Kanunuu
Smash Cadet
- Joined
- Jun 4, 2015
- Messages
- 56
So like many of you, I've been wondering how to consistently get a kill off of up throw. If they don't di it's easy but If they di towards you, (say at the ledge) the way to set it up is down throw. You really begin to run into troubles when you find people who know the matchup. If they di away from you there is no way to follow up. This also becomes an issue with platforms over your head, because you cannot true combo a thunder from a down throw if you jump. (Only at very specific percentages.)
But I ran into a thread the other day that talks about turning around to slow down your momentum and being able to connect. This is very difficult, and makes it impossible to react to the opponents di. Meaning you have to guess making it about a 1/3 chance. But I bring good news to my fellow pikachu mains, and I'm surprised no one has found this yet.
Your first jump maintains all the momentum you had from your run whatever movement you had on the ground. Your second jump on the other hand, completely stops your momentum, (assuming you don't hold the stick in a direction.) You can use this to your advantage if you have two separate buttons set to jump. Up throw to momentum cancel double jump immediate thunder and they will be spiked into you and you will get that juicy sweet spot. And if not, thunder will likely kill them off the top. This is much easier to do in a real match, and requires less prediction. (Note you can also get this easily off an up tilt.) The downsides of this tech is that you will likely have to change one of your shoulder buttons to jump, which I know for me affects the way I play sheik. The other downside is that if you miss the thunder you will be stuck in place without a double jump and will eat a hard punish. Use this however you please, but don't forget to thank ya boy Nunu.
But I ran into a thread the other day that talks about turning around to slow down your momentum and being able to connect. This is very difficult, and makes it impossible to react to the opponents di. Meaning you have to guess making it about a 1/3 chance. But I bring good news to my fellow pikachu mains, and I'm surprised no one has found this yet.
Your first jump maintains all the momentum you had from your run whatever movement you had on the ground. Your second jump on the other hand, completely stops your momentum, (assuming you don't hold the stick in a direction.) You can use this to your advantage if you have two separate buttons set to jump. Up throw to momentum cancel double jump immediate thunder and they will be spiked into you and you will get that juicy sweet spot. And if not, thunder will likely kill them off the top. This is much easier to do in a real match, and requires less prediction. (Note you can also get this easily off an up tilt.) The downsides of this tech is that you will likely have to change one of your shoulder buttons to jump, which I know for me affects the way I play sheik. The other downside is that if you miss the thunder you will be stuck in place without a double jump and will eat a hard punish. Use this however you please, but don't forget to thank ya boy Nunu.