BTmoney
a l l b e c o m e $
abu such a phony puff
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Mahone was supposed to enter Xanadu as "Dix" and win Scorp-style, but he's a jerk. lol We were joking about a potential Dr. Peepee vs. Dix grand finals.i don't remember seeing a new puff? is this more of your trolling?
ThisMahone always says to practice moving as soon as your lag on moves ends.
ur falcon is garbageits probably the best aerial vs ics imo
idk why, it just seems better than bair in a lot of spots
thx i actually did get 1st since hanky basically forfeited winners finals to me since i always beat him and then split 2nd/3rd in LF with chu. the only way I wouldve lost the tourney had they wanted to play it out was if somehow i lost to hanky or if chu beat hanky in LF. nair is really good at covering spacy side b, if they up B bair is usally ur best bet. another good thing to do is b throw them off and do a fake jump to bait the side b, then u walk and rest them. the only way this doesnt work is if they either dont side b or if they shorten the side b on reaction. if they are far from the stage and falling in use bair on reaction or somethingKind of a weird/vague question that I don't anticipate wording well, sooo be forewarned
I've gotten actively worse at edgeguarding spacies as a result of not having really played any for a while (my practice partners these days are a Marth, a Sheik, and an ICs respectively, which is not that helpful when half of everybody plays spacies ) and I think it's because my spacing/timing to get them and keep them in my "if you act now I can kill you" zone has become atrocious. I'm never in the right spot and I'm constantly guessing/predicting rather than reacting or at the very least having the positions such that the odds are rigged in my favor.
So basically, where do I want to be each step of the way? If they're far from the stage and still high up and falling in, should I stay on the ground or jump out? What about the height just above side-B sweetspot height? Should I just wait for them to move or is that where I jump off and wait for the sound? Is it generally better to remain grounded and wait/react or to threaten from the air a bit? Where in the air if so? I know it's partially contingent on the player and whatnot but I'm shockingly bad at it across the board nowadays so I think I just need to go back to basic fundamentals a bit and build up again.
Sorry that this question is so broad/vague, I can't really think of how to be more specific. Maybe I should have made pictures lol
Any help and tips of any particular kind = much appreciated. Particularly good videos, general principles, anything.
GJ getting sort-of-first at that couldn't-finish-on-time-Ohio thing Abu
If they are about stage level or anywhere below (i.e. too low to illusion onto a side plat), I usu just edgehog really fast. It beats sweetspot illusion/shortened illusion which a lot of spacies will try at least once bc they don't expect Puff to try edgehog or don't think Puff can take the ledge quick enough or something. My fav mindgame: full-jump facing away from the stage and then grab on backwards with Sing (which you can do without jumping if you haven't used an aerial jump yet). It's not too risky vs. spacies bc worst case scenario their illusion gets there first but hits you out of Sing so you don't die, and you could prob just fair an early illusion on reaction.So basically, where do I want to be each step of the way?
Watch what Hbox does and copy it. >.>when ever I edguard a sheik player I'll grab the edge but she'll hit me with the fire from her upB befroe coming back to the stage. What should I do about it?
You should prob be more specific about the nature of the help you are seeking.Any new school MU help vs Marth and Sheik?
I would like more Marth help if I had to choose one
Well that right there is already helpful. My biggest issue with the MU is dealing with getting kept out by Marth's fair (and uair if I did something stupid, but I pretty much know what went wrong if/when I'm getting hit by uairs) while I'm in the air. My whole gameplan vs Marth is pretty much wait for him to do something stupid/whiff then kill/hit him. It's so hard to get on him.You should prob be more specific about the nature of the help you are seeking.
My main "general tip" is to stay way more grounded than you do in most MUs, if you are in the air often in neutral you're going to get massacred for it unless you've got a good read on his movement, nawmsain? Use the air as more of a fakeout tool than anything--ex. little short hops that weave in and then away to try to trick him into a bad aerial or grab attempt. Marth's fair covers way too much space way too quickly to risk staying airborne for any significant period of time unless you're in the middle of messing him up.
u suck at this game victorWell that right there is already helpful. My biggest issue with the MU is dealing with getting kept out by Marth's fair (and uair if I did something stupid, but I pretty much know what went wrong if/when I'm getting hit by uairs) while I'm in the air. My whole gameplan vs Marth is pretty much wait for him to do something stupid/whiff then kill/hit him. It's so hard to get on him.
It's like if he doesn't make that many blatant mistakes you can't really do anything to him. I feel this way vs Marth and Sheik more than I do vs any other character as Puff.
Any word on getting through to him with nairs? How hard is it in practice to get close enough to Marth to nair him so you can do your puff cheese? (nair->crouch/utilt/grab/fsmsah etc.)
If you can get Marth in his shield does puff have any good shield stab options? His feet or head pretty much always stick out.
Does fair have any specific use in this MU other than combo-ing? Is there any version of useful zoning/walling you can do with fair?
apologies if this has been covered recently but can someone tell me all I need to know about dthrow>knee?
Obv it's better to crouch the grab, but I don't know the %s etc for when it happens. Also can't you rest it at low %s?
Dair has two properties on hit when the opponent is grounded: regular hitstun and a like a cripple-stun frontflip. The former only combos into rest, because rest comes out frame 1, which is very difficult to accomplish and very risky. The later, which usually happens only if they're at higher percents, combos into several things including upsmash and grab. On shield, dair is terrible which is why it's a risky move. They have large frame advantage, allowing them to grab even if you land behind their shield. But because dair is such an awkward multi-hit attack, people often mess up their timing and fail to punish it if you land behind their shield since it's not an easy grab out of shield BUT it's also very difficult to L-cancel this move when you hit people's shields and vary your timing so this move takes practice to utilize as safely as possible.I often see Hbox do a Dair into upsmash, does that combo if the opponent doesn't shield it and does anyone know whether you have frame advantage if your opponent shields?
You shouldn't mash rest for a few reasons:also, about resting captain falcon's knee, should you mash rest after getting Dthrown or do you just react to a badly spaced knee?
Almost never DI inward, it makes it super easy for them. Only use it as a way to mix-up your DI if you've been DI-ing away and stuffAlso, does DI inwards after D throw make it easier to land/for Captain Falcon to mess up?