Natch
Smash Ace
The Fake Combo
I was able to pull a fake combo the other against my friend's(really good) Olimar. I will say here and now I call a fake combo due to the fact that it does not fit the current definition of "Combo" as it stands today, but can still work to the effect of doing an actual combo depending on what your opponent does, and also depends a bit on the stage you're on.
Since the actual instance of this fake combo was situational as far as testing shows, I'll tell you what happened.
I was against my friend on FD, and I was a fair bit to the left of the center of the stage. My friend was above 60% when I caught him in a grab and did a U-throw. He DI'd to the right, as any sane would do-I was more on the left side of the stage, and he wanted more room. On a whim, I did a PKT, and turned it into a PKT2 heading towards the right. I caught him with it after he landed on the ground and was still recovering after rolling in the air from my Uthrow.
This fake combo actually relies on predicting where your opponent is going to DI after a Uthrow(and yes, it must be a Uthrow, to my knowledge. Dthrows have not been tested yet, but Fthrows and Bthrows don't leave you enough time to get them with a PKT2 before they have a chance to dodge or shield.), and making sure you won't fall off the stage if you miss with PKT2.
Here's a bit of the a checklist for what needs to be fullfilled for this to be attempted and how and when to execute
Requirements:
-Enough horizontal stage room to do a PKT2 effectively across the ground, without falling off
-Opponent must be circa ~50% or above
Execution
-Uthrow
-Predict where they DI(set things up so you sort of force to DI a certain way)
-PTK2 in that direction(do this immediatly after you do Uthrow
Now, this is something to use sparingly, at most once or twice a match. Otherwise, your opponent will get wise to it, and be able to avoid it. If used against an opponent once, wait a sufficient amount of matches/time before trying it again. This is a trick you use every so often to get that unexpected KO, to be realistic. However, it's very effective and quite fun to see it hit.
Anti Edge Guard
This one is pretty simple. When coming back to the stage from a height above the grabbing edge, aim a PKT2 just right so you rocket towards the edge. I've pulled it off without meaning to several times, and it so fun to see people try and out-prioritize a PKT2. Since this one is simpler than the above, it's much easier to pull off. This works especially well if the opponent has decided to edge-hog, because I've pulled off KOs on edge-hogging opponents before with this trick.
Approaches
One of the most important points of battle is being able to go on the offensive, and to do that you need a way to approach the opponent and make first blood. I consider myself pretty good, and have played many equally good-if not better-opponents. So I've decided to go and compile a list of approaching techniques and attacks that can used. These approaches are chosen based upon ease of use, quickness of execuction, and the actual properties of the attack itself.
Listed in no paticular order, the approaches:
1. Dash Attack
As basic as this attack is, and direct and obvious as it may be, this approach is pretty solid. Actually performing the attack slows your run speed down, but it's just a front-Lucas then lunges forward with his arm outstretched, creating a Psi-blast in front of it. This has a surprising amount of range, good knockback, and the disjointed hitbox eases worries of being out prioritized. Watch out for them shielding it.
2. Short Hopped Fair
This one is pretty good, in that it will work almost 100% of the time against an opponent who's not suspecting it. His Fair comes out pretty quick, and so most of the time you don't have to worry about not having priority-you'll simply beat them to the punch. Watch out for them shielding it.
3. Short Hopped Nair
I love this one. Make sure you do the short hop closer to the opponent than you would with the Fair, as having to take your thumb off the control stick means you won't be DIing at all, and this means Lucas will only go a bit farther forward before just dropping straight now. It comes out quick, and doesn't have to worry about shields nearly as much as a Dash Attack or Short Hopped Fair, as it can break them if they already have some damage on them. This approach is simply one of my favorites, and I love using it.
I was able to pull a fake combo the other against my friend's(really good) Olimar. I will say here and now I call a fake combo due to the fact that it does not fit the current definition of "Combo" as it stands today, but can still work to the effect of doing an actual combo depending on what your opponent does, and also depends a bit on the stage you're on.
Since the actual instance of this fake combo was situational as far as testing shows, I'll tell you what happened.
I was against my friend on FD, and I was a fair bit to the left of the center of the stage. My friend was above 60% when I caught him in a grab and did a U-throw. He DI'd to the right, as any sane would do-I was more on the left side of the stage, and he wanted more room. On a whim, I did a PKT, and turned it into a PKT2 heading towards the right. I caught him with it after he landed on the ground and was still recovering after rolling in the air from my Uthrow.
This fake combo actually relies on predicting where your opponent is going to DI after a Uthrow(and yes, it must be a Uthrow, to my knowledge. Dthrows have not been tested yet, but Fthrows and Bthrows don't leave you enough time to get them with a PKT2 before they have a chance to dodge or shield.), and making sure you won't fall off the stage if you miss with PKT2.
Here's a bit of the a checklist for what needs to be fullfilled for this to be attempted and how and when to execute
Requirements:
-Enough horizontal stage room to do a PKT2 effectively across the ground, without falling off
-Opponent must be circa ~50% or above
Execution
-Uthrow
-Predict where they DI(set things up so you sort of force to DI a certain way)
-PTK2 in that direction(do this immediatly after you do Uthrow
Now, this is something to use sparingly, at most once or twice a match. Otherwise, your opponent will get wise to it, and be able to avoid it. If used against an opponent once, wait a sufficient amount of matches/time before trying it again. This is a trick you use every so often to get that unexpected KO, to be realistic. However, it's very effective and quite fun to see it hit.
Anti Edge Guard
This one is pretty simple. When coming back to the stage from a height above the grabbing edge, aim a PKT2 just right so you rocket towards the edge. I've pulled it off without meaning to several times, and it so fun to see people try and out-prioritize a PKT2. Since this one is simpler than the above, it's much easier to pull off. This works especially well if the opponent has decided to edge-hog, because I've pulled off KOs on edge-hogging opponents before with this trick.
Approaches
One of the most important points of battle is being able to go on the offensive, and to do that you need a way to approach the opponent and make first blood. I consider myself pretty good, and have played many equally good-if not better-opponents. So I've decided to go and compile a list of approaching techniques and attacks that can used. These approaches are chosen based upon ease of use, quickness of execuction, and the actual properties of the attack itself.
Listed in no paticular order, the approaches:
1. Dash Attack
As basic as this attack is, and direct and obvious as it may be, this approach is pretty solid. Actually performing the attack slows your run speed down, but it's just a front-Lucas then lunges forward with his arm outstretched, creating a Psi-blast in front of it. This has a surprising amount of range, good knockback, and the disjointed hitbox eases worries of being out prioritized. Watch out for them shielding it.
2. Short Hopped Fair
This one is pretty good, in that it will work almost 100% of the time against an opponent who's not suspecting it. His Fair comes out pretty quick, and so most of the time you don't have to worry about not having priority-you'll simply beat them to the punch. Watch out for them shielding it.
3. Short Hopped Nair
I love this one. Make sure you do the short hop closer to the opponent than you would with the Fair, as having to take your thumb off the control stick means you won't be DIing at all, and this means Lucas will only go a bit farther forward before just dropping straight now. It comes out quick, and doesn't have to worry about shields nearly as much as a Dash Attack or Short Hopped Fair, as it can break them if they already have some damage on them. This approach is simply one of my favorites, and I love using it.