Fortress | Sveet
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Banelings must be limes then
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I believe wavelanding is 4 frames of landing animation while AI is ALSO 4 frames of landing animation. The difference is that in AI, the uair can happen up to 2 frames after passing thru the platform (total of 6 frames), while in wavelanding, more frames are possible before air dodging, so wavelanding could potentially be longer.@3 Isn't wavelanding in place on a platform the same as AI in place on a platform?
Yeah, I'm also a Samus and Sheik main, so tbh, I'll probably use Sheik when I can against Falcon, but you know, you won't always get the choice. Let's say your opponent has more than one main, they CP the stage and then CP Falcon against ur Samus, you'd better know the MU by that time. Honestly, I like Samus against Fox more than Sheik, but that's besides the point...Yeah after playing friendlies @ Linguini's tourney and doing decent at nearly every matchup EXCEPT Falcon, then watching Mango nuke one of my inspirations for using Samus- I think I'll just alt Sheik for the matchup.
Come to ze Island that is Long aka LONG ISLAND! )I'm thinking about saving up and moving to a more smashing place, any suggestions?
Lolz, you should have used this vid: http://www.youtube.com/watch?v=R6WvET6YM2c(the analogy of course is that 'mango' could make anyone look that bad.)
Eh, it's still a counter, but it's by no means unwinnable on Samus's part. Personally, I find the MU as hard as vs Marth.To me, Falcon is favored, but doesn't counter Samus.
Hrmmmm, gimpyfish....(<_<') Btw, he's going to Apex. Time to see what retirement has done to my old smash hero.because it seems, from what we've seen, is that if you're a good player, you'll be able to keep on winning over time and change (isai, ken, m2k, gimpyfish*). i think the only real difference now is that there's a far harder entrance exam to get back in.
interesting.
*...>_>
Well, we've gotten more techy, faster, and gimpier as well, so it balances out. ^_^ I heard oos jab and my ears perked up. How do I do that? Are the jabs JC'd?The Falcon/Samus MU is the same as it has always been, IMO. Falcon has gotten a little more technical, a little faster, and a little more gimpier, but the same stuff the applied before applies now. He will never approach from the ground unless it's a grab or raptor boost (Even that is very sparingly), so you can almost always expect him to approach straight from the air or from a platform above you. The biggest thing to worry about is falling for empty jumps and either getting grabbed or dtilted when he lands, which leads to getting knocked in the air and *****, or misreading and leaving yourself open, which has a similar effect.
Also, gentlemans. OoS jabs by Falcon can be devastating, in my experience.
Umm, well if apples are everywhere, but oranges are more delectable w/ a little work, wouldn't nair be the apple and dair would be the orange? :/to be more specific, nair is the orange
and as we all know
oranges > apples.
Just to clear up any misunderstandings, all of Samus's aerials have 7 frames of landing lag if L-cancelled. Thus, they are all technically the same "speed" if SHFFL'd.Oh well if its start frame no doubt about it that nair comes out first, dair is slow coming out definitely. It just seems slower when you shffl nair in comparison to dair.
Really? Whenever I struggle against the knee (hold towards Falcon), it usually earns me another knee...When I DI Uair and Knee up and towards it seems to be pretty effective.
What's pfmc? O_oshe's got two types of missiles, pfmc, bombs, bomb recovery, grapple recovery, grapple grab, extender, swd, up+b oos, charge shot, and a slow roll. and she's floaty.
Ganon and puff are definite yes's (what's the plural of yes? XD), IMO. Marth was the one I was unsure of before, but from your past inputs, I've seen that the MU isn't that bad. This may be oversimplifying, but I see Ganon as one slow brute. Yes, we all know that, unless she's wavedashing, Samus is kinda slow, but I think she's pretty speedy compared to the Evil King. Thus, I try to abuse my "agility" and if he's trying to stay in shield, I get more liberal w/ grabbing. Grabbing seems much better against Ganon than against other chars. Also, zoning w/ missiles is always a good option, especially on big stages like DL64. Tbh, i think CPing stages plays a big part in this MU, and since Samus's recovery is infinitely better than Ganon's (and she's HEAVIER ^_^), she has a clear upper hand on these stages. Only problem is, he has that 'Falcon uair'... :/[edit]can she do it? vs fox, falco, marth, ic, peach a definite yes
vs shiek, falcon, ganon, puff i am unsure, not doubting, just need more testing.
...........what does that mean? (-_-')Wheeee projectile data. 361 = 44 btw.
For the most part, I really view her upB as the trump card vs shine pressure and FC'd aerials from Peach. As you said earlier, Samus is pretty much a tank and can kinda 'muscle' thru a lotta hits. As such, I really think a greater focus on CC's and less on shielding is necessary. Maybe this is already well-known, or it's a bad idea, idk, but I just thought I'd put that out there.i just feel we may have pushed UB OoS too it's limits as is, i don't see much more potential with that specific move
so now maybe it's time to explore the other aspects of her play and start looking at her from a different perspective
@above
we'll see i guess
maybe it's time we brought a little something new to the metagame
I like to think of it as this: edgeguarding is defensive while gimping is offensive. On the recovery side, I really think recovering is also defensive since the recoverer is simply trying to survive but, depending on how he acts, the recovery can become offensive or remain defensive.who is moving towards whom during an edgeguard. Just think about that
Yes, this is true, not only in Smash (all three of them), but in most other fighters as well. A defensive playstyle soundly trumps a purely offensive one, and in the end, you end up w/ two defensive players who try to capitalize the most on their opponents' mistakes. I think this is how the metagame of fighting, in general, has evolved. One of the only games where this isn't necessarily true, IMO, is MVC3. Yes, defensive play, such as zoning, stands a chance there (especially w/ the arrival of Ultimate), but in the end, rush-down seems to rule all.Does any of this classification really matter? Not a whole lot. In general terms, being offensive from a disadvantaged situation is a bad idea. Thats why people get ***** for shield grabbing a lot or attacking from the ledge. Defense kinda is the strongest in a confrontation thats why indirect offense dominates the metagame. Approaching by taking space without attacking or by attacking in ways that leave defensive options available.
Well at low%, yeah, it's going to lead into another knee.Really? Whenever I struggle against the knee (hold towards Falcon), it usually earns me another knee...
I already said ariels don't have a set "speed". Therefore shffl'd ariels aren't faster than one another. The only thing that would make Dair slower is because of the start up lag. Which is what I was arguing.@ the conversation about shffl speed: Yeah exactly. Are any of those moved actually used in shffl's? Not usually. Therefore shffl'd ariels don't really have a set speed, unless you are talking about startup lag and such. @ the conversation about defence without shield: I think what HugS was saying was things more like baiting and dodging, right?
Disagree, gimping can be either. Gimping is just edgeguarding at low percents. There are offensive edgeguards though, such as shine spikes and some gimps like dthrow->jump off immediately (with marth). In the latter example, dthrow->dtilt->jump off is more punishment based since its pretty much true combos (also, most people stay on stage after dthrow->dtilt). Countering a firefox and then falling off to finish them is defensive at the counter stage and simply punishment after that (not offensive).I like to think of it as this: edgeguarding is defensive while gimping is offensive. On the recovery side, I really think recovering is also defensive since the recoverer is simply trying to survive but, depending on how he acts, the recovery can become offensive or remain defensive.
Defense doesn't trump offense by definition and many games have different ratios of which is stronger and often based on match-ups. In terms of metagame evolution, it is common for defense to get stronger as time goes by. This is because defense takes a solid knowledge of the game, in mechanics, in theory and situationally as well (X beats Y). In the early days of a metagame offense will usually be much stronger since the burden of knowledge and execution is on the defender but in good games this will generally equalize or at least leave many strategies available.Yes, this is true, not only in Smash (all three of them), but in most other fighters as well. A defensive playstyle soundly trumps a purely offensive one, and in the end, you end up w/ two defensive players who try to capitalize the most on their opponents' mistakes. I think this is how the metagame of fighting, in general, has evolved. One of the only games where this isn't necessarily true, IMO, is MVC3. Yes, defensive play, such as zoning, stands a chance there (especially w/ the arrival of Ultimate), but in the end, rush-down seems to rule all.
Thanks man, that helps alot.http://www.youtube.com/watch?v=mI11nSpJHaI#t=3m02s
Take a video url
Add "#t=" to the end
Then add "XmYYs" where X is the minute you want and Y is the second value (including the 10's digit)
Abrakadabra, you have just linked a video to a specific time! I just found this out last night. Thought I would share.
Hmmm, I'm seeing what you're saying, and I'm not saying you're wrong or anything, but here's my opinion on the issue. The concept of gimping means you're actively trying to remove a stock earlier than 'necessary'. As such, that line of thinking is generally offensive. Also, I'm kinda factoring the stocks into my concept of defense and offense. Thus, removing a stock, and working mostly towards that, is offensive, and defending a stock, which would include giving damage to the opponent in order to do so, would be defensive. By this definition, I'd say that recovery is defensive just because the opponent is trying to protect his stock and is not necessarily working towards taking yours, e.g. he's already up, say, 2 stocks so he doesn't care too much. However, this recovery becomes offensive the moment he starts working actively towards taking ur stock, i.e. stage spiking, aiming to give u damage, killing at the ledge.Disagree, gimping can be either. Gimping is just edgeguarding at low percents. There are offensive edgeguards though, such as shine spikes and some gimps like dthrow->jump off immediately (with marth). In the latter example, dthrow->dtilt->jump off is more punishment based since its pretty much true combos (also, most people stay on stage after dthrow->dtilt). Countering a firefox and then falling off to finish them is defensive at the counter stage and simply punishment after that (not offensive).
Recovery is almost always offensive but in the most vulnerable sense. When you are recovering your goal is to slip through your opponent's defenses in order to get to a positioning (such as grabbing the edge).
You're probably right; I think I spoke out of turn earlier. However, I'm finding that newer games, such as SF IV (well, at least before it became "dive kick fighters") and Brawl (and more) are generously rewarding defense very early in their respective metagames. Even MK now functions best when playing defensively.Defense doesn't trump offense by definition and many games have different ratios of which is stronger and often based on match-ups. In terms of metagame evolution, it is common for defense to get stronger as time goes by. This is because defense takes a solid knowledge of the game, in mechanics, in theory and situationally as well (X beats Y). In the early days of a metagame offense will usually be much stronger since the burden of knowledge and execution is on the defender but in good games this will generally equalize or at least leave many strategies available.
I was wondering the same thing. I'm suprised Pi hasn't made one.Why does like every character get a stickied hitbox thread except Samus?
we already know all of them.Why does like every character get a stickied hitbox thread except Samus?
lol pi seriously i finally clicked on it just now just because i kept seeing new posts in it.frickin hell people
stop posting in this thread until it's released
Hmmm, I agree w/ you about Blazblue, but Blazblue is incredibly similar to Marvel (revolver/gatling combos, ridicilously long combo strings). I don't mean to offend anyone, and this is by no means objective, but over here, the general opinion is that both games are kinda bad... :/ Now Guilty Gear, that's a great game! :D But I'm not gonna say that one favors offense over defense. Yes, combos are important in that game, but not so much as Blazblue, and I think it's more balanced when it comes to the breakdown between rushdown chars (mainly offensive) and set-up chars (mainly defensive), something that Blazblue can't really boast cuz it doesn't really have any set-up chars.Well IMO Blazblue and GuiltyGear both favor offense much more than defense.
That's the common reaction after a persons first Plup video.So I just watched some Plup vids and...
he's got himself a new fan.
But seriously, he plays my vision of a perfect Samus. Very fluid, clever punishes, etc. Can't wait to see how he fairs against people at nationals.
Marvel combos, you gotta love 'em... -_- Uh, what does FG mean? :/Yeah i played a lot of BBCS and then found out the game was really boring. I played Hazama and each round was basically make 1-2 RPS guesses then autopilot a combo for half their health then do that one more time before they do it to you. Street Figher is a much cooler FG imo.
So, if utilt is so much better than ftilt, why is it often said that Samus's ftilt is mostly unpunishable by most of the cast and should be used often? I know it comes out fast, but there's probably more to it than that.dair has +2 advantage on shields (frame perfect)
nair has a +1
sweetspot bair has +1
utilt is our least punishable tilt on shields, having only a -10 or -13
whereas ftilt is -17 or -18
utilt is only 5 frames slower than ftilt assuming you IASA it
utilt might **** links shield, offering only a 2-5 frame window to be UB'd and a 3 to 6 frame window to be grabbed (assuming you buffer a spot dodge