DerfMidWest
Fresh ******
ICs invincible ledge stuff is balls, so I'm not really sure about that one. It would probably be frame perfect if it does actually work.
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You're right :DICs invincible ledge stuff is balls, so I'm not really sure about that one. It would probably be frame perfect if it does actually work.
I've enjoyed hax-dashing with the likes of Samus and it's definitely a neato bait, but Popo's is not only very vulnerable, but also very slow and obvious, making the usage of a bait more unviable.the hax dash still has applications even without being invulnerable, you just can't use it as freely as you would if it were.
Are you sure it's vulnerable? I've never tried haxdashing with Popo so I have no idea what the timing would be like, but I doubt Kadano would say it was possible unless he tested it and was sure. It might be another frame perfect type deal.I've enjoyed hax-dashing with the likes of Samus and it's definitely a neato bait, but Popo's is not only very vulnerable, but also very slow and obvious, making the usage of a bait more unviable.
Might be a fun mix-up though if you just use it once in a set. Getting an opponent to swing near the ledge when you have a good ledge-dash is always amazing.
If nothing else I learned that the Up-B stall is real and I already love that :D
Well there's kind of two ways to do it. If you drop down pretty far, DJ, and then Hax-dash it's a lot easier. The further you drop down the slower Popo will be rising up when he gets above the stage making the Hax-dash easier, but the further you drop down the more time used and the more vulnerable it becomes.Are you sure it's vulnerable? I've never tried haxdashing with Popo so I have no idea what the timing would be like, but I doubt Kadano would say it was possible unless he tested it and was sure. It might be another frame perfect type deal.
I go to like 3 tournaments a year so I'll send you a message next time I go to one.Sup dude, you ever get out to Socal regionals? I just started playing again recently so I don't think we've been at any of the same tournaments, but if it happens we should play some dittos
Hey aren't you the guy that makes all the ridiculous/amazing melee hack videos?!?!?The Ice Climbers are definitely my favorite character, and I always find myself coming back to them regardless of how much I change and improve my mains. I'm finding, however, that I'm really bad at playing them. I can go into the lab and crank out some cool stuff, but I'm terrible at actually playing as them; though I've put a lot of effort into playing as them, I just can't seem to get it to work. I still win games with them simply because I'm way better than the people I regularly play with, but my Ice Climbers do pretty badly relative to my other, "good" characters.
It's kind of frustrating. But the difficulty in playing them adds to the luster.
The Ice Climbers are definitely my favorite character, and I always find myself coming back to them regardless of how much I change and improve my mains. I'm finding, however, that I'm really bad at playing them. I can go into the lab and crank out some cool stuff, but I'm terrible at actually playing as them; though I've put a lot of effort into playing as them, I just can't seem to get it to work. I still win games with them simply because I'm way better than the people I regularly play with, but my Ice Climbers do pretty badly relative to my other, "good" characters.
It's kind of frustrating. But the difficulty in playing them adds to the luster.
The way I play the ditto is to find a point of separation between the Climbers and make sure that they don't get back together. A lot of you're wave dash approaches got snuffed by down smashes in the first two games, but you did adapt well for game three.guys I suck at IC dittos plz help.
https://www.youtube.com/watch?v=3YXHbplJI9E
what I figured out just from watching this a couple times was that I got real over reliant on wd->dsmash and I wasn't abusing when I separated them enough.
I think I figured the mu out a lot more by game 3, but this set was a lot more stressful than it needed to be.
Also I think bthrow is really good for separating in this mu once I condition him to shield my wd dsmashes, but I didn't do that at all in this set.
I won the tourney tho.
I think d-smash is situational. If you've already worked up some damage on either Nana or Popo, it's a fast move with high knockback that will send them different distances and can be the turning point in a stock. If they're at low/mid percent and there's no percent differential, then it's not the best.I don't think down smash is as good as people make it out to be in the ditto. Sure, it has it's applications like when you manage to squeeze between them, but other than that I'd just op for a quick b-throw if the opportunity presented itself. It's still pretty good though.
Turn away D-smash should pretty much always be used, even as Sopo, as you save frames since the back hitbox comes out a couple frames faster.Wobbles actually posted about that along time ago, but he suggested using it in the opposite direction. If you turnaround so Popo is facing away from the opponent, it staggers the hitboxes more than usual, "extending" the move's duration. Potentially useful for punishing spotdodges because you're less likely to whiff during their invulnerability.
Spent literally all night in the lab; found some interesting (and hopefully new) info. Will probably post about it tomorrow. It has minor implications on the Yoshi match-up.
Well, yes, though often you might approach facing backwards so both d-smashes hit with the earlier hitbox. Also, if you wavedash facing forward and use the turnaround hitbox, you can actually desynch by using a smash turn rather than a "soft" turnaround, which will cause Popo to d-smash and Nana to dash backwards. Worse on hit (since you get half the damage) but safer on block/dodge.Turn away D-smash should pretty much always be used, even as Sopo, as you save frames since the back hitbox comes out a couple frames faster.
Catching dodges and further protecting yourself from punishment with Nana's late hitbox is also super nice and pretty much necessitates this.
Turn-towards D-smash is pretty much the worst D-smash you can use hitbox timing wise, but it does annihilate that super armor!
I'm still mindlessly worrying about the matchup (egg-lay plz ;_; ) so I'm excited to see what you come up with :D
I prefer dsmash for that kind of thing, for me its much easier to do a solo charge dsmash from spot dodge consistently, but in my eperience its way easier to wobble off of it too.@ Fly_Amanita A while back you said that you were working on a rest punish that might be better than charge smash -> grab. I saw your inescapable wobble setup for missed tether grabs and can't help but think it might be related. Is it something like desynch into Nana jump -> blizzard while Popo grabs, so that the Blizzard hits just after you grab them?
I also wonder how escapable charge d-smash (facing forward) -> grab is. If you grab someone before hitstun takes place, does the hitstun transfer to grab capture damage, or can they mash out immediately? It seems like if you use d-smash in rather than f-smash (less damage but also less ending lag), you can start the Wobble almost immediately.
I will happily critique you once I have some more time to do so, but congrats!Hi guys! Just came back from a fest and had my best tournament run (I won 2 sets.) My last set was on stream. Here's the VoD: http://www.twitch.tv/umdsmash/b/642355310
The set starts at 13:50.
I'd like some help with my play in general and/or against Marth. My main problems that I've seen is that I excessively roll, and that I charge smash attacks that just leave me open to get punished (Which is a bad habit from practicing against CPUs.)
They're pretty similar. The rest punish is just spot-dodge (or whatever) -> Nana blizzard -> grab timed so that it hits right before the blizzard connects. It's something like a 7 or 8 frame window to beat even frame perfect mashing at 0%, so it's pretty neat in that regard. The tether thing is more complicated since Nana wasn't facing the right way after the roll, so I had to do some weird things to account for that. Tangential, but it might be better to just have Nana blizzard the wrong way then WD behind the opponent and grab right before Nana's blizzard is pulled into them in that case.@ Fly_Amanita A while back you said that you were working on a rest punish that might be better than charge smash -> grab. I saw your inescapable wobble setup for missed tether grabs and can't help but think it might be related.
Okay I realized I have complained about Marth so many times, but I just can't beat one.
These are my weakest points while fighting Marth. Its so frustrating losing to basically anyone that plays Marth.
- Every time I recover I feel like fish in a bucket, and if I get back on stage it feels like they still end up killing me or killing Nana
- Whenever I roll to dodge a F-smash they usually have enough time to turn around and F-smash again. (Would spot dodging work better?)
- Whenever I try to ice block camp they just jump and fair and I'm usually in the middle of the animation.
- Edge guarding can be hard
- If I don't desync Blizzard, they usually have enough time even if they get hit to punish me
- If I get hit by anything ever I feel completely separated from Nana
- I try wd oos and fail
- I mis-space some of my desyncs and get punished hard
- Every time I recover I feel like fish in a bucket, and if I get back on stage it feels like they still end up killing me or killing Nana
- Whenever I roll to dodge a F-smash they usually have enough time to turn around and F-smash again. (Would spot dodging work better?)
Blizzard is the way to go. I like DD->blizzard (hold shield with popo). Blizzard outranges fair, which is unsafe if not spaced on popo's shield.
- Whenever I try to ice block camp they just jump and fair and I'm usually in the middle of the animation.
Yeah ICs have a little trouble with his recovery, but when marth recovers, you have the stage, and marth is balls when cornered. I just use blizzard to trap him at the ledge, then punish whatever he does. Or even just wait outside his nair from the ledge range.
- Edge guarding can be hard
If they SDI up and away they can fair you. I like shield for this. Then you just cover wherever they go.
- If I don't desync Blizzard, they usually have enough time even if they get hit to punish me
This tends to happen. I just camp marth and try not to get hit.
- If I get hit by anything ever I feel completely separated from Nana
Practice. Shield stun is a ***** to learn. You'll get it.
- I try wd oos and fail
Learning when desync setups are safe and unsafe is one of the trickiest parts of the mu. My advice is to watch a lot of ICs marth and pay attention to the positions ICs get punished for desyncing and the positions/setups they get away with.
- I mis-space some of my desyncs and get punished hard
I understand, it's rough. Ive put in sooo much work into this mu over the last year. Its a hard one. But doable. It takes a lot of knowledge of micro scenarios and overall martchup familiarity.These are my weakest points while fighting Marth. Its so frustrating losing to basically anyone that plays Marth.
I forgot to respond this earlier, but I've had a similar idea myself and know from testing that it doesn't work. Yoshi can parry the frame immediately after egg lay, leaving no window for a grab (or anything else) to actually hit him right after the move finishes. The best you can probably do is make a good read on what he does after egg lay and punish that.I feel as though egg lay is very fraudulent as well. If he grabs nana, you can just wavedash forward and grab (or smash if he does dj turn around neutral b, which a lot of yoshis do, again knocking him away without a jump).
By Popo marth slayer, do you mean just have popo shield next to the ledge, and just shield->punish the on stage up-b?Once he's low or out of dj->aerial at ledge range, I like roll to edge->nana jump onto ledge->popo marth slayer. This covers a lot of stuff and freaks marth players out, since you can react to whatever and they can't just sweetspot.
Is it percentage dependent? It seems like there's a huge difference in the amount of time you have to wait between, say, Falcon at 15% and Sheik at 30%. It would be really useful against Falcon though, as you'd only have to get one regrab to start Wobbling from any percentage (assuming that's how it works).Cross-posting this from Twitter/Pastebin:
Remember the recent, extremely situational rest and tether punishes that involve starting a Nana blizzard and then grabbing right before the blizzard connects, leading to an inescapable wobble at any percentage? It turns out you can do the same basic idea in the middle of a dthrow CG. Let's say we tell Nana to blizzard extremely late into Popo's dthrow animation, but not so late that Popo would partake in a synced blizzard. Blizzard is active on frame 16, and Nana acts six frames late, so this blizzard is effectively active on frame 22. Meanwhile, Popo's grab is active on frame 7 and you don't generally need to wait very long before grabbing again, so Popo should typically be able to land the next grab right before the blizzard actually connects, leading to the same inescapable wobbling set-up as in the previous cases.
I see one potential drawback, but I wouldn't be surprised if it's not an actual issue in reality. Namely, blizzard's hitboxes do take some time to travel (each one lasts 11 frames from spawning point to ending point, unless hitting a target cuts its lifetime short), so timing a blizzard that hits in that ideal ~7-8 frame window regardless of the enemy's DI could be a concern. However, I'll note that human mashing is much, much worse than TAS mashing, and the enemy also won't be at 0% thanks to the dthrow (and possibly not being at 0% beforehand to begin with), so it's quite likely that a slight delay in the blizzard hitting will cause no problems whatsoever. Also, if it's a character you can dthrow CG on reaction for even a very short while, you can safely take them to a percentage at which there is absolutely no concern.