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Give me some landing options.

Rango the Mercenary

The Mercenary
Joined
May 22, 2007
Messages
1,536
Location
Georgia
3DS FC
2320-6400-7280
I've done very poorly when it comes to recovery and getting back on stage. What are some better ways I can land?

 

Yσנιмιтѕυ

Sm4sh Modder / Graphic Design
Joined
Jul 5, 2015
Messages
90
Location
Austin, TX
NNID
yojimitsu
let the salt flow through you, rango

game one, at the end you literally di'd into him while landing 3 times in a row. that's not cloud lacking landing options, that's you not understanding fundamentals. you were clearly getting nervous or salty and it was effecting your play.
 
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Rango the Mercenary

The Mercenary
Joined
May 22, 2007
Messages
1,536
Location
Georgia
3DS FC
2320-6400-7280
let the salt flow through you, rango

game one, at the end you literally di'd into him while landing 3 times in a row. that's not cloud lacking landing options, that's you not understanding fundamentals. you were clearly getting nervous or salty and it was effecting your play.
So could you give me some alternative options on landing?
 

Dance!!

Smash Rookie
Joined
Jun 7, 2016
Messages
4
I would say that in general you only picked one landing option when trying to land at a disadvantage: Landing onstage with Dair (maybe Nair). While this is a good option, it is punishable if they know you're gonna do it.

Instead of trying to land on-stage with an aerial every time, focus instead on resetting neutral. An easy example of this, if you are above the ledge (either directly or a little bit off stage), EVERY time you would pick land on stage with Dair or maybe Nair. Instead, why not just drop down BELOW the stage, double jump and grab ledge? Then turn it into a ledge trap situation and reset from there. This is obviously the worse options in terms of coverage but that's part of what it means to mix up.

Speaking of the ledge, you literally jumped from the ledge EVERY SINGLE TIME, especially noticeable the second game. You would jump then Dair, or maybe jump then airdodge, but guaranteed you would jump. Jumping is probably the most versatile option but you need to mix it up. Don't just jump, occasionally do a neutral get-up or roll, or another good mix-up is drop down then Uair onto the stage (komorikiri does this a lot). If you always jump from the ledge, you are creating a scenario in which you have to land. If you mix it up, then it can be hard to read where you'll end up and you will probably get to reset the neutral.

You spaced your moves very well, especially game 1, but basically what I am saying is when you were in disadvantage, you kept trying to challenge instead of reset, which lead to huge punishes. Focus on movement and options rather than just attacking in order to reset to neutral.
 
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Duck SMASH!

Smash Journeyman
Joined
Jan 5, 2015
Messages
418
Location
Ontario, Canada
NNID
C.Piglet
Echoing the poster above,
Don't challenge everything just because your aerials can break strings. Landing should be your priority because it gives you way more options rather than staying airborne and losing your double jump while trying to land with an aerial. Sometimes, it's safest just to land with a fast fall. Ofc, fast fall air dodge is a good defensive measure, and FF nair can interrupt opponents, but it's still committal and less safe - not doing anything else lets you react better to your opponent.

Furthermore if you're hit out of DJ Dair (which players will adapt to, and Falcon Bair'd you out of as well) and knocked offstage you are put in a worse position where you must rely on cloud's mediocre recovery or burn limit to make it back. It's not worth the risk to get late Dair, even if you can combo out of it afterwards. You will get other opportunities in neutral to punish. Wait for a better opening.

If you're a SAFE distance away from your opponent in the air but they're gonna try to catch your landing, remember you can stall your fall with blade beam and cross slash. It lets you hover ever so slightly but can mean the difference between life and death int he right situation. It's also useful offstage to avoid getting edgeguarded (ofc don't use it predictably or you're a sitting duck for punishes)

You double jump a lot in neutral. Not that it's exclusively a bad thing, but the Falcon called you out with Uairs, putting you in the juggle situation frequently. Jumping too high makes it difficult to control the stage underneath you, and allows opponents to sneak under and start juggling or punishing your landings. Better to stay low to the ground and wall them out, as you did throughout more of the set.

Still, you play Cloud's advantage state well, Rango. Great spacing, and good baits to score grabs. A few key moments cost you stocks but for the most part you did play well. :)
 
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