Fish&Herbs19
Smash Journeyman
Not only against Falco, but against almost all projectile heavy characters, learning how to use platforms effectively for your movement and evasion game is crucial.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Comboing Roy is pretty free, FP combos especially. Usmash and a correctly spaced Dtilt both blow up CC'ing well but you're going to have to confirm it quickly so he doesn't cc your lead in (probably dash attack) and just tilt you out of the followup. DA -> DT or Fair -> DT are also very effective against people that are expecting their CC to carry them through easily, and mash it out after you DA. Super easy punish.Combos are easier to be long on Roy due to his fall speed and lack of quick neutral air, but his spacing game and superb CC make it hard to get started. Not necessarily hard to hit like the snake link falco samus etc MUs, but hits dont always lead to combos on him. Any other ideas to beat the dtilt and sword spacing besides FP?
I also seem to win more if I play slower against roy, which I dont like to do.
Aaand on another note a different friend plays a multitude of characters, but I do worst against his CF, why do you think this is?
Are we talking smashDI here or just holding the control stick in a certain direction?Keep combos going and DI as far away in your DI when you get combod, not up down or towards but far away cause lucario is too much combo bait. Other than that lucario sucks against swords so keep spacing and play punish game or AS game if your good at using those without getting punicshed.
Honestly, the fireballs make the Mario matchup pretty difficult for Lucario imo. Lucario's playstyle is pretty momentum centered, and those fireballs can immediately shut down that momentum if you let them. If I had any tips, I guess one would be to try and respond to fireballs with projectiles of your own, make him have to approach and wait for an opening to show itself.What are some tips for the mario matchup? the fire balls make it hard to approach.
I think downair could take out the fireballs. try it.What are some tips for the mario matchup? the fire balls make it hard to approach.
I went ahead and tested out the gaining charge off of fireballs, and this, sadly, is not the case. While you can OHC off fireball, and in fact any projectile you hit with an aerial, you only gain charge off of hitting something that has health of some form: Link/Tink's bombs, Snake's Tranq, Smashville Balloon, Fly Guy, Brinstar stage elements, Nana. The method I used to test this was fair-ing 10 fireballs[pills, specifically. That shouldn't matter.] with 0 charge. Not accounting for staling, that is a bit over 100% damage (hitbox dependent), and well over 50%.You can reliably Fair fireballs, and it builds Aura when you do it, so you somewhat get ahead if you don't approach in neutral and don't get hit. The real problem I have with Mario is his insane CC game and 2 frame down smash make it very difficult to get anything going on him. That coupled with his weight and fall speed also make combos and KOs a nightmare. I would say 6/4 or worse. I can't stand him.
Hmm, I'm not sure where or when I first started thinking it did. Maybe just related it to Shy Guys and stage objects and assumed. Better to find out now than later lol.I went ahead and tested out the gaining charge off of fireballs, and this, sadly, is not the case.
If it helps any, I also despise this matchup. Heck, I'm bad enough with projectiles as is and now you want me to deal with an exceptionally noncommittal one that is an excellent combo starter and can shield poke if your block is out of place for some silly reason? Pfft, O.K. In asking a Mario I played against at a recent-ish tournament, I was suggested to punish over aggressive fireballs on shield with grabs (though in my experience, I usually get dsmash'd doing this. Might be doing something wrong.). I will note that due to Mario's reach, assuming you can get through the projectile wall, I think it is possible to punish him if he's in the air by outreaching him with carefully spaced utilt and safe follow-ups. Not sure how to get that close without him playing aggressive though.
I went ahead and tested out the gaining charge off of fireballs, and this, sadly, is not the case. While you can OHC off fireball, and in fact any projectile you hit with an aerial, you only gain charge off of hitting something that has health of some form: Link/Tink's bombs, Snake's Tranq, Smashville Balloon, Fly Guy, Brinstar stage elements, Nana. The method I used to test this was fair-ing 10 fireballs[pills, specifically. That shouldn't matter.] with 0 charge. Not accounting for staling, that is a bit over 100% damage (hitbox dependent), and well over 50%.
If it helps any, I also despise this matchup. Heck, I'm bad enough with projectiles as is and now you want me to deal with an exceptionally noncommittal one that is an excellent combo starter and can shield poke if your block is out of place for some silly reason? Pfft, O.K. In asking a Mario I played against at a recent-ish tournament, I was suggested to punish over aggressive fireballs on shield with grabs (though in my experience, I usually get dsmash'd doing this. Might be doing something wrong.). I will note that due to Mario's reach, assuming you can get through the projectile wall, I think it is possible to punish him if he's in the air by outreaching him with carefully spaced utilt and safe follow-ups. Not sure how to get that close without him playing aggressive though.
I don't actually know, honestly. I've yet to have any kind of set with a Mario player that wasn't utterly one-sided in their favor. At the lowest of percentages, if you can sweetspot dtilt>ASC, you can avoid getting CC dsmash'd (since it staggers via the grounded spiked effect when CC'd at early percents, and later percents forces the opponent to require tech), but the spacing for that, in my opinion, is outright to the advantage of Mario (due to fireball, no less)... grabs will most certainly lead to decent follow-ups, since you can force Mario into the air, but at early percents follow-ups (spare dair(1st)>aFP, which can be hard-ish to space) are unsafe since the opponent might not start tumbling until [what I generally assume to be global] ~30%. Platforms would probably help in this matchup, both to avoid fireballs and to set up decent combo options/tech chases....So darkgun, due to the potential of crouch cancel down smash, do you think we should only approach mario's with aerial attacks or aura canceled grounded moves?
I agree with having to bait out Nairs and such during combos, but that will only work a couple times before they learn. If Mario is grounded you don't have anything that can combo into a usmash before he can CC dsmash you with the exception of your dtilt (even then I'm not sure at low %). I think you really want him to be airborne to get anything going since if he is above you Fair will beat out fireball probably hit him as Darkgun mentioned. If we could find a way to reliably tech chase him with grabs that would solve the early % problems. Extreme Speed links may be crucial in the MU for kills.Lucario is one of the hardest characters to powershield for. Mario is difficult to play against as you must change your style a bit most likely. You can't always just try to create the longest combo string as you will get caught up either just trying to get in or with one of marios easy combo brakers. You must play the baiting/patience game where you back off cause you know he will do a combo breaker or something, back off and space out a forward smash or the like. For example, dash dance then short hop (b reverse if youd like) aurasphere, then mario will full jump or stay grounded, DT immediately to get in and start a combo that leads to a usmash fairly quickly, but cancel the usmash before you get up and space out a fsmash. This should work as Mario will go for a nair somewhere in there, he may jump out instead of nair but you will still now have the advantage as he is coming from above and you have stage control.
If the mario's will CC downsmash, let them CC downsmash. If you look at the hitboxes for downsmash on mario, they are directly above the floor in parallel. So, if we space out a move like fair they can CC and downsmash, but it wont hit. Ultimately, spacing will be key to getting around mario's CC. after dodging the downsmash, mario is punishable for a short time. Make use of it.I agree with having to bait out Nairs and such during combos, but that will only work a couple times before they learn. If Mario is grounded you don't have anything that can combo into a usmash before he can CC dsmash you with the exception of your dtilt (even then I'm not sure at low %). I think you really want him to be airborne to get anything going since if he is above you Fair will beat out fireball probably hit him as Darkgun mentioned. If we could find a way to reliably tech chase him with grabs that would solve the early % problems. Extreme Speed links may be crucial in the MU for kills.