Dream Cancel
It's just good business
- Joined
- May 10, 2015
- Messages
- 247
- Location
- Texas
- NNID
- DreamXX
- 3DS FC
- 4571-1273-3502
- Switch FC
- SW-4309-2808-7588
Hello Boxing Champs,
I'm struggling with my ground and neutral game and I need help being a better ground fighter.
Some background:
So how does this relate to ?
TL;DR I need advice from mains on how to improve my ground and neutral game without having to rely on aerials for support, (like Short Hop + Fast Fall Nairs from and ) in typical scenarios. I will be playing a lot more often and any tips, tricks, mechanics, techs, combos, etc. that you believe could be helpful for a player like me would be greatly appreciated. (Teach me Little Mac-senpai!)
Thanks for reading,
Bay6
I'm struggling with my ground and neutral game and I need help being a better ground fighter.
Some background:
- I'm currently playing characters like and , which fits my general playstyle extremely well, that is wait for an opening (or force an approach, like with ), wait for a mistake in close combat, then punish with something like Grab ---> combo throw ---> Fair/Nair/Uair x2 or x3 ---> Reading air dodges (sometimes into U-Smashes) ---> Gimp/Spike/Stage Spike/Off-stage Kill. Basically Ken combo variations all day long.
- I consider my neutral game the weakest part of my overall game. The reason I say this is because I struggle against heavy, spacing, and zone characters like and . Light and medium combos won't cut it against these guys because they simply won't die against a Fair at 150%. I'll push them to 150% or so and I'll be sitting pretty at 50% but they land one Rage Smash attack or one Rage aerial off-stage and my stock is gone. (Perhaps I need more Match-up information)
- The only punish I use for opponents with bad positioning is either a Grab, Dash attack, F-tilt, or a Pivot variation of these. Don't get me wrong, they are perfect punishes for the characters that I'm playing because of their follow-ups, but I'm looking for better punishes than just a Grab, mostly getting finishing Smashes as early as possible.
- I consider my neutral game the weakest part of my overall game. The reason I say this is because I struggle against heavy, spacing, and zone characters like and . Light and medium combos won't cut it against these guys because they simply won't die against a Fair at 150%. I'll push them to 150% or so and I'll be sitting pretty at 50% but they land one Rage Smash attack or one Rage aerial off-stage and my stock is gone. (Perhaps I need more Match-up information)
- The only punish I use for opponents with bad positioning is either a Grab, Dash attack, F-tilt, or a Pivot variation of these. Don't get me wrong, they are perfect punishes for the characters that I'm playing because of their follow-ups, but I'm looking for better punishes than just a Grab, mostly getting finishing Smashes as early as possible.
- I'll be grounded. With the best ground game in Smash but grounded nevertheless. I can't rely on Short Hop + Fast Fall aerials anymore.
- I can be more liberal with my Smashes since they are quick, powerful, and safe.
- I can use my Air experience to help prevent gimps. (Mixing up Counters, high recoveries, fast-fall to Up B, ledge options, maybe the occasional Dair spike on when he's recovering low)
TL;DR I need advice from mains on how to improve my ground and neutral game without having to rely on aerials for support, (like Short Hop + Fast Fall Nairs from and ) in typical scenarios. I will be playing a lot more often and any tips, tricks, mechanics, techs, combos, etc. that you believe could be helpful for a player like me would be greatly appreciated. (Teach me Little Mac-senpai!)
Thanks for reading,
Bay6
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