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I play Heysuess on a consistent basis as Ike, and for a short time as Marth. I learned that a long time ago.well, i know you should never get grabbed ;x
that just leads to being thrown offstage and much general unhappiness : (
thats a good question. id imagine that since their ability to gimp us is pretty high, picking stages with long horizontal blast zones doesnt seem like it would help us in any way. While they may be able to die early off the sides as is due to being light, i dont think having them die even earlier due to short horizontal blast zones is a bad thing (this allows us much more opportunity to catch up if the spacie gets ahead in stocks). Which leans towards picking small stages.What stages do you guys take spacies to? I've thought about this a bunch and I haven't really come to any conclusions.
Spaces are supposed to "die easily", whereas we have good survivability, so taking them to small stages might negate one of their weaknesses and our strengths. On the flipside, taking them to large stages gives them plenty of room to laser camp us. Seems like a lose/lose.
However there's also the fact that outside of Falco, spacies having a bad recovery is a big ****ing lie. They have a ton of options and covering all of them can prove difficult. Meanwhile they have no difficulty edeguarding us. Fox's Shine spike and Falco's dair completely trivializes our survivability, idk if Wolf has anything that totally demolishes us but between bair and dair he can definitely make it hard for us to get back. They're also all capable of killing us outright. So maybe we should just stick to small stages?
Wide stages with plenty of platforms (Lylat, Distant) could possibly still work against Falco cause he does die pretty early, and the platforms help us avoid lasers. FD could work against Fox/Wolf since their lasers don't pin us down and we can chaingrab them to infinity. Actually Dreamlands platforms are probably too high to get them out of chaingrabs, but still offer us a respite from lasers, might actually be a good choice against all three...
Yeah I also think it's an even MU. Like you said, DDD's moves have a lot more range (he has the largest regular grab range, and Ganon has one of the shortest) so he can really outspace us. Also if he sends you offstage you're basically dead. But Ganon's combos on dedede are insane. You can go from one grab to 50% to fair/bair to edgeguard to KO.Hey guys. I've been using a lot of Ganon recently, especially against Yoshi and Zelda on small stages. He's a ton of fun.
I personally think Ganon:DDD is close to even. Ganon gets to CG DDD kinda hard, and after that, all his dthrows lead into fair or bair. Additionally, Ganon's a little faster than DDD, he has much greater platform mobility, and his moves have a bit less lag. He's also pretty good at edgeguarding him. On the other hand, DDD gets to edgeguard Ganon for free and his moves are much larger.
Wizard's Foot, DA, and nair all go through Waddles, and therefore Waddle Dashes, pretty well.I don't like ganon against Dedede, but I haven't played the match enough to really discuss usefully.
He's really good at keeping us out, and we can't quite do the same thing because of waddle dee junk.
Well, I only like the MU on small stages with plats (YS, WW, and FoD) because there isn't really enough room for her to put out Din's safely and we still have our platform mobility. In general, you beat Zelda by maintaining a close mid-range position. Close enough that you can threaten her with things like fair and sideB mix-ups, but just far enough way that you don't get caught by all of her BS smashes and kicks. If you end up too close, then you kind of have to go for the dodge/jab/grab mix-up immediately. Small stages also let us kill her fairly fast, and recovery isn't such an issue for us.But how do you beat Zelda? I can't edgeguard fayore's wind, Ganon can't combo her well, and Zelda's F Smash seems nearly impossible to punish. And how do you beat Din's fire?
Ganon CGs her 0-78, but you can land on the platform at 59+ (his CG only lasts that long without any platforms because his grab reaches high).
I don't have much experience in that matchup, but volley is probably useful for reflecting pk freeze and f tilt d tilt and wizard foot should be good if their spacing is bad. Also if you're edgeguarding always grab the ledge so they can't use the snake, and punishing pk thunder shouldn't be too hard.How do I eviscerate Lucas?
I think Lucas' DJC Fair is safe on shieldFor instance, fair is unsafe unless he does it really late.
If only we had a frame data thread with information like that...and i just went to double check frame data. link's grab starts on frame 11. our jab hits frame 3 and deals 7 damage on the first active frame, which means it has 5 frames of shieldstun (7+4 divided by 2, then rounded down to the nearest whole number, always). the iasa is on frame 19, which means we should be... -11? hrmmm... so maybe jab isn't safe on shield vs link? i know i've jabbed a lot of good links out of shield grabs by just jab spamming their shield, so they might be off a few frames on it, then. i'll have to investigate this more, later...
All the advantages use IASA if the move has one. If not, it uses the actual move duration.does it have shield advantage? i went into it to find my frame data to start with...
oh damn! thank you based @ Sartron ! i never noticed it because it was at the very end of all the data! does it use the iasa or the full endlag, though...
that service, tho : O i was expecting a reply later today, probably while i was at work. truly based, sartron.All the advantages use IASA if the move has one. If not, it uses the actual move duration.