RyseEX
Smash Cadet
- Joined
- Sep 1, 2015
- Messages
- 29
Let me know what to improve on
https://youtu.be/UdxV0PnQ_I0
https://youtu.be/UdxV0PnQ_I0
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You overuse full hop in neutral so you basically lose alot of threatening space, lose cc ability, and make your movement easier to read and intercept. Try staying more grounded and full hops should be mainly for baits maybe zoning.Let me know what to improve on
https://youtu.be/UdxV0PnQ_I0
Samus has an extremely strong crouch cancel game so careless nair approaches will mess you up. At low to fairly high percents (not sure what off the top of my head) you will be much better of trying to approach with dair instead to negate crouch cancel. You can follow up with a waveshine into up smash. This can be difficult compared to other characters and you can't continually waveshine her only get a single followup afterward. If you do get a nair at higher percents don't follow up with shine but with another nair. Shine will push her to the ground and she will be able to act instantly leading to you eating a downsmash.Can someone give me a basic rundown on the Samus matchup? Best way to approach, what to avoid, what % do certain combos work etc.
You have a timestamp but seem to have forgotten the video.What can Fox do in situations like this at 22:02? I don't know what to do against early up b.
And if anybody wants to critique me on that set that would be nice.
oops, my bYou have a timestamp but seem to have forgotten the video.
DI up doesn't help escape combos, it's only good as survival DI on fsmash/bair/nair... DI his shine all out (double stick helps) / down+out when you try to tech on a platform faster.I have so much trouble playing against Falcos. I have really bad DI and I can't seem to DI out of combos. I try to DI shine up and away (the 10-11oclock and 1-2 oclock on the analog stick), but I'm just stuck in hitstun for so long I feel like I just get hit anyways. Is this the correct way to be DI-ing? I try to DI the dair outwards as well. Can anyone drop some knowledge on me for this?
the commentator of the first video was right. you approach nonstop, and people are punishing you for it. try to calm yourself down, shoot some lasers and force them to come to you. after you get a whiff or a tech flub, your combo game is on point for the most part, so use it. dash dancing is crucial, and in my opinion you're messing up and moving into range of attacks quite a few times, which got capitalized off of. so in short: calm down, shoot lasers, and work on your dash dancing. everything else looks really good.Can anyone give me advice/tips about these sets? I feel like I have reads/pick up on people's tendencies but I try to do too much stuff and my play ends up being really sloppy. I've been wondering if a more conservative style is better? Thanks!
Just how good is a Fox who's reluctant to laser?
I'm tired of seeing so many threads asking questions that have been answered over and over again, and are obvious to the average smasher. I figure this will stop at least some of those from popping up.
Post asking anything you want about Fox that you're not sure about or just don't know. I will answer your question within the day, and if anyone else wants to answer before I can, go for it, and false information given will be corrected.
Also it wouldn't hurt to check this thread, or others before asking but, it really won't matter much.
Ask away.
That was a pivot grab, it's very common to see those now. When you dash dance, you actually do sequences of dash -> 1 frame smash turn -> dash -> 1 frame smash turn -> dash -> ... It's possible to do something else than another dash after the 1 frame turn, but you have to be precise to avoid the dash.Can someone explain to me how this grab works? It happens at 0:01 of this https://clips.twitch.tv/mang0/TenderChamoisMingLee
Was this the apex of his dash which allowed him to pivot to grab? I think that's what it is but I want to make sure because I feel like I see a lot of foxes using this.
The knockbacks won't stack because:if you connect two shines in quick sequence, the knockback will stack.
You wouldn't have to shine since you'd already be facing the right direction when you leave ledge, but if you need shine for whatever reason, it'd simply be drop from ledge, shine without turning either direction, jump, bair. Consistency comes with practice.How do you shine bair from the ledge? What inputs should I use to pull it of consistently?
I'm not sure if someone covered this or not, but you can either dair up smash a missed tech or you can Waveland onto the platform and tc grab/ upsmash to cover any tech option on a platfromTwo questions:
1. In the fox ditto against one of the PR'd players in my state, he really often goes for up-smash after up-throw (at low to mid percents) regardless of DI off the throw. He's great at tech chasing and it feels like he always gets at least 2-3 up-smashes on me unless I drift offstage or land on a platform. Assuming that I get grabbed in the middle of FD (so I know the up-smash will connect), how should I DI/SDI in order to minimize the damage that I take? If I miss a tech after the first up-smash and know that he'll punish the missed tech with another up-smash, can I amsah tech that and how do I escape? I'm so used to just playing against people that chaingrab that I keep missing techs against him in this situation and getting punished for it.
2. How should I follow up when I get an up-throw on Fox/Falco and they land on a platform and need to tech? Do I have to choose to either a) cover the missed tech/tech in place with an up-air or b) choose to react to teching in a direction and punish that? Or is it possible to guarantee a follow-up with great reaction timing? and does this differ between the platform heights on YS/BF/DL? It looks to me like top players go for a really quick up-air to cover tech in place/missed tech and it works most of the time, but I can't tell if that's by reaction or prediction.
Thank you!
If you're having trouble getting on the stage after bairing from the ledge it probably means that you aren't jumping quickly enough. If you physically can't move your thumb quick enough from x/y to the c-stick, you can either tap-jump or do a momentary claw (bringing pointer finger from z to y, which is what I do).How do you shine bair from the ledge? What inputs should I use to pull it of consistently?
I think what he's trying to do is stay just out of Jigglypuff's bair hitbox range. Close enough to convert off a whiffed move, and far enough to avoid moves and laser. That's what I think, anyway, not sure if that's actually the reason.Mango seems to be staying in a range vs puff at SSC (when he's not busy shooting her, and even sometimes when he is...) that I don't particularly understand. Does anyone else recognize this range, and understand how one could readily internalize it and see it?
It's really hard if you don't already know the hitbox personally. As an ex-Puff main, and with Mango having been one as well, it makes it a good bit easier to visualize the hitbox since it can't really be based on the character model alone with that huge disjointok, that's what the range looked like, but I wasn't sure if you guys had any bonus details. i can do that really well against other characters, but probably the two dimensional nature of her already being in the air makes it more difficult for me. I'll work on it.
You just have to press in the right direction. It's very precise. Practice doing different angles without falling into the notches on the control stick.I'm a noob, How do you get the 17 degrees in you angles on up b