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I see. Good to know, since many of my usual opponents play defensively Just to check that I understand, the three main branches are:Facet if you want to know, Tsuteto has a way of using Farore's to basically destroy any hopes of playing defensively.
I don't know how well that Farore's abuse works on certain aggressive characters, but man, it through me in a loop because I'd never seen someone use it that well before.
Then again, Tsuteto, you were very smart about it. It wasn't simply choosing to teleport punish or fakeout teleports straight down. It was teleporting with specific spacing and either smashing out of the teleport, or hoping I'd think he was trying to farore's punish... but instead he was spacing himself to punish my counter-attack.
Good mindgames were involved.
I'd love to know if you normally play against aggressive opponents (Marth/MK/etc) with those tactics, or simply if you use them as strategies against campers. Like I said, I've been thinking about what you do differently than me strategically... so I can take what was working on me and add it into my own strats.
That and I have to work on better sweet spotting. Seriously, Tsuteto, you're a little too good at seeing sweetspot opportunities.
That's... some of them ^^'I see. Good to know, since many of my usual opponents play defensively Just to check that I understand, the three main branches are:
1) Teleport aiming to damage with the reappearance
2) Teleport aiming to land with proper spacing for a particular attack
3) Teleport fake, straight down
It's all about mindgames. Period. If you think they're gonna shield, either teleport in front of them just out of counter-attacking range, or stay where you are to play it safe. Know what you're opponent is going to do before you try to teleport into them.Now for something zelda realated so this post has a point to this thread
1: how do u teleport without being punished by the lag at the end of it. is it just useful when spaced right, or is it the speed of your opponent or both?
You're talking about ledgewarping/ledgestealing. Check the FW section of this guide, it's in here. It has a summarised version of what you need to know there, and a link to the wall o' text that is my guide if you want to get more detail.3: I am not sure if it was mentioned in this thread(and i don't feel like looking for it to check if it was) but if you are standing in the right spot of a stage and teleport to the edge you will be able to use an air attack right after the teleport then you will fall off the stage but you will of gotten your jump back its risky and hard to nail your opponent but might be a good mind game if used right
ah so its suppose to be used when they are hanging on the edge ok that does sound good.To answer your third one with a simple situation, let's say someone is hanging on the edge. You can teleport, hit that mark and fall of the side, and, literally, immediately kick them, most likely sweetspotting them, jump up, grab the edge.
i don't usually try it if he is coming at me on flat ground.i have not tried usmash how well does it work?
I did some more testing, and there are some changes.A guy on the mk boards did testing on the tornado and his testing was done better then mine so i will post his zelda findings here:
Nayru's love can only win if you get inside MK during the invincibility frames. N-air doesn't outprioritize the tornado, it can work like everyone's D-air where you use it above MK where he doesn't have a hitbox. The up-smash is really risky to use, and MK doesn't do neutral B above you too often.
F-smash I think can work, but it requires a very specific distance, otherwise you get hit.
Din's fire has worked every time I use it. Maybe the difference is if you activate the explosion outside or inside of the tornado.
(All credit goes to Rhyfelwyr who posted this and did the testing for it)