RedEyesWhiteSwaggin
Smash Apprentice
- Joined
- Jan 19, 2014
- Messages
- 94
The problem with wifi codeset is that it does not recognize the analog inputs from the shoulder button (because its brawl wifi and brawl doesn't recognize those inputs). By analog inputs I mean any light presses/light shield inputs that do not result in a "click" sound from a fully depressed shoulder button. This means you have to completely press down a shoulder button if you want to lcancel/WD/waveland/airdodge so it takes a lot longer to do this input making your WDs sloppy. Input assist is a tool to acclimate beginners to the lack of buffer in PM; it is set to off in every major tourney. Idk if you can turn it on for wifi but I'd recommend just using full set (and enforcing full set at tourneys). Otherwise you will have to completely adjust your timing (begin pressing a shoulder button as you are jumping) or maybe removing a spring from your shoulder button (which would make WD OoS hard depeding on your method).so when i play the wifi version and i try to wavedash i find it almost impossible. but then i realized input assist is off. should i be turning that on? because once i turn it on everything is fine again. also in the full set im fine with wavedashing too. is input assist supposed to be on for tournament regulation?
All these acronyms are stupid; they make it confusing for new players especially when they don't make sense. You could simply call it a TP edgehog assuming TP becomes a common abbreviation for teleport. This isn't some silly club with secret codes: lets not repeat the brawl AT naming craze (see I already had to use two abbreviations, we dont need more lol).SUNC: Super Ultra Ninja Cookies
interesting that even FCed the Nair is negative on shield, the hitstun on it must be absolute garbage lol
Also yes, shield stun is proportional to damage so nair has ass shield stun.
TP is amazing for more than that, I'll mention it below. Also DD'ing is pretty horrible with M2, all you are doing is continually drastically extending your hurtbox because of the tail. The only time you should use it that I can think of is to abuse that fact assuming your opponent knows to try to hit the tail (basically baiting someone to attack by putting your back towards them then DD'ing and punishing when they try to hit the tail). WD is mostly superior as far as I can see.Quoted for truth. Teleport is good for hard reads and specific follow ups, but otherwise I find just floating around, dash dancing, wavedashing, and throwing out shadow balls are better off in a neutral situation.
Yes this is a very good tool but it requires strict spacing. If you TP FROM the ground or TO the ground the endlag is literally double so it can be risky if you're not sure of the spacing.So I'm not sure if this is already known or not, but when I was playing with teleport I found that when you are in the air and teleport so that the animation ends just before you hit the ground the endlag seems to be much less and allows you to input a quick move from the ground. Once again I just wanted to know if it was known already or if I am just over complicating something simple.
I'm not sure in which way you mean 'bonkers' (too good or terrible?) but either way no? 8 frames of startup is pretty normal for many medium/heavy moves and actually is pretty similar to a few teleports I looked up in UMVC3 were 10-11 frame startup. So what I'm saying is this 2d fighter reference doesn't mean much of anything and listing a bunch of moves that are faster than teleport doesn't mean anything either. Just because Fox's usmash is faster than 8 frame startup does NOT mean he gets a free punish. Fox would have to be spaced correctly, facing the right direction, AND react to it.lol, Teleport.
if the people you play with are not at least sometimes hitting you out of attempted Teleports then they need to step up their games and stop being afraid of Mewtwo. 8 frames of startup would be bonkers in a traditional fighting game, but this is smash. there are characters with moves that are twice as fast as that (Fox's upsmash is faster, most of Sheik's moveset is faster, Ganondorf's upair is faster, most nairs are faster and stay out long enough to make timing a non issue... ect)
actually there's an example of it in a tournament video with Iori in it. Fox's first kill.
moving on, anyone else here find that Mewtwo's Ken Combo is too DI dependant to be practical? also Hover into Dair is an amazing addition to Mewtwo's edgeguarding arsenal.
8 frames is NOT in the human reaction reaction time. However it takes ~20 frames for M2 to be able to attack out of it and that can be reacted to. The problem is you cannot react to m2 appearing before he can attack so you have to guess based on where he teleported from. TP is probably the best mindgame tool in the game. From most neutral positions you can TP down in place (or airdodge down since it looks similar) and possibly punish their attempt at a TP punish with a fully charged SB depeding on their choice. You can TP in front of them and try to HC an aerial or just do an aerial or confusion. You can teleport just above them and do confusion/nair. You can teleport behind them and bair/nair/grab/confusion. You can teleport close to them and go for a fsmash/tilt/SB. You can TP then WD. The only way TP is a scrub gimmick is if you don't mix it up. You can chuck SBs at them and then TP behind one of them and punish with a confusion/HC fair>grab depending on how they have dealt with the SBs. Teleporting is also an AMAZING tool to aid in juggling/chasing and is an incredible option from the ledge.
That being said, I am NOT saying you should always be teleporting. and yes every character can punish a TP if they guess where you will appear.
For the record, I think you mean Fox's second kill? The first was a roll punish. and the second where he grabbed iori after a TP looks like it could have been a tech error. But that vid seems to more advocate smart use of TP.
Also M2's fair>dair isn't amazing unless your off stage with a character with poor vertical recovery. After the Dair it rarely gives followups and it usually gets your opponent back on stage if they walltech/meteor. Its almost always a better idea to fair>fair or Fair>uair or fair>nair to keep them off stage/above you. That being said, its hype as **** and can be used as a good mixup on stage.
It works on everyone at some percent for the most part (you probably have to settle for fair>uair against floaties). But against FF'ers juggling with fair/uair/utilt is almost always a better idea since M2 seems to be too slow to follow up a fair>dair>techchase or fair>dair>edgeguard off stage.i assume you're talking about fastfallers
No shame dude, WDing is hard especially without someone to teach you. I'd recommend practicing with marth/luigi/M2 until you get real fast then move onto other characters. A fun drill I'd do was play vs a lv 1 cpu and try to go as long as possible without getting hit by just WDing away/wavelanding (without attacking, basically just practice evasion/movement/spacing/execution and lv up the computer if its too easy).Still gotta get down dash dancing, though.
DD'in on the other hand is pretty easy once you get the hang of it. Again practice with marth/luigi/M2 even Fox. Try just tapping the stick one way to dash and go back to neutral. That initial dash length is basically your DD length. So try tapping the stick one way, letting go, then tapping it the oher way, and letting it go. Do this until you have the rhythm/distance down and you can do it fast enough so that you don't have to let go of the stick. Those characters have long DDs and should be easy to start with. Then you can practice altering the DD length so that you net a certain direction (so basically try to travel while DDing). You do this by shortening your ddash one way and doing the max distance the other way and repeating. This is important to learn so you can encroach on your opponents space and bait him into doing something. Sheik is really the only hard character to DD with so you should be good.
Yes and its an amazing thing. The great part about WDing is that you can alter the length of it with every character by using different directional inputs. I want to say you can register 24 different directions in melee/PM its either that or 16 (no im not saying you can WD in all those directions). So depending which direction you air dodge determines the length of your WD, you can even WD straight down as a mindgame. Its most noticeable with luigi/marth/lucas but its useful with everyone.so i know this might be a noob question... but its about wavedashing. i think i found that if you hold it closer forward or backwards than just at a 45 degree angle that you go farther.. is this a thing or am i just imagining it?
...I might have gone overboard
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