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Nice! Wave magnets are so much fun!! :D@ D e l t a I think I am just going to a link here, so other people can see too. but I am most hyped to hear what you have to say.
In other news I just learned how to wavemagnet. :D
Not saying any of my fundamentals are based off this at all. Simply put, I learn what each and every character can do, and how to beat it. If opponent goes to do X, I know that my options Y & Z can beat it, but W & Q cannot. In neutral, there's only so many good moves a character has to approach with. If I learn to punish the bad ones and space out against the good approaches, I can only get better.-how to combo the character
if real people dont SDI and DI then yeah sure (not to mention counter attack or do special stuff like Yoshi DJ to armour through combos)
-how to punish certain aspects of a recovery
cpu's usually do the same one over and over again. usually not sweetspotted either
-learn neutral
neutral game is probably the most player dependent aspect of this game, as you have to read openings. cpu movement is also really really lacking.
the only thing you're going to learn from a CPU is how to beat a CPU (and probably spacing but then again CPUs do not do this optimally on every move). do not base your fundamentals off this
Hey Im the "hilarious" one here, @ D e l t a does alot for this community.Jamwa you were right, this guy's hilarious
In my case I dont feel as shy, as I once was.Anybody who wants critiques please try to post them in the Lucas videos thread here:
http://smashboards.com/threads/watching-little-boys-a-lucas-video-thread.331871/page-6#post-18694126
I'm watching that thread so I'll get a notification when you send it. There's always the option of sending it directly to me if you feel too shy about sending it to everybody. I don't judge how bad you are, only noting what was good / bad about your playing.
Also, let me know if you want to know about everything in the matches you guys send, or more general details such as "ledge guards need improvement, here's how: ___" or "At mm:ss, you attempted to do this move, these moves could cover that option better, and use this type of spacing."
"like it is needed" Please clarify what you mean. There are many aspects to Double Jump Cancelling.Do I really have to learn how to djc like is it needed?
How do you DJC PKF?"like it is needed" Please clarify what you mean. There are many aspects to Double Jump Cancelling.
DJC PK Freeze is among the most heavily used & useful of Lucas' DJC moves. DJC aerials can be used OoS and allow you to quickly counter and regain control / pressure. DJC aerials are fantastic at starting combos / converting into longer combos at low %. During advanced combos, stalling momentum with a double jump where you do not rise nor fall drastically is very important. I hope some of this answers your question.
Copypasta from @Badge in the "Perfect DJC PKF timings" thread:How do you DJC PKF?
I knew you would reply Delta, and I mean like if I went to a tournament would I lose if I didn't know how to do it?"like it is needed" Please clarify what you mean. There are many aspects to Double Jump Cancelling.
DJC PK Freeze is among the most heavily used & useful of Lucas' DJC moves. DJC aerials can be used OoS and allow you to quickly counter and regain control / pressure. DJC aerials are fantastic at starting combos / converting into longer combos at low %. During advanced combos, stalling momentum with a double jump where you do not rise nor fall drastically is very important. I hope some of this answers your question.
What I ment to say was what inputs do you find most easy, when trying to pull of the a DJC PKFCopypasta from @Badge in the "Perfect DJC PKF timings" thread:
Two timings:
frame 1: jump
(frame 5: airborn)
frame 9/11: DJ
frame 14/12: PKF
Basically jump (short hop or full, doesn't really matter), then double jump as you're beginning to rise, and right as you're doing your double jump, use a SideB aka PK Freeze. The double jump happens a tiny bit before you reach the apex of your full jump and right about when you do a short hop. If you choose to full hop for a DJC PKF, you may need to use the double jump faster.
Personally, I constantly alternate between timings and distances to zone out my opponent. For now, work on getting the timings for keeping PKF close to the ground and the timings for max distance. Keep in mind, when practicing the timings for max distance, you may accidentally cancel your jump TOO FAST, and instead be throwing out nothing. This happens a number of times to just about every Lucas main, so don't worry too much. A similar thing happens for Falco mains when attempting to SH Laser very close to the ground. It just takes some practice getting used to the different timings.
the first oneWhat I ment to say was what inputs do you find most easy, when trying to pull of the a DJC PKF
Do you you input.
>>
or do you use tap jump,
>>
or do you glide your finger,
>>
or do you input for a DCJ PKF a other way?
Winning is based upon taking your opponents stocks before they take yours. A simple thing like knowing DJC PKF isn't going to drastically make you a better player. Case in point, StereoKiDD is one of the best Ness mains, yet he rarely utilizes Magnet or Dtilt. DJC PKF is just a great approach option on most of the cast, and is relatively hard to punish. It creates openings, covers tech options, and does chip damage that adds up over the game (4-5% each).I knew you would reply Delta, and I mean like if I went to a tournament would I lose if I didn't know how to do it?
Yeah, uhh.... I use none of the above lolWhat I ment to say was what inputs do you find most easy, when trying to pull of the a DJC PKF
or do you input for a DCJ PKF a other way?
Yeah I realized that DACUS is the same with either grab or attack, which is why I went with using Attack for R. If I mess up, a dash attack has less end lag than a whiffed standing / dash grab, is a slight anti air & combo starter, and sometimes pulls out Upsmash that may work better for me bc my enemy might run into that instead.@ D e l t a
In 3.5 the DACUS window is the same whether you use grab or attack
In 3.0 I used to have z set to attack (for easier DACUS) and x to grab but now I just use default controls, which is great since I'm trying to get better at melee currently.
Imo using y-y-b for DJC pkf is way better. The thumbs don't get tired as easily as the other fingers.... but then again its all up to personal preference.
DACUS = canceling your dash attack with an upsmash. Input dash attack then frame 1-2 after the dash attack is about to start, cancel that input by using an up smash. C stick down/side acts as a dash attack when dashing. The up + Z (grab) or another attack button is simply a JC upsmash. Grab inputs as attack sometimes, which is why you can use Z grab, C stick up, or any other button designated as "attack" to DACUS.Is it possible to DACUS without attack on R/Z? I briefly attempted doing it normal control scheme with no luck.
For Lucas you're going to want to wavedash out of magnet. Just put out a magnet and then wavedash back. Keep in mind though that there are additional frames of hit lag when you magnet an opponent or a shield compared to when you magnet regularly.Can someone explain how to wavemagnet? I'm not quite sure what the timing of it is or the control inputs. I know it's a wavedashing toward and a magnet but don't know anything beyond that.
So basically it's an OOS option except with magnet. Seems legit. Thanks!For Lucas you're going to want to wavedash out of magnet. Just put out a magnet and then wavedash back. Keep in mind though that there are additional frames of hit lag when you magnet an opponent or a shield compared to when you magnet regularly.
Magnet isn't really a good OOS option because of the start up.So basically it's an OOS option except with magnet. Seems legit. Thanks!
Can someone explain how to wavemagnet? I'm not quite sure what the timing of it is or the control inputs. I know it's a wavedashing toward and a magnet but don't know anything beyond that.
Basically throw out a magnet. If it misses, you can wavedash out almost immediately. If it hits, wait a split second, then wavedash out. Obviously it can be jump cancelled so you can do other cool things like magnet -> grab, aerial magnet* -> aerial attack, magnet -> jump -> magnet, etcIn 3.5, whiffed magnets not hitting any person/object will be the same 3.02 timing of 4 frames start up and 3 frames to jump out of. The major change being that a magnet which hits a person/object will incur slight hitlag frames, and increase the timing to jump cancel. When making contact with a magnet, Lucas will suffer 5 more frames before he is able to jump cancel magnet, making magnet on shield +3 to -2, thus shield pressure with Lucas went from amazing to Ness' level.
No problem! There's honestly no rush. I'llHello Everyone!
I am sorry to say, that I will have to delay the post the videos of my Lucas intill monday morning 8:00 to 12:00ish, due to things of life I can not control.
But on the plus side If you noticed
There will be a "few" videos I will upload.
I hope you will enjoylaughtingwatching my Lucas
Over