*P*L*U*R*
Smash Hero
Uair-> Uair-> Aerial Squall's damage output is CARAAAAAAAAAZY!
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rofl 10charLet's talk about the Master Hand match-up.
Not to mention disjointed.Most characters' aerial games don't have such long-lasting hitboxes.
WD turn around bair is so easy to do and covers so much. My new favorite IC move by far.I'm beginning to realize that wavedash to aerial makes them much more flexible (i.e., you can actually cover ground with them this way).
Hey it's easier to get grabs when you play defensively. More grabs = more stocks.I play really defensively. P called me the biggest camper in SoCal a few months ago.
Tournament matches that come down to time are too fun to watch. Take Pink Shinobi vs. Germ for example.Sheik's obnoxious.
You shouldn't be trying too hard to get grabs since it's really tough to get close to her. Your best bet is to CC her ftilt or try to get her with blizzard, but it's hard to catch good Sheiks off-guard with blizzard and if the Sheik short hops when you try to CC an ftilt, you're immediately put in a bad position.
I think utilt, usmash, and fsmash are your best approach options. Which one works tends to depend a lot on how the Sheik likes to space herself. If you can manage to get under the Sheik when she short hops, utilt and usmash are good. If she spaces herself a bit too far for this to work, sporadic wave-fsmashes work pretty well.
Also, keep in mind that a lot of Sheiks expect ICs to approach them and don't really know what to do when ICs camp back. This doesn't work well if the Sheik is very familiar with the match-up, but some surprisingly good players will fall for desynched ice blocks and blizzards.
In other news, at a tourney yesterday, two rounds I played came down to the timer. I was using Fox in one of them, though.
Ffffffffffffuuuuuuuuuuuuuuuuuuuuuuuuuuuuu---tournament Matches That Come Down To Time Are Too Fun To Watch. Take Pink Shinobi Vs. Germ For Example.
Well, inasmuch as every character has different physics and a different moveset, you have to space differently, using certain attacks only in appropriate situations. It's all about being adaptive, too, though.So basically, the Ice Climbers form of spacing is different from everybody else?
You can, but I wouldn't recommend it. If you just throw out moves for the sake of doing so, you're going to be predictable. This is true of any character. I was just detailing how you go about playing ICs, I didn't mean to say that you can't throw out a wall of hitboxes hoping your opponent runs into it.They just can't go out there and throw our tilts and aerials or even ice blocks?
Really, really good way of putting it. So I guess we could say spacing is essentially just limiting your opponent's options for approaching.If your opponent feels like you have a hitbox out all the time to catch him no matter how he approaches then you have good spacing. If your opponent feels like he can just hit you all the time anywhere with no repercussions then you have bad spacing.
It isn't "just" that, but that's certainly part of it. Spacing is physically being in a good position to do what you want to do. Edgeguarding requires good spacing, so does approaching and defending. It's really used in every aspect of the game.Really, really good way of putting it. So I guess we could say spacing is essentially just limiting your opponent's options for approaching.
I stand corrected.It isn't "just" that, but that's certainly part of it. Spacing is physically being in a good position to do what you want to do. Edgeguarding requires good spacing, so does approaching and defending. It's really used in every aspect of the game.