.
3. Aerial Disabling is...decent at best. Your opponent will get sent away just as if you did a double Disable. Only works if they are in a tumbling animation methinks.
4. A different way of aerial Disabling, occurs when they are in a neutral position in the air. The opponent would start tumbling. Not sure if they get their jump back, but this could force them to use their recovery move. Otherwise, they would have to waste time trying to escape the tumble.
5. Using disable on an opponent using an aerial will knock them into a tumbling animation. This is where I think Mewtwo can shine. I REALLY want to see this tested to see if it can add to Mewtwo's defenses. Possibly even open them up to an attack.
Now, as long as Disable touches the opponent's frame(save for disjointed hitboxes, like Marth's sword ) it'll go off, correct? Now it's not exactly easy to chase your opponent down and hit them with Disable. That's why I believe that hitting an opponent trying to attack you with an aerial probably has more practical use than the others. This is what I want you guys to discuss. I have had success with it against those who prefer to bum rush me with NAirs and FAirs. I gave Ganon a hard time playing keep away with baby Shadow Balls and disabling his FAir. Please, look into it and tell me what you think. I know pretty much everybody here is no stranger to Disable, so anybody's input would be appreciated.
1. Most useful and provides a significant advantage in positioning, is the stun animation it provides. The opponent is dazed and can't do anything but try to break out of it. Good even at low %, even better at high %.
2. Disable knockback is lackluster, should be used rarely IMO. I hear it can kill around 200~ish? I'm in Orlando now so I can't test due to the lack of a Cube.
3. Aerial Disabling is...decent at best. Your opponent will get sent away just as if you did a double Disable. Only works if they are in a tumbling animation methinks.
4. A different way of aerial Disabling, occurs when they are in a neutral position in the air. The opponent would start tumbling. Not sure if they get their jump back, but this could force them to use their recovery move. Otherwise, they would have to waste time trying to escape the tumble.
5. Using disable on an opponent using an aerial will knock them into a tumbling animation. This is where I think Mewtwo can shine. I REALLY want to see this tested to see if it can add to Mewtwo's defenses. Possibly even open them up to an attack.
Now, as long as Disable touches the opponent's frame(save for disjointed hitboxes, like Marth's sword ) it'll go off, correct? Now it's not exactly easy to chase your opponent down and hit them with Disable. That's why I believe that hitting an opponent trying to attack you with an aerial probably has more practical use than the others. This is what I want you guys to discuss. I have had success with it against those who prefer to bum rush me with NAirs and FAirs. I gave Ganon a hard time playing keep away with baby Shadow Balls and disabling his FAir. Please, look into it and tell me what you think. I know pretty much everybody here is no stranger to Disable, so anybody's input would be appreciated.