otg
Smash Master
I figured since this boards lacks a Q&A for the Doctor, we could bring all questions we had about him here, as well as talking about his places in teams.
Edit: 6/25/09 Dthrow CG shennanigans
Edit: 1/9/09
Most people don't know that Doc is actually at the bottom of High tier above Samus. We're here to prove that to you. As a result, the Doc boards have decided to talk matchups and try to figure out Doc truly stands amongst the rest of the cast. As of right now, this is the current list (beta):
Disadvantage:
- Falcon/Marth/Sheik
Slight disadvantage/evenish:
- Fox/Falco/Icies/Mario/Peach/Samus
Doc ditto
Evenish/Slight advantage:
- DK/G&W/Ganon/Jiggly/Link/Luigi/Ness/Pikachu/Yoshi/Y.Link/Zelda
Advantage:
- Bowser/Kirby/m2/Roy/Pichu
This list is 100% my opinion as of right now, but with input from the Doc boards as well as the other character boards we can hopefully clean up and elaborate on the content of this list further. So help us out!
Tips on recovery from St. Viers:
Edit: 6/25/09 Dthrow CG shennanigans
Aight, so let me discuss the Dthrow CG vs. spacies a bit, because it's incredibly useful for tacking on that extra damage, tricking your opponent, and yes if you can somehow pull it off a 0-death on FD against spacies they can't get out of (although you really have better options tbh).
So yeah, dthrow CG tend to work after 75%ish I've noticed, give or a take about 5%. You can do it much lower, like around 50% or so but it will only work if they don't DI and you regrab immediately, so it's not guaranteed but it's kinda funny to dribble the ball real quick before you Kobe feel me? lol.
IMO, it's semi-situational as you might be better off with a different option, but I find it to be really useful on platform stages where an uthrow would give them a chance to escape potentially (although with those Forward tricks you still **** em) It's also really good on platforms in general because they have VERY limited options of a dthrow. So if they try to DI off the top platform to a lower one, or from the lower platform off stage or to the middle, you can follow them with a falling uair, or if you catch with a dsmash/dropzone fair (that one is particularly hilarious) it will probably KO them (seeing as how they had to be high% anyway for Dthrow CG to work).
Next, dthrow -> usmash is an amazing follow up from the dthrow CG at various %'s. Around the 70-85% range, the usmash will have enough hitstun to follow into a Fair. At higher %'s, like around 140 or so, it KO's. I have no idea what the exact % is, it could be lower or higher, but experiment... honestly at that % you are probably better off finishing them with a fthrow or bthrow.
And you are like "OMG WTF FTHROW... WTF", and you know what, you would be right 9/10. Fthrow is great in the dthrow CG because a good amount of the time they will not expect it, and when they don't DI it at high %'s that is a SUPER easy edgeguard for you, and vs. someone like Falco, it could be enough to KO his ****ty recovery.
The only advice I can give on performing the CG, is always anticipate that they will DI behind you because that is the only difficult part of the CG. Just guess they will DI behind you, and if they don't follow up. If they DI infront of you, it's no problem because you should be able to follow up easy enough, and if they don't DI a fsmash/dsmash or regrab is inorder. Hell, you could probably WD/run in with a smash and have it connect, personally I've never tried
it.
That's all you need to know about this broken ****ing CG, enjoy. I will also be putting this in the OP incase anyone wants to reference it again.
The first number is the first percent you can hit somebody and knock them over with a perfectly FRESH u.air. The last number is the last number is the percent you can knock somebody over with a completely STALE u.air
HOLY EDIT I FORGOT TO MENTION THAT THE STALE NUMBERS ARE BALLPARKS. I TESTED 90% OF THEM, BUT FOR THE MOST PART I JUST ADDED 5 AND ROLLED WITH IT
Fox 59-64
Falco 61-66
Marth 60-65
Sheik/Zelda 62-67 (they're both the same weight, believe it or not)
Capfal 66-71
Peach 62-67
ICs 60-68 *Note: 2nd IC is heavier than the first, by how much I dunno and dont care*
Samus 68-73
Jiggs 50-55
Dr Mario 64-69
DK 69-74
Ganon 68-73
Luigi 64-69
Mario 64-69
Bowser 69-74
Yoshi 67-72
Young Link 60-65
Link 67-71
Kirby 54-59
Ness 62-67
Pichu 49-54
Pikachu 58-63
Mewtwo 59-63
Game&Watch 50-55
Roy 60-65
So the rest of it is figuring out how to get people into those %s easily. Here's where i'll add something else.
__
D.air -> U.air (My ******* actually forgot to check this seperately, so I'll have to do that another time).
D.air -> U.air combos if you do the u.air in a timely manner.
D.air (7 hits) -> u.air = 23+% (23 = stalest d.air + u.air)
D.air (8.hits) -> u.air = 34+%
__
you do the math/strat planning from there.
Edit: 1/9/09
Most people don't know that Doc is actually at the bottom of High tier above Samus. We're here to prove that to you. As a result, the Doc boards have decided to talk matchups and try to figure out Doc truly stands amongst the rest of the cast. As of right now, this is the current list (beta):
Disadvantage:
- Falcon/Marth/Sheik
Slight disadvantage/evenish:
- Fox/Falco/Icies/Mario/Peach/Samus
Doc ditto
Evenish/Slight advantage:
- DK/G&W/Ganon/Jiggly/Link/Luigi/Ness/Pikachu/Yoshi/Y.Link/Zelda
Advantage:
- Bowser/Kirby/m2/Roy/Pichu
This list is 100% my opinion as of right now, but with input from the Doc boards as well as the other character boards we can hopefully clean up and elaborate on the content of this list further. So help us out!
Tips on recovery from St. Viers:
^^his recovery really isn't that bad, with proper DI, which is why IMO it's better than Roy's and Falco's.
How Doc should recover:
1. DI right. This means that even if you can't Smash DI, you are holding down/towards the stage w/ the control stick (Automatic Smash DI). Then you DI so that he's as high as possible without dying off the top. This means that if you know something won't kill you, it's better to DI more upwards rather than to the corner of the screen.
2. Tornado. This is really important, and if anyone can't do it, they need to practice it. It would be like thinking you could use fox w/o being to jump out of shine...a fundamental part of doc's game. If done properly, Doc gains almost an entire body in height, after the end of the move, and you can use it to start drifting towards the stage.
3. Drifting+2nd Jump This is the part of doc's recovery where he has some ability to mix things up. You want to drift towards the stage, but now you need to watch for your opponent's edgeguard options. If you are high up, throw some pills (but remember to keep drifting forwards). Now you have rising aerial, cape, upB, and directional airdodge left to get you back.
4. If you get hit out of it, repeat step 1. You'll last longer than you think if you DI edgeguards properly.
Important Notes
1. KNOW UP+B'S DISTANCE!!! That way, if you have to recover low, you can not get simply ledgehogged.
2. Learn to walltech. For those who don't now, it involves DIing (via SDI, ASDI, or simply regular DI) into the side of the stage, and teching. It helps you when dealing with people going for the spike, or on-stage punish for slightly missing sweetspot.
3. Up B has nice speed/priority. Using it early to prevent getting hit/stopping someone from grabbing the ledge on you can help. Doing this shouldn't be your commonplace tactic, but remember that it's useful.