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typically when I go agressive i'll use fair as my way of getting in. I like to stay in their face and not really give them room to make good decisions. That depends on who i'm playing though, most sword fighter matches i'll swtich to Pit but most other matches I'll play as Kirby since that's who I feel most comfortable with.So question, how do you guys normally play neutral or go on the aggressive? Would like some general advice from the fellow Kirby mains.
Good movement, good reactions, good spacing, good pressure, good zoning, good positioning, and good mixups really make the best neutral game. You really want to understand the concept of footsies as well since its what makes everything said above come together. There are lots of videos about it, my favorite so far is this one. Its about street fighter but the general concept applies to smash as well. This is also a good article that relates more so to smash.So question, how do you guys normally play neutral or go on the aggressive? Would like some general advice from the fellow Kirby mains.
For villager: i actuallu talked to a couple Villager mains about this, they said this is actally a bad matchup for Villager which I disagreed with but they had some good pointsI've put my goal towards getting to loser's semifinals and beyond as I was pretty close last time. I became a lot more confident with myself than I was in brawl, and now I'm currently looking into beating Rosa and Villager while looking for a good secondary. TL seems do be doing well for me.
I forgot to ask, but any current tips on villager and rosa in a non-custom set? That would be a pretty nice birthday gift after 12:00am.
I dont have time to post links, butHey guys, I'm looking to find some videos of PRO Kirbys so I can watch and absorb their knowledge. So, my question is THIS:
WHO are some of the BEST Kirby mains for Smash 4, currently?
If you know of some good videos of their play as Kirby, please link them.
I feel like kirby would have to be off stage already for this to happen, and if you are offstage already there are much better options to gimp Ness you can directly intercept pk thunder with your body since you won't die to it until well over average kill percentages (average being around 120-130) as opposed to final cutter which could potentially spike but at the same time unless you're close to the stage you just end up SDing.So, I was thinking about facing Ness mains...knowing they have to come around with a PK Thunder to recover, Kirby should have a distinct advantage in that he can FLY out & intercept the PK Thunder, leaving Ness to die, yet can still recover, depending on the distance away and number of jumps used. My thoughts are thus, if recovering from below a Ness player, could a Kirby use Final Cutter, to come upwards fast enough to intercept the PK Thunder, and kill Ness? ALSO, would getting hit by the PK Thunder knock Kirby out of the FC and give him his jumps back?? I'm at work right now so I cant test this...
Short answer: Yes.So, I was thinking about facing Ness mains...knowing they have to come around with a PK Thunder to recover, Kirby should have a distinct advantage in that he can FLY out & intercept the PK Thunder, leaving Ness to die, yet can still recover, depending on the distance away and number of jumps used. My thoughts are thus, if recovering from below a Ness player, could a Kirby use Final Cutter, to come upwards fast enough to intercept the PK Thunder, and kill Ness? ALSO, would getting hit by the PK Thunder knock Kirby out of the FC and give him his jumps back?? I'm at work right now so I cant test this...
I have not gone to a tournament in a while, a lot of stuff has been going on in my life. But no I have not tried jab > falloff > footstool though it probably would work. I have pretty much only tested what was in that video + falloff > Bair stagespike, Fair, and Kirbycide.Nice post! You should post more, and also go to tournaments and win and stuff (do you?)
I just found this https://www.youtube.com/watch?v=XWvfWwfbYLM and I was actually thinking about this yesterday... have you tested if jab -> falloff -> footstool is guaranteed? It seems like it would be faster to pull off than Dair, but I'm not sure. It's really useful though, and I'm not sure if any characters besides Kirby and Falco can do this. Should be able to pull stuff like this off pretty often in matches, actually.
Yeah, getting hit by PK2 halves(?) his distance traveled. If you're good a teching or up a stock you can intentionally get hit and try to tech the stage spike. Though of course this isn't the most optimal way to gimp Ness :vQuick question: does intercepting Ness's PK Thunder recovery do the same as in Brawl, where Ness's recovery loses a bit of distance? I used to just use downB on him if I knew I couldn't make it, and thanks to the pseudo-invincibility I would escape unharmed while he'd clash with me and lose distance.
I'd find out in a tourney or something, but there are so many different character mains everywhere that I find it'll be a while before I can properly find this out mid-match, not to mention that I have to get a player in that position first.
Yes, people do it all the time. And you can hit him out of PKT2 with Stone (here). The main difference from Brawl is that the lightning ball that first comes out of his head doesn't disappear when it hits somebody/something. Remember how Lucas' PKT went through things? Ness' PKT is like that right when it comes out, but it becomes tangible shortly after coming out, so you can hit it and cause him to freefall. Another difference is that if he launches himself directly into a wall with PKT2, he can bounce off and then immediately cast it again, up to one time. https://youtu.be/-cMJ8n3-KkY?t=96 it's not something that comes into play often, especially since the only tournament legal stages it's relevant on are like... Duck Hunt, and maybe Halberd or transforming stages with walls, but it's good to know.Quick question: does intercepting Ness's PK Thunder recovery do the same as in Brawl, where Ness's recovery loses a bit of distance? I used to just use downB on him if I knew I couldn't make it, and thanks to the pseudo-invincibility I would escape unharmed while he'd clash with me and lose distance.
I'd find out in a tourney or something, but there are so many different character mains everywhere that I find it'll be a while before I can properly find this out mid-match, not to mention that I have to get a player in that position first.
Not sure if it would work but hup cancelling into the ground might be the closest thing we could do to getting a grab or a smash attack off of it.I think the best things you can do is either a retreating bair, a retreating fair, or fast-falling and grabbing the ledge for invincibility frames to avoid a punish. It'd be fantastic if you could be pushed off the ledge when rapid jabbing then immediately move towards the stage to kind of automatically "land" so you could change it up with a grab/smash, but sadly it seems like we drew the short end of the stick on that one.
Does Kirby stone fast enough for that to be viable though? Is the timing practical too?I was messing around in training, and put Link in the middle of (Form) Spirit Trane stage, at 130% I could force him to slide off the stage by turning stone right next to him.
I know there are other ways to kill Link at 130%, but if you're shielding a couple down sword hits on a high damage Link, following up with stone would force him off the stage, and allow you options for edge-guarding.
If I'm thinking about this right, then it shouldn't (without suiciding). To get the Final Cutter spike, you have to hit with only the downwards hit while backing away or stop the shockwave somehow (usually by grabbing the ledge or plummeting with them). I don't think the jab-cancel could help with those things but who knows, there might be something there...Does anyone know if Jab-canceling > Final Cutter spike work?
Yeah, grounded Stone sends opponents at a semi-spike angle which is really nice at high percents. The move is also really quick but it's super risky if you fail. It's interesting though, so I might experiment with it for a little bit.I was messing around in training, and put Link in the middle of (Form) Spirit Trane stage, at 130% I could force him to slide off the stage by turning stone right next to him.
I know there are other ways to kill Link at 130%, but if you're shielding a couple down sword hits on a high damage Link, following up with stone would force him off the stage, and allow you options for edge-guarding.
If you know your opponent likes to pull defensive manuevers up close, try to bait them with empty jumps within midrange. Going in and poking with dtilts also helps.Hi. I need some advice when approaching with Kirby. Whenever I start a match with him, it usually goes poorly, but then I make comebacks. I usually try to go with F-airs and grabs when starting with Kirby. Any advice anyone can give?
Thanks for the advice. I need to utilize Kirby's tilts a bit more, especially his U-Tilt of glory.If you know your opponent likes to pull defensive manuevers up close, try to bait them with empty jumps within midrange. Going in and poking with dtilts also helps.
I wouldn't mind trying it as long as it isn't New Super Mario Bros. level of recycle. I can play alot of the Mega Man games and not be bothered by lack of changes in between each game as long as the level design, weapons, and bosses are solid and well-polished for example. (like Mega Man 4)@ Mega-Spider
Squeak Squad is SO BAD. There's literally
nothing new about it, everything is rehashed from older games with some slight changes. Like, I don't know what they were thinking. Super Star Ultra has much more new content compared to Squeak Squad and it's a remake.