Predatoria
Smash Journeyman
It can depend a lot on who you're up against, and what map you're playing on.
On certain maps such as ones that have one central, low-lying platform (Metaknight's ship or the Yoshi map, for example) it can be much more difficult to approach your opponent from above their projectile spamming due to platform cover. A lot of tri-platform maps, however, I find to be a very welcome scene to deal with projectiles in general, because it gives you more options to get around it. In particular, with either tri-platform maps or 2-platform maps (Pokemon Stadium), hopping on a platform and using plasma breath can be an excellent answer to a camping Young Link / Samus / whoever you're up against that's just trying to zone you out.
In general, regardless of map, plasma breath, as Gleam said earlier, is an extremely powerful move for dealing with most projectiles. The majority of projectiles will be destroyed by plasma breath. If, however, they've already set up and are actively launching projectiles at you, it will be hard to pull plasma breath off without being hit. Approaching from above with neutral air (or forward, depending on circumstance) can be an excellent opener as well. Be careful. If they get smart and start shielding your aerial approach, they'll likely start grabbing you a lot. This is actually something I'm struggling with right now. A friend of mine is maining wolf and he's been getting me good by forcing an aerial approach on my end, shielding my aerial, and grabbing me. Anyone have any advice on getting around this?
Vs certain characters, in particular, the links or krool, I find it useful in some scenarios to charge your plasma breath while falling so you can land and instantly release the plasma breath, overwhelming their projectiles and hitting them in the process. You then want to follow up by approaching and get to them.
It can't just be all about plasma breath, however. Some players will only zone you when it's advantageous to them, and will immediately change playstyles when you open yourself up. Watch for this and if they swap and start trying to punish you for plasma'ing them, be prepared to not charge a full stream of it. This circumstance, either way, has accomplished your goal of flushing them out of their bunker, as now they're approaching you and you can go for more conventional play.
If Lucas or Ness are the ones being a problem, never, ever stand in the sweet spot to get hit by PK Fire when they're actively ready to use it. PK Freeze is pretty easy to avoid in most circumstances just by air dodging, and it's usually pretty easy to punish them while they're doing it. If an air dodge will kill you because you're already in a disadvantaged state and PK Freeze is headed your way, they played well and killed ya. Well played to them. Try to be cautious about the danger spots off-stage where a well-placed PK Freeze will lead to your death.
On certain maps such as ones that have one central, low-lying platform (Metaknight's ship or the Yoshi map, for example) it can be much more difficult to approach your opponent from above their projectile spamming due to platform cover. A lot of tri-platform maps, however, I find to be a very welcome scene to deal with projectiles in general, because it gives you more options to get around it. In particular, with either tri-platform maps or 2-platform maps (Pokemon Stadium), hopping on a platform and using plasma breath can be an excellent answer to a camping Young Link / Samus / whoever you're up against that's just trying to zone you out.
In general, regardless of map, plasma breath, as Gleam said earlier, is an extremely powerful move for dealing with most projectiles. The majority of projectiles will be destroyed by plasma breath. If, however, they've already set up and are actively launching projectiles at you, it will be hard to pull plasma breath off without being hit. Approaching from above with neutral air (or forward, depending on circumstance) can be an excellent opener as well. Be careful. If they get smart and start shielding your aerial approach, they'll likely start grabbing you a lot. This is actually something I'm struggling with right now. A friend of mine is maining wolf and he's been getting me good by forcing an aerial approach on my end, shielding my aerial, and grabbing me. Anyone have any advice on getting around this?
Vs certain characters, in particular, the links or krool, I find it useful in some scenarios to charge your plasma breath while falling so you can land and instantly release the plasma breath, overwhelming their projectiles and hitting them in the process. You then want to follow up by approaching and get to them.
It can't just be all about plasma breath, however. Some players will only zone you when it's advantageous to them, and will immediately change playstyles when you open yourself up. Watch for this and if they swap and start trying to punish you for plasma'ing them, be prepared to not charge a full stream of it. This circumstance, either way, has accomplished your goal of flushing them out of their bunker, as now they're approaching you and you can go for more conventional play.
If Lucas or Ness are the ones being a problem, never, ever stand in the sweet spot to get hit by PK Fire when they're actively ready to use it. PK Freeze is pretty easy to avoid in most circumstances just by air dodging, and it's usually pretty easy to punish them while they're doing it. If an air dodge will kill you because you're already in a disadvantaged state and PK Freeze is headed your way, they played well and killed ya. Well played to them. Try to be cautious about the danger spots off-stage where a well-placed PK Freeze will lead to your death.
Last edited: