WispBae
Tsundere Princess
Howdy, fellow pack! Your Alpha Female (just teasing), Wispy has come to discuss Sm4sh's rage mechanic, and how it affects the pooch. Rage affects everyone in various ways, some more noticeably than others, so I thought we could talk more about it.
For those who don't know, Rage is a mechanic new and exclusive to Smash 4, that increases your knockback given when you are in the higher percentages. Rage begins at 100% with the weakest amount of extra knockback added to your attacks, and at 150% you gain the maximum Rage knockback bonus. Any extra damage taken will not add more bonus knockback AFTER 150%.
Rage aimed at Duck Hunt Duo
Now, we all know how Duck Hunt plays. I dislike the phrase "zoning character", since it implies camping to be the most effective strategy, but it is true Duck Hunt has an acute focus on controlling space and chip damage, via 3 different projectiles, and a disjointed moveset. Those effective at stage control will very easily rack up damage with little risk to themselves. However, even though poochy has great damage consistency, he does lack in easy to land KO moves. Smashes are predictable and make a distinct noise, Bair's range is average, up-air can hit but can sourspot easy, every smash can sourspot (the dreaded 1 hit "nudge away"), can doesn't kill until almost 200%(center of screen, around 150% near ledge).
You are mostly relying on a hard read on smashes, or a good edgeguard. Not to say doggy can't handle it, or is bad, but let's just say you are going to have to get comfy with your partner/opponent.
This is where Rage really works against puppy, and other "chip damage" characters. With lots of zoning and non-easy (or reliable) KO options, you are going to begin to learn how to gimp or guarantee your smashes hit, because once their damage hits 100%, things get much harder for our lil flock (bird jokes, wooooo...). Projectiles without KO power will only be for controlling space and little bits of damage, as you continue to build their rage. I've easily reached 210% on great players who know how to DI and avoid KO's, since going in is not safe with poochy, and he around to light-ish, mid weight. KO's on DHD without Rage are generally 130% or above. But with Rage, it bumps it down to 100%. Even less with max rage. For example (happened to my poor pup), a Marth tipper from center stage (Smashville) was able to get rid of my stock with 60%, when he was near max rage (around ~130%, if I remember correctly). JEEZ.
Practice KO options, and don't rely too much on projectiles when percentages get higher, is what I would suggest.
Duck Hunt Duo with Rage
Now on the other side of the coin, let's say you enter danger zone. Pooch is no slouch with extra knockback, though it is a double edged sword. Can KO's around 150% from the center of smashville, 130% near the edges, and 90%~100% at the edges and offstage! However, your can will also affect you, and it hurts much worse with rage on yourself. Gunmen will knock people much higher, perfect for up-air set ups or safe can positioning/repositioning. Clay will also knock people higher, great for the quick, follow-up "get off me" fair.
The other piece of the double edged sword comes from Boney's F-Smash. Since you have extra knockback on each shot, it makes connecting each hit consecutively harder, giving them the "nudge of life". You'll want to aim to get the very last shot of F-Smash, to guarantee those early, rage-assisted KO's. This makes the other Smashes also harder to connect, but I suspect F-Smash to be most popular, due to it's silly range.
What'cha guys think? Is doggy's rage make him better or worse? Would you implement a more defensive style knowing you had access to rage, or keep playing the MU normally?
For those who don't know, Rage is a mechanic new and exclusive to Smash 4, that increases your knockback given when you are in the higher percentages. Rage begins at 100% with the weakest amount of extra knockback added to your attacks, and at 150% you gain the maximum Rage knockback bonus. Any extra damage taken will not add more bonus knockback AFTER 150%.
Rage aimed at Duck Hunt Duo
Now, we all know how Duck Hunt plays. I dislike the phrase "zoning character", since it implies camping to be the most effective strategy, but it is true Duck Hunt has an acute focus on controlling space and chip damage, via 3 different projectiles, and a disjointed moveset. Those effective at stage control will very easily rack up damage with little risk to themselves. However, even though poochy has great damage consistency, he does lack in easy to land KO moves. Smashes are predictable and make a distinct noise, Bair's range is average, up-air can hit but can sourspot easy, every smash can sourspot (the dreaded 1 hit "nudge away"), can doesn't kill until almost 200%(center of screen, around 150% near ledge).
You are mostly relying on a hard read on smashes, or a good edgeguard. Not to say doggy can't handle it, or is bad, but let's just say you are going to have to get comfy with your partner/opponent.
This is where Rage really works against puppy, and other "chip damage" characters. With lots of zoning and non-easy (or reliable) KO options, you are going to begin to learn how to gimp or guarantee your smashes hit, because once their damage hits 100%, things get much harder for our lil flock (bird jokes, wooooo...). Projectiles without KO power will only be for controlling space and little bits of damage, as you continue to build their rage. I've easily reached 210% on great players who know how to DI and avoid KO's, since going in is not safe with poochy, and he around to light-ish, mid weight. KO's on DHD without Rage are generally 130% or above. But with Rage, it bumps it down to 100%. Even less with max rage. For example (happened to my poor pup), a Marth tipper from center stage (Smashville) was able to get rid of my stock with 60%, when he was near max rage (around ~130%, if I remember correctly). JEEZ.
Practice KO options, and don't rely too much on projectiles when percentages get higher, is what I would suggest.
Duck Hunt Duo with Rage
Now on the other side of the coin, let's say you enter danger zone. Pooch is no slouch with extra knockback, though it is a double edged sword. Can KO's around 150% from the center of smashville, 130% near the edges, and 90%~100% at the edges and offstage! However, your can will also affect you, and it hurts much worse with rage on yourself. Gunmen will knock people much higher, perfect for up-air set ups or safe can positioning/repositioning. Clay will also knock people higher, great for the quick, follow-up "get off me" fair.
The other piece of the double edged sword comes from Boney's F-Smash. Since you have extra knockback on each shot, it makes connecting each hit consecutively harder, giving them the "nudge of life". You'll want to aim to get the very last shot of F-Smash, to guarantee those early, rage-assisted KO's. This makes the other Smashes also harder to connect, but I suspect F-Smash to be most popular, due to it's silly range.
What'cha guys think? Is doggy's rage make him better or worse? Would you implement a more defensive style knowing you had access to rage, or keep playing the MU normally?
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