Superhacker75mil
Smash Apprentice
Hey all. I figured that, since most of us by now know the more useful and spammable PT attacks or attack strategies, it'd be nice to have a thread devoted to discussing the application of those moves that seem to go by the wayside for a lot of PT players, newbies or long time acquaintances with the character alike. Whether used by themselves, as setups, or as combo-fuel, I'm sure that we'll at least be able to figure out some sort of use for all the attacks available. I know it's a lot of text to read through, but bear with me...I'm really not as pretentious as all these words make me look. ^_^;;
Oh, and obviously this thread takes it for granted that those within view every Pokémon as a valuable member for a winning PT player...so please, no "S is better than C" or "I is better than S" or what have you.
Ivysaur's neutral-air
I realize that this attack probably isn't at all underused by seasoned PT-mains, and it sees a fair amount of mention here and there, but I wanted to start off the topic with the least-unmentioned move. This'll make sure everyone knows how useful it is.
When talking about Ivysaur's aerials, some people tend to focus on the amazingly useful b-air, the deceptive and strong f-air, and the straightforward, kill-tastic up-air. However, the neutral air should never be ignored, especially when playing an opponent aggressively trying to close the gap with Ivysaur.
Generally, when an opponent is extremely near you (or you're dropping in on them) and seems potentially open, odds are you're going to want to go for that Bullet Seed (who wouldn't?). But because Bullet Seed's opening launcher is blockable, you risk a faster character/player shielding for a nasty close-in counterattack while you're left very open, grab or otherwise. When you're not positive Bullet Seed is safe, neutral-air's got you covered. With an instantaneous start-up after a jump and the potential to eat through a shield, or the ability to DI away and get to the ground again with practically no lag, this is the move of choice for immediate up-close defense.
Neutral-air is the close-in Ivysaur attack that does all sorts of wonders on opponents only expecting the ranged threat or Bullet Seed, because it can also be used aggressively when your spacing game is tight, like beginning a good back-air pressuring game or simply setting up another neutral-air. It's relatively easy to hit with most of the hits, including the knockback hit, and the damage is much better than Squirtle's d-air drill. I find this move especially useful when I'm about to get owned by a Wolf who just rolled behind me and down-smashed, because you safely leave the ground with your counterattack, instead of remaining on the ground with a Bullet Seed attempt and either losing the clash completely, or you both hit and Ivy still gets sent flying (whereas the opponent is merely launched a few feet). An added bonus is that, for me at least, moving backwards with neutral-air seems to keep in the drill better than trying to use the nose end.
For absolute experts with the move, there's also the frames which provide a medium spike...even high percentages can make it back if they've got good vertical recovery, but for those who don't, landing the spike portion is lethal. I believe around the first hit and fourth hit are where the frames are, and I think they're underneath the center towards the nose, but don't quote me on this. In any case, it's extremely extremely difficult to hit with reliably and is really more of a bonus when using the move aggressively off or right on the edge.
Charizard's forward-tilt
This one's another slightly-misclassified member of the list. See, when I started thinking of Charizard moves that went relatively unmentioned or seemed under-used by people here or elsewhere, I found myself at a loss. I've seen a thread here that consisted of Charizard fans under the opinion that he was the most complete Pokémon even, so that might explain why all his moves seem decently appreciated. So I figured then that perhaps I could bring up one or two I feel that, if not under-used, are perhaps misused.
Most forward tilts in the game are either quick attacks that damage well and keep the opponent at bay, or are strong attacks that are slightly faster than the forward smash and used for primarily the same purpose. Charizard's f-tilt is definitely in the latter category, but the lag on both ends of the attack make it unsafe or pointless to use on most opponents...chances are they're more likely to get hit by the more-powerful forward smash if you mindgame it right, since it moves further forward and sort of sweeps from below to above.
Therefore, the f-tilt shouldn't really be considered a standard kill move; you'll just get yourself in trouble. Where it really shines is when attacking a recovering opponent from the edge - it gets further off the stage than the f-smash and will definitely kill at at least 100%. Though Charizard's f-air and b-air are good aerial chase options, and his d-air is a functional spike, sometimes it's safer to go for the kill while above terra-firma against certain characters, and alternating Flamethrower and f-tilt can be a good way to do that in this scenario.
Charizard's down-tilt
Like I said, Charizard's moves all seem to be respected as useful in some regard or another, so this is just to go with the down-tilt theme for tonight.
Charizard's down-tilt is perhaps not as well-used as it could be, but no one's going to deny how useful it is against aggressive approachers, or as a great spacing tool, or as one surprisingly fast KO move at higher percentages. But what has been brought up before that should be brought up again and again so people can understand one of the more important aspects of this move is how easy it is to cancel into something else. It's quick to begin with, but there's still that bit of excess body movement Charizard makes when bringing back his neck into that up-right ready position. Thankfully, there's this thing called IASA frames - "interruptable as soon as" for those curious - and the down-tilt has a significant amount of them at the end, allowing you to follow up with some quick defensive jabs if you missed, or classic Charizard aggression if you connect and send them forward.
As a final note, this move also has a sweet spot, located at Charizard's head where the bite is. Closer to Charizard, it pops foes up a little more vertically, and not as nearly as far. Naturally, either element of the attack can be useful given the situation. Chase for up-smash/up-air/up-tilt punishment at lower percentages (Olimar's d-tilt is also exceptional at this, but only this), and be prepared for either a straight-up KO or some off-stage antics at higher percents.
Basically, the down-tilt is usually a better option for a Charizard near the center of a stage than an f-tilt, given your flexibility on chasing even if you miss the sweet spot.
Ivysaur's down-tilt
Ivysaur is one spaced-out little quadraped. B-airs, f-tilts, f-airs, f-smashes, Razor Leaves...they all serve as excellent tools to keep your opponent at the perfect distance from you, and you should definitely add down-tilts to the list.
EDIT: Originally I stated here that the down-tilt had more forward range than the f-tilt, but this is incorrect. Rather, the d-tilt simply has a solid ranged hitbox that comes out quickly, and is preferable to the f-tilt as well as the f-smash for lack of ending lag and the obvious factor of you wanting to conserve the power of forward smash for killing times. Actually, d-tilt's hit is interesting because close up you'll usually get both the initial hit and the knockback hit, at top range you'll get the second vine for the knockback, but somewhere midway there's a chance you'll only land the first hit, or simply not sweet spot the second vine for knockback. Even so, you usually have enough time and space to keep Ivy safe.
Down-tilt is important in keeping Ivysaur's spacing game varied, and it's actually one of the best moves to lead into Razor Leaves because of the better knockback than the b-air or f-tilt. D-tilt can be key to keeping that spam game alive...but it's true that Ivy will want to close the gap when it's time, so don't abuse the technique like you would the back-air, Ivy's defining move.
Don't forget, vine attacks = disjointed hitbox, which is always awesome.
Squirtle's down-tilt
We all hate projectiles (that aren't Razor Leaf). Poor Charizard has a real tough time getting in close against them, and sometimes they make Ivy need to get closer than Ivy ought to be, limiting her options. Their hands (paws? claws?) are forced.
With Squirtle, you're obviously fast enough to avoid the projectiles and maybe sneak the tail part of the down-air on top of them in retaliation. But that's not your only option for counterattack. See, even as a master ninja, Squirtle hasn't completely forgotten how to be a regular turtle, and can crawl right up to a spam-happy space animal (minus Wolf) or cowardly little angel to deliver what I think is the neatest d-tilt of all.
Obviously, the crawling is mostly situational, but the d-tilt remains useful. It's on par with the f-tilt in range (the f-tilt really has surprisingly good range for such a tiny tail swipe), but sports pretty decent pop-up on the last hit when properly spaced, and when used here and there, opponents will have a difficult time counter-attacking. Squirtle's an aerial beast...what's he doing spinning around on the ground? He's interrupting advances for you with the potential for good damage and knockback, that's what. It's slower than the f-tilt and the up-tilt, but only by a smidge. EDIT: It's also no joke that, as someone mentioned here and I'm beginning to find out for myself, shellshifted d-tilts are the shizzit. It's a lot easier to fully land them out of a shellshift, and it's now one of my favorite moves to do out of it.
EDIT: Now granted, it's not all sunshine and lillypads with this move. Landing it perfectly for all the hits generally requires you to be spot on, since it doesn't exactly suck an opponent in and it actually starts moving back a little before that last hit kicks in. Often times you'll really only deal about 3% damage. Furthermore a good short-hopped aerial can punish you for your moment of fun if you whiff it right in front of an opponent without actually catching them at all. All in all, interrupting is what you're really going to be aiming for...the pop is your bonus for being accurate.
Oh, this is also an excellent move for Squirtle's awesome taunt montage...spin spin spin spin spin = d-tilt, d-air, side-taunt, down taunt, and finish with the up-taunt for the "ta-da" flourish. ^_~
(WARNING: Spin Spin Spin Spin Spin is not recommended for use in most battle situations and can result in users succumbing to combos, unpleasantly high percentages, loss of stock, and in severe cases loss of match. Consult noone for additional advice, and carry on.)
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Up next: Charizard down-smash, Ivy up-tilt, Ivy down-smash, Ivy down-air, Squirtle down-smash, Water Gun, Withdraw (feel free to voice your opinions on these or any of the other lesser used moves whenever you want, of course)
Oh, and obviously this thread takes it for granted that those within view every Pokémon as a valuable member for a winning PT player...so please, no "S is better than C" or "I is better than S" or what have you.
Ivysaur's neutral-air
I realize that this attack probably isn't at all underused by seasoned PT-mains, and it sees a fair amount of mention here and there, but I wanted to start off the topic with the least-unmentioned move. This'll make sure everyone knows how useful it is.
When talking about Ivysaur's aerials, some people tend to focus on the amazingly useful b-air, the deceptive and strong f-air, and the straightforward, kill-tastic up-air. However, the neutral air should never be ignored, especially when playing an opponent aggressively trying to close the gap with Ivysaur.
Generally, when an opponent is extremely near you (or you're dropping in on them) and seems potentially open, odds are you're going to want to go for that Bullet Seed (who wouldn't?). But because Bullet Seed's opening launcher is blockable, you risk a faster character/player shielding for a nasty close-in counterattack while you're left very open, grab or otherwise. When you're not positive Bullet Seed is safe, neutral-air's got you covered. With an instantaneous start-up after a jump and the potential to eat through a shield, or the ability to DI away and get to the ground again with practically no lag, this is the move of choice for immediate up-close defense.
Neutral-air is the close-in Ivysaur attack that does all sorts of wonders on opponents only expecting the ranged threat or Bullet Seed, because it can also be used aggressively when your spacing game is tight, like beginning a good back-air pressuring game or simply setting up another neutral-air. It's relatively easy to hit with most of the hits, including the knockback hit, and the damage is much better than Squirtle's d-air drill. I find this move especially useful when I'm about to get owned by a Wolf who just rolled behind me and down-smashed, because you safely leave the ground with your counterattack, instead of remaining on the ground with a Bullet Seed attempt and either losing the clash completely, or you both hit and Ivy still gets sent flying (whereas the opponent is merely launched a few feet). An added bonus is that, for me at least, moving backwards with neutral-air seems to keep in the drill better than trying to use the nose end.
For absolute experts with the move, there's also the frames which provide a medium spike...even high percentages can make it back if they've got good vertical recovery, but for those who don't, landing the spike portion is lethal. I believe around the first hit and fourth hit are where the frames are, and I think they're underneath the center towards the nose, but don't quote me on this. In any case, it's extremely extremely difficult to hit with reliably and is really more of a bonus when using the move aggressively off or right on the edge.
Charizard's forward-tilt
This one's another slightly-misclassified member of the list. See, when I started thinking of Charizard moves that went relatively unmentioned or seemed under-used by people here or elsewhere, I found myself at a loss. I've seen a thread here that consisted of Charizard fans under the opinion that he was the most complete Pokémon even, so that might explain why all his moves seem decently appreciated. So I figured then that perhaps I could bring up one or two I feel that, if not under-used, are perhaps misused.
Most forward tilts in the game are either quick attacks that damage well and keep the opponent at bay, or are strong attacks that are slightly faster than the forward smash and used for primarily the same purpose. Charizard's f-tilt is definitely in the latter category, but the lag on both ends of the attack make it unsafe or pointless to use on most opponents...chances are they're more likely to get hit by the more-powerful forward smash if you mindgame it right, since it moves further forward and sort of sweeps from below to above.
Therefore, the f-tilt shouldn't really be considered a standard kill move; you'll just get yourself in trouble. Where it really shines is when attacking a recovering opponent from the edge - it gets further off the stage than the f-smash and will definitely kill at at least 100%. Though Charizard's f-air and b-air are good aerial chase options, and his d-air is a functional spike, sometimes it's safer to go for the kill while above terra-firma against certain characters, and alternating Flamethrower and f-tilt can be a good way to do that in this scenario.
Charizard's down-tilt
Like I said, Charizard's moves all seem to be respected as useful in some regard or another, so this is just to go with the down-tilt theme for tonight.
Charizard's down-tilt is perhaps not as well-used as it could be, but no one's going to deny how useful it is against aggressive approachers, or as a great spacing tool, or as one surprisingly fast KO move at higher percentages. But what has been brought up before that should be brought up again and again so people can understand one of the more important aspects of this move is how easy it is to cancel into something else. It's quick to begin with, but there's still that bit of excess body movement Charizard makes when bringing back his neck into that up-right ready position. Thankfully, there's this thing called IASA frames - "interruptable as soon as" for those curious - and the down-tilt has a significant amount of them at the end, allowing you to follow up with some quick defensive jabs if you missed, or classic Charizard aggression if you connect and send them forward.
As a final note, this move also has a sweet spot, located at Charizard's head where the bite is. Closer to Charizard, it pops foes up a little more vertically, and not as nearly as far. Naturally, either element of the attack can be useful given the situation. Chase for up-smash/up-air/up-tilt punishment at lower percentages (Olimar's d-tilt is also exceptional at this, but only this), and be prepared for either a straight-up KO or some off-stage antics at higher percents.
Basically, the down-tilt is usually a better option for a Charizard near the center of a stage than an f-tilt, given your flexibility on chasing even if you miss the sweet spot.
Ivysaur's down-tilt
Ivysaur is one spaced-out little quadraped. B-airs, f-tilts, f-airs, f-smashes, Razor Leaves...they all serve as excellent tools to keep your opponent at the perfect distance from you, and you should definitely add down-tilts to the list.
EDIT: Originally I stated here that the down-tilt had more forward range than the f-tilt, but this is incorrect. Rather, the d-tilt simply has a solid ranged hitbox that comes out quickly, and is preferable to the f-tilt as well as the f-smash for lack of ending lag and the obvious factor of you wanting to conserve the power of forward smash for killing times. Actually, d-tilt's hit is interesting because close up you'll usually get both the initial hit and the knockback hit, at top range you'll get the second vine for the knockback, but somewhere midway there's a chance you'll only land the first hit, or simply not sweet spot the second vine for knockback. Even so, you usually have enough time and space to keep Ivy safe.
Down-tilt is important in keeping Ivysaur's spacing game varied, and it's actually one of the best moves to lead into Razor Leaves because of the better knockback than the b-air or f-tilt. D-tilt can be key to keeping that spam game alive...but it's true that Ivy will want to close the gap when it's time, so don't abuse the technique like you would the back-air, Ivy's defining move.
Don't forget, vine attacks = disjointed hitbox, which is always awesome.
Squirtle's down-tilt
We all hate projectiles (that aren't Razor Leaf). Poor Charizard has a real tough time getting in close against them, and sometimes they make Ivy need to get closer than Ivy ought to be, limiting her options. Their hands (paws? claws?) are forced.
With Squirtle, you're obviously fast enough to avoid the projectiles and maybe sneak the tail part of the down-air on top of them in retaliation. But that's not your only option for counterattack. See, even as a master ninja, Squirtle hasn't completely forgotten how to be a regular turtle, and can crawl right up to a spam-happy space animal (minus Wolf) or cowardly little angel to deliver what I think is the neatest d-tilt of all.
Obviously, the crawling is mostly situational, but the d-tilt remains useful. It's on par with the f-tilt in range (the f-tilt really has surprisingly good range for such a tiny tail swipe), but sports pretty decent pop-up on the last hit when properly spaced, and when used here and there, opponents will have a difficult time counter-attacking. Squirtle's an aerial beast...what's he doing spinning around on the ground? He's interrupting advances for you with the potential for good damage and knockback, that's what. It's slower than the f-tilt and the up-tilt, but only by a smidge. EDIT: It's also no joke that, as someone mentioned here and I'm beginning to find out for myself, shellshifted d-tilts are the shizzit. It's a lot easier to fully land them out of a shellshift, and it's now one of my favorite moves to do out of it.
EDIT: Now granted, it's not all sunshine and lillypads with this move. Landing it perfectly for all the hits generally requires you to be spot on, since it doesn't exactly suck an opponent in and it actually starts moving back a little before that last hit kicks in. Often times you'll really only deal about 3% damage. Furthermore a good short-hopped aerial can punish you for your moment of fun if you whiff it right in front of an opponent without actually catching them at all. All in all, interrupting is what you're really going to be aiming for...the pop is your bonus for being accurate.
Oh, this is also an excellent move for Squirtle's awesome taunt montage...spin spin spin spin spin = d-tilt, d-air, side-taunt, down taunt, and finish with the up-taunt for the "ta-da" flourish. ^_~
(WARNING: Spin Spin Spin Spin Spin is not recommended for use in most battle situations and can result in users succumbing to combos, unpleasantly high percentages, loss of stock, and in severe cases loss of match. Consult noone for additional advice, and carry on.)
________________________
Up next: Charizard down-smash, Ivy up-tilt, Ivy down-smash, Ivy down-air, Squirtle down-smash, Water Gun, Withdraw (feel free to voice your opinions on these or any of the other lesser used moves whenever you want, of course)