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I say Cloud is at a disadvantage due to Pikachu's combo game, offstage options and not having to approach thanks to Thunder Jolt.How does Cloud do against Pikachu?
True. Pika's only real advantages are his offstage options and can gimp Cloud fairly easily (but who doesn't, haha). Might just be the Pika's I've ran into that made me think he had the advantage.But Cloud can juggle pika easy, has the range game, doesnt really care about thunder jolt, can still force pika to approach, and kill fairly early because is a featherweight (79 weight).
Pika deff has to kill at much later percents than Cloud, and will be forced to try to gimp because I think Cloud will win in the battle of attrition, which makes Pika's gameplay easier to pick up on.
I dont think Pika beats Cloud at all lol.
cool thanks for the info. maybe i can try beating WT with LCS now.L-CS is invincible on Frame 6 until Frame 11. It hits on frame 10 and 11.
Because L-CS is, for all intents and purposes, a multi hit move; it will usuaally have success against WT.
Reasons being;
So it's a fairly strong form of counter play to Bayonetta's witch time.
- WT in generally has issues with multihit moves because hitboxes stay active.
- L-CS is still safe on shield, so even if Bayonetta tries to punish from shield, she wont be able to.
- Her smash attacks have really low "priority" and as such she will not be able to beat out L-CS hitboxes.
- 3 frame gap between hit 1 and hit 2 of L-CS; 4 frame gap between Hit 2 and hit 3, 5f gap between Hit 3 and Hit 4; and finally 11f gap between hit 4 and the final hit. There's no way she's gonna squeeze in a hit between the first 4 hits. Her dtilt is frame 9, so she can find some way to hit you between 4 and 5, but even then she only has a 2-3f window of error else she'll get clipped. Risk reward ratio is skewed in cloud's favor.
You'd have to predict not only Cloud using an attack, but specifically Cloud using L-CS.I thought I remember seeing a video with Bae-o punishing LCS with Witch Time.
You can witch time then roll behind Cloud I think?
cool thanks for the info. maybe i can try beating WT with LCS now.
Herp. I'm dumb. For some reason I was thinking about LSC and Bat Within.I might be misunderstanding how Witch Time works.
Can you not just witch time and then roll behind Cloud and then meme him?
Dreamland is a good stage for Cloud. FD/Platformless stages are problem the least preferred by Cloud users because no platforms to shark. Cloud generally is at his strongest with platforms.What stages do you generally ban as Cloud?
I'm not a fan of Dreamland or FD just because of Sheik but idk i'm new as **** and don't know too much
When fighting Rosalina, when playing as any character for that matter, take out her Luma first. Rosa's effectiveness is seriously reduced when she doesn't have it. Cross Slash and LB CS are your best friends here.How do I fight RosaLuma? How do I escape her Uair combos? How do I approach? Etc
Corrin main here, knock back on a move is proportional to its dmg. Decreasing the damage on our combo moves gave us less knock back on them. This made our combo moves combo better, and to later percents. Also Up air was nerfed in dmg so it should kill later, but its recently come light that our up air had the ratio of knock back to dmg buffed so the 1% really only effects its dmg and not so much the kill power (still slightly less kill power from pre patch Up air). The knock back ratios for the other aerials have not been touched and so less knock back than before.Why are the Corrin mains saying that the -1% damage nerf to their aerials is helping their combo game? Are they wrong?
By that logic, wouldn't cloud also have gotten a combo "buff" from his -1% damage nerf?Corrin main here, knock back on a move is proportional to its dmg. Decreasing the damage on our combo moves gave us less knock back on them. This made our combo moves combo better, and to later percents. Also Up air was nerfed in dmg so it should kill later, but its recently come light that our up air had the ratio of knock back to dmg buffed so the 1% really only effects its dmg and not so much the kill power (still slightly less kill power from pre patch Up air). The knock back ratios for the other aerials have not been touched and so less knock back than before.
Hitstun is a period of time after being hit by an attack that a character is unable to act outside of directional influence or teching. It is directly dependent on knockback, so at a same damage percentage, an attack like Falcon Punch will have more hitstun than one like Thunder Jolt. When a hit deals insufficient knockback to lift the opponent off the ground, hitstun is equal to the length of the flinch animation, while at higher knockbacks it is a straight multiplier of the knockback received. Each Smash game has a programmed value that is multiplied by the amount of knockback received to determine the amount of frames a character is locked in hitstun after being hit; for example, Melee has a hitstun multiplier of 0.4 frames per unit of knockback, so a hit that deals 100 units of knockback will leave the target in hitstun for 40 frames.
Only if the hit stun loss does not counter act it. The problem for corrin was she couldn't actually make it high enough in time to the targets before . This was due to the high knock back of her combo moves at higher percent. She would need to use a double jump to make to were the target was (which takes precious frames). Now targets are closer to her with less hit stun, but this benefits her overall because of her low innate mobility. A f-air that needed a double jump before now only needs a single full hop (because of which she would have not made it in time). The frames needed to do a double jump and get into range of the target are greater than the frames of hit stun lost. Thus she can combo much easier at mid to high percents. In a nutshell the lowered range from the targets makes it easier for Corrin to get there before hit stun runs out (even though hit stun is less). For cloud It might not be as beneficial as his movement is much higher.By that logic, wouldn't cloud also have gotten a combo "buff" from his -1% damage nerf?
Thank you very much! Could you share some more of your knowledge on things like what to do when she/you is/are offstage? And what stages to ban and stages to lean for? You know, the deeper stuff like that.{too long to quote}
Mkay thx just want a clearing on that.Fastfalling Nair subjects you to landing lag. If you retreat and dont hit, then you're creating a window of opportunity for your opponent to punish you. Landing lag increases this window of opportunity.
So while I wont say if its safe or not safe because how safe a move is, is dependent on the MU (Shiek can punish nair better than Zelda for example), I will say that not making use of AC windows when spacing/walling will make it easier for you to get punished.