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Just an Idea

Lepricon

Smash Rookie
Joined
Jul 28, 2010
Messages
4
Hey guys. I'd like to start by saying that my first couple threads had some great contributors and it helped me a lot.

Recently I played some smash for money and won 7 bucks, but there was one kid there that no one would play for money cause he was that good. Almost beat me and my friend 2v1 with ness. He would simply chain throw us or spike us off the map.

So here is my idea. Before seeing him play and going to this site and watching some youtube videos, I thought I was really good at super smash, but apparently there's a whole 'nother way of playing, and adjusting to that is difficult.

So.... and I hope this isn't already in front of my nose....

Can you guys define all the terms that are being thrown around (dair, approach, etc) and explain some of the obviously higher end techniques (people say mario's recovery is good because of fireballs??? im sure there are other things like this that are only known by the pros)
Thanks guys!
 

asianaussie

Smash Hero
Joined
Mar 14, 2008
Messages
9,337
Location
Sayonara Memories
Mario's recovery is good for a number of reasons.

He can use his tornado to get a lot of height as he begins his recovery, giving him a vantage point from which to throw fireballs. Throwing fireballs as he comes down (from a respectable height) provides a 'screen' of projectiles which deter off-ledge edgeguarding. Any character without excellent recovery (in terms of distance) cannot jump out for fear of jumping into a fireball and being unable to recover.

Additionally, his Up-B has multiple hitboxes above him, which are constant and cover his hurtbox well. His jumps are large as well, and his aerials are quick enough to use if necessary to deter edgeguarders.
 

Lepricon

Smash Rookie
Joined
Jul 28, 2010
Messages
4
Mario's recovery is good for a number of reasons.

He can use his tornado to get a lot of height as he begins his recovery, giving him a vantage point from which to throw fireballs. Throwing fireballs as he comes down (from a respectable height) provides a 'screen' of projectiles which deter off-ledge edgeguarding. Any character without excellent recovery (in terms of distance) cannot jump out for fear of jumping into a fireball and being unable to recover.

Additionally, his Up-B has multiple hitboxes above him, which are constant and cover his hurtbox well. His jumps are large as well, and his aerials are quick enough to use if necessary to deter edgeguarders.
When I use Down B i go downwards, how do you get it to go up?
 

Blade689

Smash Journeyman
Joined
Jun 12, 2010
Messages
285
Location
Emeryville
I think he means that him and his friend both rushed the ness, then he grabbed one, stunned out the other with the throw, then picked off the 2nd guy with a folow up throw. I wouldn't believe someone would give ness off the wall chain grabs, and their only possible on half the stages......


Mario's fireballs are good at getting back on stage, because if your opponent has to deal with your fire balls, then he aint going to get away with easy spikes or edge guarding. Its one more thing they have to go around before they can attack, a wall. If he's ness though, you have to be close enough so that he can't heal for free......
 
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