GunBlaze
Smash Lord
3.1 vs 3.2. Not too much of a difference data-wise, but JESUS during gameplay.
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Wolf is the fastest faller in the game iirc
I don't get to play against people as often as I would like."when he decided to DI"
bingo. He's just not DIing out of it at all lol. Try it vs a real person
This was REALLY helpful to me thank you!Ways I deal with Zelda is to stay right outside of her range and make grounded approaches based on baiting laggy moves all while getting a feel upon how she reacts. Ideally you're fishing for smashes or Din's Fire at mid range in which can be punished with a full on approach with whatever if she throws one a little far and a solid F-tilt if she tries to throw one close trick you. Properly spaced, the f-tilt should destroy the projectile and hit her all the same. I'm not entirely sure but I think keeping a low profile also helps deal with lightning kicks assuming she isn't fastfalling to do so to hit low. CC d-smash and also u-tilt may deal with canceling farore's wind in front of your face to trick you as well.
Try not to jump in this matchup unless you just got a solid dtilt for a follow up. Spaced flare blade usually is a really safe option.
Pressure Zelda as much as you can to get her off stage to force her to recover. Flare blade or Fsmash should trade with the hitbox on FW if you get hit with it. Otherwise there's lag on her recovery that you can punish. Or if you think she's going straight for the ledge, grab it.
I personally feel this isn't tough for Roy you just have to play a bit differently. "Smart aggression".
Hey fellow Roys! I need some advice on two match-ups.
Sheik and Falco.
I just can't figure out what I'm doing wrong but I get smashed bad by both of these characters.
seth covered it pretty well for sheik at least. the important thing to know about sheik is that her neutral game is nearly non-existant. if you force her to approach you she will either a) dash attack, b) dash grab or c) needle camp. Dash attacks can be CC'd and punished, dash grab and needle camp wil probably require a bit more mobility, so try and stay on the move and bait//punish her.Her nicks don't amount to much if you crouch cancel. I used to beat Melee sheiks all the time by just wavedashing around, waiting in crouch, and then CC dtilting them for tons more damage than they would hit me with. Just gotta watch out for dash attacks aimed at interrupting your movement and grabs.
Thanks a bunch! I can predict Falco's easier than Sheik, and you're right about that space bird off stage. Never thought about CC'ing Sheik though.seth covered it pretty well for sheik at least. the important thing to know about sheik is that her neutral game is nearly non-existant. if you force her to approach you she will either a) dash attack, b) dash grab or c) needle camp. Dash attacks can be CC'd and punished, dash grab and needle camp wil probably require a bit more mobility, so try and stay on the move and bait//punish her.
Falco is a pain in the *** cause lasers. I've found that upthrow chains help build that hard-to-get early percent because once you get him off stage its basically a stock. Others might be able to help more.
It's not stickied so you may wish to bookmark it.Hello all! can I get some tips on the Roy Samus match up? Also is their a video thread for Roy?
Sup Bassem! I haven't played much Roy/Kirby, but I'll throw some theorycraft your way. Who knows, it might actually work.Need some advice vs Kirby. Can't grab him when he crouches and I find it hard to find any openings to land f smashes. I also get wrecked from down throws into up tilts and tech chases. It's also hard to be mobile while grounded due to random unpunishable dash attacks and horizontal up b's into nairs...
From what I've tried, jab is good vs him, as is full hopped flare blades when he's not expecting it. Also his roll is fairly slow and easy to punish.
Sup Bassem! I haven't played much Roy/Kirby, but I'll throw some theorycraft your way. Who knows, it might actually work.
One thing you could try in neutral is empty hopping towards Kirby, gradually gaining stage control, until he commits to something like a Dash Attack or a jump in. Fair is quick enough that you can react to pretty much any of Kirby's approaches.
For most characters, Roy likes to be underneath them, but Kirby's buffed Down-B makes this less than desirable. If you can position yourself below and a bit to one side of Kirby though, you have all kinds of hitboxes to work with while Kirby's linear attacks are rendered mostly useless.
Now, as for crouching. This is a royal pain - Roy would prefer that Kirby be in the air like I mentioned, but as you well know, the crouch makes him hard to grab and Kirby has a very fast CC Dtilt. Feel free to play Marth for a bit and space Kirby out with the max range of your sword until you feel comfortable breaking the puffball's CC with Dtilt or Dsmash.
For KO options, Fair > Fsmash can work at mid-high percents, Uair > Bair does well, lost of stuff combos into Flare Blade, and Fthrow > DACUS is a thing.
Hope that helps!
Grabs are definitely useful. My spacing has been improving wave dashing in and out and getting little pokes with my ftilt. Hardest part is telling myself not to approach with aerials which is something I love to do! But thanks for the advice really helpful.don't touch his shield all that often, doing stuff like nair and d tilt on his shield obviously doesn't work so you should grab him and tech chase him. You have to outspace him, commit less, and just grab (the first 2 are hard, the third is fun)