usernamecloi
Smash Cadet
- Joined
- Dec 17, 2013
- Messages
- 38
how to use them properly. it has a ton of lag when shflled
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I use that fireball-in-the-neutral-game technique as a gimp against new players. I go for a fireball from a safe distance, I expect a shield from them and go for a really long wavedash and grabFireballs aren't the most useful projectiles, but can be used as something that people won't expect. If they're a character without projectiles, I like to jump backward an throw a fireball at them if were in neutral (though this doesn't happen often). If I feel like it's going to hit, I wavedash forward into down smash or grab. I also use it if I'm comboeing. If I'm in mid combo and they're far away in the air and coming down, I'll throw one out, though it usually doesn't hit. If it does, I'll throw out a fair while they're in hit stun. Fireballs can also be used as an edge guarding tool. Ka master uses it a lot for edge guarding in his latest videos, so you should watch those. One more thing you can use it for is if you're on the ledge, you can press down, then jump, and throw out a fire ball and re grab the ledge. I don't recommend using this a lot, but it's good for mix ups if you're having a lot of trouble getting back on stage.
Cmon man when are you going to post a video of your Luigi, I'm dying to see it ;_;Luigi's fireball can be a very useful tool if you're smart and safe about it. Hulka mentioned how a fireball in neutral can force a shield, but consider what your opponent shielding in neutral means to Luigi, the character with the best burst movement in the game, beyond the wavedash grab.
In neutral I like to think of the fireball as a hadouken. Street Fighter players have been using projectiles with similar properties to the fireball (slow, linear path) and therefore advancing that metagame for years, longer than Melee has even been around. A hadouken forces your opponent to either take the hit or guard it. Remember, in Melee, taking the fireball isn't always that bad; it does low damage with low hitstun, making the crouch cancel an effective guard against it almost all situations. The most natural response, however, is to shield the fireball. Now you've forced a limited number of options on your opponent, and more importantly, given yourself the opportunity to begin conditioning your opponent. Wavedash grab is an excellent punish on their shield, and a good player will do their best to avoid it next time they see it coming again. What options do they have to avoid that grab? Jump out of shield, wavedash, roll, spot dodge, up smash, or up B. Take note of all of these options on a per character (Samus will up B OOS way more often than Puff for example), per player ("This guy thinks rolling is safe, what a scrublord." -You), and per match (if you punished up smashes OOS well last game your opponent is less likely to try it more) basis. I can't tell you what your opponents will do out of shield or how you can influence their decisions out of shield--those are your mindgames. Use them well.
The unfortunate part is that unlike a hadouken, Luigi's fireball has extremely punishable endlag. This ultimately renders the fireball in neutral much worse versus fast characters like Fox, Falco, or Marth. Use at your own risk. These mindgames can be played much more effectively in floaty or defensive matchups like Puff, Peach, or Sheik. Awareness of your opponent's options and effective conditioning are useful tools in every matchup, and you can practice those skills very easily in these slower matchups that allow you to repeat a situation multiple times.
I've been trying to find a safe setup for the fireball reset for so long. It's not even better than a jab reset basically ever but it's SO stylish I just have to have the tools. Have you discovered any?Jab reset Fireball -> Up-B.
Yesss so stylish. All da fire.I've been trying to find a safe setup for the fireball reset for so long. It's not even better than a jab reset basically ever but it's SO stylish I just have to have the tools. Have you discovered any?