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Kinda hard to decipher and put up a scenario for this. But just through theorycraft, I don't think they'll be pushed as far. but it could possibly have to do with fall speed and what not, I mean with like Snake, he seems to be pushed off pretty moderate or to average, I notice it with when he is holding a nade (not stripping btw). But depending on the character, it isn't ALWAYS bad if they are coming in high, it also means they are at disadvantage position varying on the character for example like Snake, we can pretty much do juggle traps. But lm just saying if they happen to be recovering high or something from a fludd.When it comes to fludding, is the opponent's high aerial mobility a GOOD or BAD thing when trying to gimp? Specifically, does it push a character like Yoshi further than a character like MK? Or does it have more to do with character weights or fallspeed?
Except Nair... don't approach with Nair. Hitting a shield with nair means damage. Damage isn't good (Unless your Lucario.)Frank, you're doing it right. The best approach Mario has is fireball -> filler. Though you can substitute filler for "any spaced aerial".
.....What?Except Nair... don't approach with Nair. Hitting a shield with nair means damage. Damage isn't good (Unless your Lucario.)
Going by this, is Fair a good approach versus... ANYONE, Xero? How often do you use Fair onstage?.....What?
Hitting a shield with anything is bad. That's why you don't hit their shield...
Nair approach is also heavily dependent on the matchup.
vs Sonic, it's amazing.
In a ditto, it beats fireballs, which means you're going to eat the fireball and the Mario running behind it.
vs Marth, you're about to get ur **** wrecked approaching like that without a fireball ahead of you.
That doesn't count. Dair is amazing.Actually Matador, hitting a shield with Dair (on a character that isn't exceptionally large, or has a good up-b OoS) is unpunishable if you Toadstool -> Nair just as you start the toadstool. (But of course that's unnecessary if it shield pokes.)
I've seen Boss fastfall a nair, hit a D3's shield, and land out of range of his grab.But yeah, Nair is good when you DON'T predict a shield, but usually if I'm using it my opponent is charging me. I don't use it to approach because there are safer options.
I still make good use of Nair, but in other situations.
Also, Fair > Nair was a joke. Regardless of the fact that I put seriously there :D
oh i c XDWhen can cancelling, tapping down is usually recommended. If you don't, you run the risk of unexpectedly jabbing a second time and getting punished for it. It doesn't cancel lag, it just ensures that you aren't getting any extra hits in..
Mario boards are really dead lately, so don't expect feedback too quickly sadly sryHere's a question.
I think I might have thought of a new recovery tech using FLUDD.
If you're hit off the side of the screen, cape away from the stage, then immediately hold the stick towards the stage. Use FLUDD to cancel your horizontal momentum, cape to face right, then Super Jump Punch.
How useful is this if you're too low to recover normally OR your momentum was going to take you out anyway?
No. I've tested this thoroughly. It's more useful to Momentum Cancel with Uair into a double jump. No matter what kind of situation your in, FLUDD will not keep you living longer when your off the stage. Plus, cape is slow as **** if you're flying towards a blast zone, there's no reason to use it either.Here's a question.
I think I might have thought of a new recovery tech using FLUDD.
If you're hit off the side of the screen, cape away from the stage, then immediately hold the stick towards the stage. Use FLUDD to cancel your horizontal momentum, cape to face right, then Super Jump Punch.
How useful is this if you're too low to recover normally OR your momentum was going to take you out anyway?
Unless you're boosted far above the stage and off to a horizontal blast zone (this will probably only happen if you DI good). Momentum cancel with your Uair, reverse cape, and then use the FLUDD to propel yourself back towards the stage. That way, you keep your double jump and aren't at risk of being edgeguarded/hogged due to having only your recovery left when you're getting back near the stage.No. I've tested this thoroughly. It's more useful to Momentum Cancel with Uair into a double jump. No matter what kind of situation your in, FLUDD will not keep you living longer when your off the stage. Plus, cape is slow as **** if you're flying towards a blast zone, there's no reason to use it either.
I personally still use Uair when being launched vertically. DI towards the side as you do so, don't use your double jump because it's not neccessary as it won't get you to one of the corners. If your good enough, try to SDI towards the side you want to get launched at while your being hit. Don't forget that fastfall!What about vertically? Mario sucks at DI'ing vertically, or I do really bad.
Just today I did an u-air, and a DJ when I was sent up vertically (LOL!) How do you guys switch between horizontal and vertically DI? I'm not used to vertically DI'ing at all. Mash on control stick, and down on c-stick?
Against ganon, I just keep caping him over and over once he gets off the field.When using the superman combo, are you supposed to hit them with the cape glide? ie; if a 'dorf is recovering, cape glide his up-b then FLUDD him to the pits of hell?
What do you do when facing an annoying Falco? cg and lasers are hard to get around, any suggestions?
Yes, planking by definition is stalling.Is planking to be aggressive still considered stalling?
I.E. when i get to 150%, I ledgehop to throw a fireball, and, if they get to close, UpAerial to knock them back into fireball range while repeatedly grabbing the ledge.
The reason I'm asking this is because if they stay out of range, I get up and attack normally since I'm not intending to stall.
Sorry, but that's not what I meant, I keep jumping from an edge-grab, firing a fireball, then grab the ledge again WITHOUT touching the stage. If they get to close, I UpAerial them instead of fireballing. If they get too far I get back onto the ledge to fight normally.Yes, planking by definition is stalling.
Mario is good at stalling on the ledge, but normally I wouldn't recommend it. Being on the ledge is disadvantageous unless you are ledge hogging, simply because it limits your options and gives your opponent a chance to punish. On the ledge, you can (1) stall, (2) stand-up, (3) get-up attack, (4) roll off the ledge, or (5) ledge drop attack.
Mario's playstyle doesn't really fit well with ledge camping, other then when attempting gimps. He's more of an aggressive combo oriented character, and you really can't do that from the ledge.
That's not planking, that's just effectively playing the ledge.Sorry, but that's not what I meant, I keep jumping from an edge-grab, firing a fireball, then grab the ledge again WITHOUT touching the stage. If they get to close, I UpAerial them instead of fireballing. If they get too far I get back onto the ledge to fight normally.
Thanks for the info.That's not planking, that's just effectively playing the ledge.
Planking would mean that if they get too far from you, you just stay on the ledge like you normally would. Someone planking doesn't intend to approach their opponent.
Strange idea, but it should work.shinyspoon42 said:On BF, if you are on the platforms, would cape glide/dash towards the middle of the stage, then FLUDDing your opponent be effective mindgames? Totes Cape dash for a Superman combo onstage.
Try to either anticipate a short hop by the opponent or FLUDD them into an UpTilt to FAir, although you have a better chance doing the former than the latter.shinyspoon42 said:On a more relevant and less pointless note, how can you pull off a fair onstage to setup for a jab lock?
No, but I defend with FLUDD. It would just force them away most of the time.Does anyone else ever approach with FLUDD? Its unexpected, and can catch your opponent offguard. Jump>Fireball>FLUDD is a good mixup.