Darklink401
Smash Master
Pocketed Rush
I feel this item has been EXTREMELY overlooked when talking about the Megaman matchup (which we all know, is one of our worse ones)
However, it can be extremely useful if used well.
For starters, let's clarify that you CAN refresh Rush, by placing him down and repocketing him.
Now...into the juicy stuff.
- Pocketed Rush has about 1.5x the spring power as regular Rush.
- It IS possible, when falling, to land on Pocketed Rush to recover (this gives you back your double jump) Ideally, you can b-reverse pocket as you use your midair jump, so Rush spawns right under you. You can also just release him and fall, he falls faster, and will boost you up anyways.
- You can act immediately from this, and an airdodge will cover the entire rush trajectory, basically making your entire spring jump invincible.
- If you and Megaman land on the same Rush, he will go higher than you, and Megaman's got no fast options that can cover him from below, so it's an easy upair kill off the top, unless he airdodges (however, due to turnip's lingering hitbox, it will likely hit him anyways)
What does this mean? Since pocketing metal blade isn't too useful, and pocketing crash bomb is...meh (depends, can lead into axe shieldbreak, but situational use) It's smart to always have Rush in pocket, because he basically prevents you from being edgeguarded by Megaman, as well as providing safe shield pressure if you release Rush, into dair, as Rush will pop you up, so you don't suffer landing lag (and an obvious uptilt OoS, or shieldgrab, etc)
Thoughts? Ideas on how to use Rush?
Don't get me wrong, but I feel we're on the verge of a breakthrough that might just make this matchup quite even ;P
Oh BTW, Villy-Megaman Doubles teams would be even more silly because of this.
I feel this item has been EXTREMELY overlooked when talking about the Megaman matchup (which we all know, is one of our worse ones)
However, it can be extremely useful if used well.
For starters, let's clarify that you CAN refresh Rush, by placing him down and repocketing him.
Now...into the juicy stuff.
- Pocketed Rush has about 1.5x the spring power as regular Rush.
- It IS possible, when falling, to land on Pocketed Rush to recover (this gives you back your double jump) Ideally, you can b-reverse pocket as you use your midair jump, so Rush spawns right under you. You can also just release him and fall, he falls faster, and will boost you up anyways.
- You can act immediately from this, and an airdodge will cover the entire rush trajectory, basically making your entire spring jump invincible.
- If you and Megaman land on the same Rush, he will go higher than you, and Megaman's got no fast options that can cover him from below, so it's an easy upair kill off the top, unless he airdodges (however, due to turnip's lingering hitbox, it will likely hit him anyways)
What does this mean? Since pocketing metal blade isn't too useful, and pocketing crash bomb is...meh (depends, can lead into axe shieldbreak, but situational use) It's smart to always have Rush in pocket, because he basically prevents you from being edgeguarded by Megaman, as well as providing safe shield pressure if you release Rush, into dair, as Rush will pop you up, so you don't suffer landing lag (and an obvious uptilt OoS, or shieldgrab, etc)
Thoughts? Ideas on how to use Rush?
Don't get me wrong, but I feel we're on the verge of a breakthrough that might just make this matchup quite even ;P
Oh BTW, Villy-Megaman Doubles teams would be even more silly because of this.
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