Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
lol maybe one dayso much discussion going on in this thread isnt there
o hay thar p4 move to georgia so we can initiate you
Watch my vid against 56k's GaW, G Beast I do it almost all the time.does anyone else know that we can cling to the falling blocks in rainbow cruise? i found out by accident when playing there with my friends
It's amazingly useful on BF.Remember that he can do some tricky stuff with aerial DB while you're on a platform to poke around shield sometimes (which normally doesn't have good shield pressure), or SHFF untipped uair -> utilt as well. That tends to be really good on stages with platforms like BF.
This sums up my thoughts exactly.RC really isn't bad, it's the players that CP us to that are a ***** to deal with. I remember fighting two MKs on that stage before and it was **** near impossible to hit them, it's like swatting at a bat with a baseball bat.
I didn't ge time to read it, so im just going by what I skimmed. I will tell you right now not to bring Marth to Brinstar. If you wanna go another character to do that kind of counter pick then go head by all means, but with Lucario stick to FO. Ill be back later, been busy ^_^This sums up my thoughts exactly.
The entire reason I never counterpick Rainbow Cruise or even Luigi's Mansion is because of the mere fact that it allows the opponent the opportunity to choose a character who will most likely be able to take better advantage of it than Lucario ever could, such as Meta Knight, Snake, Olimar, or even Marth to a degree for Luigi's Mansion, or Meta Knight, Mr. Game and Watch, Wario, etc. for Rainbow Cruise.
Also, for Marth, Frigate Orpheon is the best stage to take him to hands down. Nearly the entire stage works against him and for you. The first area of the stage is probably the absolute best stage in the game to use against him legally (Spear Pillar doesn't count. ;-. The trick to abusing this portion of the stage though is to really have your landing frame punishes down pat, otherwise the stage works against you instead of for you. What you want to do to Marth is to get him off the right side, which luckily is actually not that hard due to the tiny size of the stage, and then force him to recover onto either the elevator platform or the solid stage. This will put him in severe lag and vulnerability, and you need to use this time to fsmash, dsmash, ftilt, fthrow, bthrow, anything to just get him off the right side again at a low angle so he must do it all over again. I prefer Fsmash for this because it's so reliable, long-range, sends at an uncomfortable angle even with DI, and can be done out of a stutter/naritake step for even more extra range. This simple tactic will give you a huge advantage, sort of like an even easier version of when DDD is smacking you offstage with bairs, because Marth has virtually NO options other than to DI and hope for the best, especially once he loses his double jump and thus must Dolphin Slash from then on. The first area of the stage is also very kind to your camping, giving you platform cover options as well as not providing Marth very much room to do anything. Also, because of ExtremeSpeed's unique qualities, as well as the fact that Marth's moves aren't as well adapted to punishing landing lag, although in theory dtilt might work okay, Marth cannot possibly turn this strategy against you in the current metagame. Extremespeed to the wall isn't that punishable if you tech his reaction or do it while the platform is above the wall and then rising airdodge with your walljump, and your floatiness is just plain better than his, making it much easier to return to the stage from t he right side, and if you need to, you may even be able to go under the stage to the left side and sweetspot/wallcling there if you feel like it. (Yes, you can wallcling to the left side of the stage.) The only thing you really need to watch out for on this portion of the stage is juggles, because the stage is flat and Marth can easily reach you with usmashes, utilts, and uairs if you aren't careful with your landings.
On the second form of the stage, while not as amazing for you as the first, is also pretty good. The slanted floors REALLY screw up his aerials, making tipper nairs, fair approaches, and a good chunk of his zoning, poking, and pressure games much less effective going both up and down. If he's under the platform, some of his aerialsIf you get under that platform yourself, you can camp him out with short hop Aura Spheres, Fsmash, Ftilt, and fair/bair outwards. He'll have some difficulty getting you out of there, but it's not THAT hard for him. If you're lucky, you'll grab him on a side platform and be able to fthrow/bthrow him for a quick doom or a suicide kill, but he can do that to you as well, and probably do it better with dthrow, so just be careful. Also, the sides of the stage can be clinged to easily, so don't forget to use them if you need to. It's probably a good idea to try to be patient on this area of the stage until the stage flips so you can continue fsmashing him off the right side again, although this area is still somewhat advantageous for you.
In the theorycraft corner, iirc you may be able to curve your Extremespeed onto the floating platform or the main stage if you get good enough, making your return lagless, but I'm not sure if it's humanly possible. I think it is. Also, you may not know this unless you've been in the Luc boards for ages, but you can actually wall jump (not cling) between two walls under the second portion of the stage, allowing you to run the clock for a good while until your wall jumps stale to the point where you fall between the walls, although the average time you can get out of it escapes me. I think it was at least 10 seconds. The downside is that you can only reach it with ExtremeSpeed, meaning that even if you get down there, you absolutely cannot survive the return trip by yourself. I guess you can use it if you somehow got the clock down to like 10 seconds for some odd reason, and you need to run the clock. Maybe it'll count as stalling, but it might not since it doesn't last long because of wall jump degradation.
Also, I was talking to NL, and he brought up the idea of going to Brinstar, and after listening to his points, I think that it might not be a half-bad idea. He's said that Brinstar's acid can help you if you're gonna get gimped, that you can cling well there, that the fact that the hitboxes are extended for a long time by the stage objects, and that Marth can't deal well with nonflat stages that mess up his spacing and aerials. He also stated that because Marth should be spamming his aerials, which are also his only safe kill moves, and they're even limited further because of the terrain, he probably will have a very hard time killing Lucario, making Lucario even STRONGER than usual opposed to weaker on the small Brinstar.
National Geographic, good stuff. Wario's is the best imo.Lol that video is too good.
What do you guys think of the new pictures on the front page?
It's pretty good for him. Depending on the character if they have laggy recoveries it's really easy to punish on that side before the stage flips. But lucario can cling to that wall so it may be different. I'm not too sure what parts he can cling onto. But it's not a bad stage for him I don't think you can take him to a stage and it instantly give you an advantage. Luigi's may be good but that's also banned so I'm not too sure.How does Wario fair on Frigate? That seems to be most Lucario players favorite CP stage.