mars16
Smash Lord
Ness, Lucas, Well actaully I don't use Cape on them,I just use fludd to move them as they try to shoot them selfs back on stage
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Cape ****.
Pikachu
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Cape ****.
Pikachu
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I beaten one of the best Ganons players on AIB on that stage w/ Mario.Brinstar is okay for Ganon if due to "free" Ganoncides alone, but it's a much better stage for Mario.
Doable, but much easier to Fireball or N-air their Side-B.No one likes caping Falco or Fox? :S
I'm assuming you mean on stage and not off since you can't use F-air on the ground. Mainly ground applications lead to Jab Locks and Tech-Chases.What else can Mario do with fair(that's not in the air)?
Battlefield.What's the best stage for Mario?
Clicky.Can anybody tell me - preferably a seasoned / good Mario player - what Mario's best options on the ledge are? I find it almost impossible to return to the stage against characters with decently ranged aerials unless I'm on battlefield where I can mix in some attacks from a wall jump [and even that is risky to do].
Usually I Cape stall and if my opponent does something dumb, I will ledgehop B-air. The trick is you need to be able to space this so that you get the 10 frames of landing lag of B-air as opposed to like the half second of lag from landing with Up-B.Can anybody tell me - preferably a seasoned / good Mario player - what Mario's best options on the ledge are? I find it almost impossible to return to the stage against characters with decently ranged aerials unless I'm on battlefield where I can mix in some attacks from a wall jump [and even that is risky to do].
Fastfalled U-air -> U-tiltWhat are some good combos with Mario?
I redirect you hereCan anybody tell me - preferably a seasoned / good Mario player - what Mario's best options on the ledge are? I find it almost impossible to return to the stage against characters with decently ranged aerials unless I'm on battlefield where I can mix in some attacks from a wall jump [and even that is risky to do].
Ah yes, FLUDD. FLUDD for recovery can be useful, and it cannot be useful.UberMario said:I haven't really been able to get to any tourneys in the past several months due to my schedule and location [haven't seen a tournament within 40 minutes of here since last winter], but how many Marios [does anyone think] use FLUDD to influnce(Influence ) their landing trajectory?
There was a thread about this a while back (or maybe it was just part of this thread, don't remember) talking about FLUDD being used for recoveries/mindgames, I didn't take it seriously at first, but I found it to be pretty effective against players guarding the ground, even making it possible to [at slightly faster than a walking speed] get to the opposite ledge of FD when popped barely off the top of the screen from the other side.
With the timing down? Falco. I've yet to do it, but I see the opportunity so much. Just am not fast enough yet.And a question of my own, what other cape ***** are there other than Luigi and Meta Knight?
That really didn't answer my question, I asked how many Marios [here] use it like that.I redirect you here
Ah yes, FLUDD. FLUDD for recovery can be useful, and it cannot be useful.
You may get punished. Hard. Just like how one would punish Snake's C4, you're a pretty much helpless character going right into your opponent.
But for the most part, it is useful, since your generally to far out for your opponent to dare attempt to punish you when initiating your FLUDD.
It helps you recover faster. Your recovery is less slanted, and you go faster.
FLUDD can also be used in the air to push opponents trying to punish/intercept away, and punish things like DK's fair with FIHL.
Though not quite as entertaining as the two above, you can cape Zelda directly before she teleports to cause her to go in the opposite direction of her intended flight [there's a point in the recovery right before the warp happens where you can not switch directions, either that or everyone I've done it to had no idea it was coming, but I doubt it because I've done it to several people where I went off the stage to do cape them], last time I checked Kirby can't grab ledges when caped during his UpB either.And a question of my own, what other cape ***** are there other than Luigi and Meta Knight?
I tryed doing this once.I haven't really been able to get to any tourneys in the past several months due to my schedule and location [haven't seen a tournament within 40 minutes of here since last winter], but how many Marios [does anyone think] use FLUDD to influnce their landing trajectory?
There was a thread about this a while back (or maybe it was just part of this thread, don't remember) talking about FLUDD being used for recoveries/mindgames, I didn't take it seriously at first, but I found it to be pretty effective against players guarding the ground, even making it possible to [at slightly faster than a walking speed] get to the opposite ledge of FD when popped barely off the top of the screen from the other side.
That really didn't answer my question, I asked how many Marios [here] use it like that.
Really? Whenever I use a fully charged FLUDD on them it stops them right in their tracks, especially their side Bs. (FLUDD'ing the Up B causes mostly hit lag, but it does limit their recovery somewhat too)Space animals just drive right through my FLUDD with their recoveries..... Fire beats water? The hell? I just cape them instead.
You might as well just cape instead if you're in that kind of angle for FLUDD to hit them dead on. Also, to answer your previous post; I'm pretty sure all the good Marios here use FLUDD, its just the problem of who you're playing against. For example; if you're playing against a Link or Ness you're going to see FLUDD a lot more, but if its somebody like Jiggly.... no one is even going to bother....Really? Whenever I use a fully charged FLUDD on them it stops them right in their tracks, especially their side Bs. (FLUDD'ing the Up B causes mostly hit lag, but it does limit their recovery somewhat too)
It doesn't have to be dead on, most of the time I'm aiming it at a 30*ish angle upwards, they only have to touch it to experience the FIHL which cancels out their recovery, they act like they hit a solid barrier.You might as well just cape instead if you're in that kind of angle for FLUDD to hit them dead on.
Like I said, I asked more specifically how many Mario mains use FLUDD to get out of being combo'd or for mind game use in midair. It's probably easier if I had a video, but I can't find one that really explains what I'm talking about.Also, to answer your previous post; I'm pretty sure all the good Marios here use FLUDD, its just the problem of who you're playing against. For example; if you're playing against a Link or Ness you're going to see FLUDD a lot more, but if its somebody like Jiggly.... no one is even going to bother....
Yes, but that's not the only definition for cape ****: http://www.youtube.com/watch?v=Og1fm7xRx_0&feature=relatedAlso; that wasn't that SKidd was asking. Cape **** and caping someone are two entirely different things. Caping whatever you just explain in your last post. Cape **** is when you use the cape to increase someone's momentum. For example; if Luigi Up'bs someone and you cape him right as hes flying upwards he will fly upwards at a MUCH faster speed, resulting in a much earlier death. It's absurd and kills stupid early, at like 0-10%.
Thanks a bunch! If anyone else can help out with this MU on DP, please do so! Answer any part of my question that you can. It would be appreciated a beepton! xD<3Mario is harder to gimp on Delphino, and while ROB does have a wall lock, so does Mario (Jab combo from 0-70). The unique terrain is probably more helpful for Mario if he so chooses to camp in this matchup. Otherwise I don't think this stage is a huge matchup determiner here.
So I'd say 6/10
1. Just experiment with what tricks you can do offstage and how long and how far away you can stay away from the edge and successfully recover. Generally speaking you want to be able to land on stage if necessaryThank you for replying, I just have a few follow up questions...
1: As for gimping: you've given me a far better understanding on how to do it, but another question of mine is how to best get off the stage and back on (i.e., jump off, run off, backflip off, etc.)
2: How would you do anything not up out of shield (i.e., ftilt, dsmash, fsmash)? I thought pressing up was what cancelled the shield, and if you didn't press A or B, you jumped?
3: Another DI question? Is there a good way to learn how to move forward while shorthopping a fireball?
Thanks again!