thedoctr11
Smash Apprentice
- Joined
- Aug 16, 2013
- Messages
- 189
- NNID
- thedoctr11
I'm having trouble with the Mario matchup. Have we talked about that yet?
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The endlag is boomerang is so small that if you jump back and chuck it he'd already have to have been running at you (he's probably dash dancing so I guess that works) to punish you without eating a Nair or you having a shield.Hey guys, that's all been very useful. Thanks. Big stages definitely have been working for me, and I'm less of a zoning oriented player anyway. Small stages, camp the ledges, nair it is.
@ Player -0 I basically was referring to what Third mentioned, which is that Falcon can nair through your boomerang if you throw a bad one and then convert into grab and combo.
First one - Falcon was already in the air ON TOP of Link. Link should've just Naired/Baired/Airdodged Bair to Zair.It's actually a lot easier than you're describing. These are three different situations where it works pretty well.
https://www.youtube.com/watch?v=DM9lN7hyYXg#t=2m28s
https://www.youtube.com/watch?v=DM9lN7hyYXg#t=3m5s
https://www.youtube.com/watch?v=ybNerCCXlyY#t=57s
I've given counter reasons why those situations shouldn't have worked, both situations if they did a retreating boomerang Falcon's Nair wouldn't have hit. Why does it matter if Link's SH is dinky? If he's retreating and a decent space away where boomeranging would actually be viable he should be fine.I don't understand why you're still pushing this with counter-theory crafting. I've shown you a few situations where it worked. And even in your counter arguments, Falcon has a ton of horizontal aerial mobility. Links short hop is dinky in comparison and it really doesnt matter much in ANY of those situations if he'd have SH'd. It still would have clanked and hit him. Anyhow, both Wolf and Nick Riddle, if you watch their videos, use standing rang occasionally. It has utility. You can't just dismiss it outright.
Falcon's Nair makes boomeranging on stage a potential risk. That's all I'm saying.
For slower characters I think that makes sense with not having to go through the jumpsquat lag since they can't get on top of you in an instant but if you're up against a Falcon/Fox then they'll just Nair to you and get you.For what it's worth, I think standing rang is better than jumping. I used to think differently but after watching the chicago links abuse rang I starting trying it out myself and it gets you a ton of milage. Your opponent is forced to jump as if they shield you can just throw rang again and if they destroy rang you can dash back -> rang. Since they are probably going to approach from the air you can use one of Links 3 amazing anti-airs. Jumping back and throwing rang can make it arc and miss link giving your opponent time to get in and jumping forward reaps great benefits if it hits but more often than not just gets you hit if your opponent decides to approach in neutral at that time.
Couldn't someone just run up shield on your boomerang if you were standing still the same amount as if you were jumping back?I agree with Hylian... running shield eats up the SH boomerang because it forces you to give up position, and has a chance of running under the boomerang for a free punish.
Standing/Dashing rang (assuming good spacing) acts like a street fighter fireball... forces a reaction without giving up position. Link is hamazing anti-air, too.
I just wish so many chars couldn't just run under the rang...
Yeah but a few things..Couldn't someone just run up shield on your boomerang if you were standing still the same amount as if you were jumping back?
Of course vs. Mewtwo this is all rendered invalid. Dem teleports.
If he always teleports in after a Shadow Ball FH Nair or Roll. Or camp with a bomb and AGT throw a bomb down. Got any videos?I played Emukillers Mewtwo with my Link (That took a game off of M2K's M2) and he legit 3 stocked me easy. He would up b stall/teleport camp to get an unpunishable shadow ball that beats all of Link's projectiles followed by teleport hover nair fair that you can only roll away from
Sorry, meant he mixed it up with that approach that forces me to have no shield, roll away -get cornered- and I can projectile camp because shadow ball beats it and forces me to shield... but I have no shield! So then I have to jump or spot dodge, both of them punishable by teleport stuff or juggling. Platforms are not an optimal idea since being above Mewtwo is what he wants. He's really strong when he can use Uptilts and Up Airs.If he always teleports in after a Shadow Ball FH Nair or Roll. Or camp with a bomb and AGT throw a bomb down. Got any videos?
Pretty much just try to camp platforms as much as possible until he approaches. Which might be never.
I thought this was good at first too, but now everyone smash DI's away and Link's tether takes too long to come out so they spot dodge, at least that's been my experienceI believe that at low percent, a boomerang won't send them into tumble and they'll have brief landing lag that you can grab if well timed. I get a lot of grabs off of weak boomerangs, but I've missed a few before, so it needs more testing to see how "real" it is.
On which characters specifically? I'd really like to know since I abandoned this trick a while ago because it seems like everyone SDI's down and away or up and away depending on the character, to either land on the ground early enough to spot-dodge or jump awayExcept Link grabs people out of the air with his hand, so specific knock-ups can actually lead into grab reliably, mostly rang/dash-attack/dtilt.
I have more trouble with Marth, Marth can shut down Link's projectiles with smart jabs and Fairs, I would recommend avoiding the use of bombs in those 2 matchups at anything but extreme long distance, those characters can close space up so fastI just got home from a few hours of singles with a friend who plays Marth, Fox, and Sheik.
Marth wasn't particularly scary but Fox was a nightmare. He was all over me like knockers in a wind tunnel. The only way I could clear some space for myself was to shield grab and d-throw into up-B and try to get my projectile wall up again but it was an uphill struggle. In the end I won maybe 20% of the games.
I'm exhausted from the ordeal. I'm going to collapse now. Please don't let me swallow my tongue.
Falcon's I play against get out at like 35%...Why do we CG C.Falcon from 70 - death on FD?
Best game ever.
I was thinking like a certain extent of the tether can grab people out of the air, maybe 1/4 of the chain, or maybe just the first few frames where the claw is that would be equivalent to 1/4 of the total length, so people can still SDI away and not get grabbed but get grabbed if they mess upIt's really tragic that Link completely broke the ability to grab out of the air lol.
Oh God his combo game with that mechanic was absurd. Anything ---> grab ---> anything ---> grab ---> repeat as needed ---> death.
I wish there was a happy medium with it, but I guess I'm content. Until the boomerang comes back, hits them a pixel off the ground, and my grab goes right through them.
I say DSmash, it comes out ridiculously fast and covers both sidesProjectiles aren't great against Fox, or really any char with good mobility. They can just run around them or reliably approach with running shield..
Don't try random grabs against Fox. Wait for your setups, which include jab jab, Bair, fair, Nair, and anything that forces a knockdown (dsmash being a good one). If Fox full hops against you, run away-pivot grab is pretty free (depending on how they use double jumps)
Out of grab, you really have to get more than dthrow upB... Dthrow tech chase at low % guarantees a regrab or dash attack, if you're quick. Mid %s, get those utilt/dash attack staples out of dthrow or uthrow (%dependent). Above like 70,dthrow upB puts fox off the stage, which should lead to a Nair gimp. Any time after that, grab = upB or dair out of either dthrow or uthrow (just learn those combos by percent).
Any time Fox ends up on a platform above you, usmash under the platform is a surprisingly cover-all attack, and is unpunishable.
Haha awesome, but unfortunately naw, M2K was the first Mewtwo I ever played, IIRC it was a close match but he won, all I can remember is spacing properly was incredibly important, you don't want to get grabbed by Mewtwo, also mixing up recovery with AGT bombs is important cause Mewtwo can go deep and Bair you while you AGT up or when you're pulling out another bombYeaaaah man! Got any EXP on Mewtwo? I found out a lot vs Fox with Aerolink, it's indeed hard for Link if the Fox knows what he's doing.
Hylian Shield only stops shadowball if the mewtwo in grounded throwing them, if he's any bit above or below that level, it will either wack Link's head or knee, M2K knew this and spammed short hop shadowball IIRC1. Bombs will stop Shadow Ball.
2. Hylian Shield blocks Shadow Ball.
3. Gotta learn the MU.
Will try this the next time i play a mewtwo!1. Bombs will stop Shadow Ball.
2. Hylian Shield blocks Shadow Ball.
3. Gotta learn the MU.
You can walk while using Hylian shield, just make sure Mew2 doesn't teleport ontop of the shadowball while you're blocking it with the Hylian shield or free hover stuff.My solution would have been to make it so he can't air grab people who are in tumble. Not sure how that would have balanced out.
Also, throwing a bomb into shadow ball seems suboptimal. You're not gaining anything from it really and he can put them out faster than you can put out bombs.
And Hylian shield never seemed that good to me. You're not advancing your position you're just saying "****ing stop that you twit. I'll wait here until you decide on what you want to do."
And then they throw **** at your head.
Same. Any good counterpicks against Fox.I feel like he can punish you hard for the boomerang.
gotta disagree with this part. I'm fine with uthrow into utilt, but uair pretty much kills the combo much earlier than you need to.Keep him away with the projectiles, especially the rang which is really resourceful. When you get the grabs, almost always Uthrow him which lead to awesome combos with Uair.