FullMoon
i'm just joking with you
Honestly I've never tried using Hydro Pump on-stage, I never really understood the applications for it, somebody care to enlighten me?
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Well the main use for hydro pump is off stage gimps, which was nerfed but is still great imo. You just either stay on stage and do an up b and immediately direction it, or jump off stage and aim to to make them fall. It works great with characters like little Mac, Ike, but it's not good against sheik and stuffHonestly I've never tried using Hydro Pump on-stage, I never really understood the applications for it, somebody care to enlighten me?
Well the main use for hydro pump is off stage gimps, which was nerfed but is still great imo. You just either stay on stage and do an up b and immediately direction it, or jump off stage and aim to to make them fall. It works great with characters like little Mac, Ike, but it's not good against sheik and stuffHonestly I've never tried using Hydro Pump on-stage, I never really understood the applications for it, somebody care to enlighten me?
Oh crap I didn't see you said on stage lol, my badWell the main use for hydro pump is off stage gimps, which was nerfed but is still great imo. You just either stay on stage and do an up b and immediately direction it, or jump off stage and aim to to make them fall. It works great with characters like little Mac, Ike, but it's not good against sheik and stuff
* Reset to neutral while dealing damage to opponentHonestly I've never tried using Hydro Pump on-stage, I never really understood the applications for it, somebody care to enlighten me?
Yeah that's another one. The fact that it can push people back off the stage from a getup is really nice as it allows for easy trumping / dsmash setups.I've recently got into the habit of using it on stage and yeah, it's something to keep in your arsenal. Resetting to neutral is a big one if you're dealing with a good amount of pressure. It can also be used to try and keep people on the edges of the stage if you can sweep them off with it. I find it functions well as a stage control option that simultaneously gets in the head of your opponent.
No, I don't think the front kick hits below the ledge unless they have a hurtbox sticking out like DK's ledge grab. I've been unable to hit people recovering directly below and on the ledge unless part of their body poked out like DK's head. Exploding attack can though.Yeah that's another one. The fact that it can push people back off the stage from a getup is really nice as it allows for easy trumping / dsmash setups.
On another note. Does Shadow Sneak's front kick hit under the ledge? I know I've hit a few people recovering that way but I've never looked too much into it. Also wondering this about his Exploding attack.
Gotcha. As far as Exploding attack goes, I think Hpump to EA might be a decent kill setup as the range on it should cover most ledge options outside of jump. Need to test it out.No, I don't think the front kick hits below the ledge unless they have a hurtbox sticking out like DK's ledge grab. I've been able to hit people recovering directly below and on the ledge unless part of their body poked out like DK's head. Exploding attack can though.
It might be a certain level. I've tried a few kinds of shurikens and none worked. Maybe l1 would do it? I've tried l5 shurikens and they just do nothing.IIRC charged (but not fully) shurikens CAN take out Mecha Koopas and I believe it can stop Jr's Side-B as well. Don't quote me on that though, I don't have much experience against him.
Yessir, I intended to.@ Spirst Considering you also play Duck Hunt, I figure you would be able to speak about this MU better than anyone else?
I'd assume the opposite actually but my BJ experience is limited. (in game anyway xD) As far as Mecha Koopas go I don't have much problem avoiding them or just straight up using them agains BJ. I think the Koopas have 7% health? I know semi charged Shurikens can beat them but i wouldn't rely on that all too much as the lag from WS can be punished via his side B if it hits a Koopa and he's close enough.Boozer Jr:As far as BJ goes..I feel we don't win this MU. BJ completely shuts us out in neutral. I don't feel we can ever approach and be safe against him. Mecha Koopas really help in keeping us out. Be careful not to be lured into approaching, ever. BJ can fake out and use the initial pushback from side-B to still get in on us. Also watch out for side-b at higher %'s as well...BJ can get the Side-B hit and then go into Up-B and kill us. It will combo. Oracle and I call it the Captain Jack.
So in our defense. We need to play defensive, super defensive. My main damage has come from landing throws and keeping BJ in the air. Retreating SH Fairs + SH nairs don't seem to work as well on BJ compared to other characters. WS does work sometimes. Sadly it doesn't destroy Mecha Poopa, it will only slow it down for a brief moment. I'm not sure what else to add on this MU, it's definitely a tough one. Probably 60:40 BJ, but might end up being 70:30 BJ's favor.
@Oracle Can add in some more info from BJ's view.
Yeah we can catch Mecha Koopas with DA as well. I did a bit of testing and semi charged DO beat them. Nice point though, I do the exact same. Which is why I don't opt to catch them/toss WS in most cases.I'd assume the opposite actually but my BJ experience is limited. (in game anyway xD) As far as Mecha Koopas go I don't have much problem avoiding them or just straight up using them agains BJ. I think the Koopas have 7% health? I know semi charged Shurikens can beat them but i wouldn't rely on that all too much as the lag from WS can be punished via his side B if it hits a Koopa and he's close enough.
Also as far as Side B goes...that move is super punishable. Unless BJ gets considerable distance or uses his double jump after hitting Greninja's shield he can get dash grabbed. Also if he hits Greninja's Shield you can normally jump and Nair immediately out of shield to hit him if he jumps expecting to followup. Uair works as well sometimes but I prefer the wider hitbox of Nair. WS also generally disrupts kart approaches so it's not like he can spam them.
Greninja's Bair is also a huge pita for BJ's recovery. It's easy to stage spike him should he have to use Up B and if he's forced to recover high Bair or Hydro Pump are relatively easyt moves to use to get him off stage before he lands.
Also, can greninja escape any of his Kart followups with Side B? That could be pretty useful.
Characters who adore the B button? Where is Link? LOL. Anyways, We definitely have a disadvantage against R.O.B. His down B really kills our approaches, shutting down our shffnair's and forces us to space with shurikens which is a personal pet peeve of mine.Alright, Liberation is out for a bit so I'm advancing the discussion.
This week, week 6, we'll be covering the characters that adore the B button, Duck Hunt/Bowser Jr/Villager/ROB. Though these characters aren't seen constantly like Diddy and Sheik are, they are nevertheless important MUs to know in general seeing as how each character should have a gameplan when going against other characters who have an inclination towards zoning. I know ROB in particular can prove frustrating for Greninja.
Anddddd, commence.
I'm gonna hafta greatly disagree with that overview, I think you've just been outplayed (no offense)Boozer Jr:
As far as BJ goes..I feel we don't win this MU. BJ completely shuts us out in neutral. I don't feel we can ever approach and be safe against him. Mecha Koopas really help in keeping us out. Be careful not to be lured into approaching, ever. BJ can fake out and use the initial pushback from side-B to still get in on us. Also watch out for side-b at higher %'s as well...BJ can get the Side-B hit and then go into Up-B and kill us. It will combo. Oracle and I call it the Captain Jack.
So in our defense. We need to play defensive, super defensive. My main damage has come from landing throws and keeping BJ in the air. Retreating SH Fairs + SH nairs don't seem to work as well on BJ compared to other characters. WS does work sometimes. Sadly it doesn't destroy Mecha Poopa, it will only slow it down for a brief moment. I'm not sure what else to add on this MU, it's definitely a tough one. Probably 60:40 BJ, but might end up being 70:30 BJ's favor.
@Oracle Can add in some more info from BJ's view.
Nair is hard as hell to time against a good Sonic that stays mobile. I like Dash Attack a lot against Sonic though. It's a really good way to punish spindash after he hits your shield or to cover his landings.A couple of things about Sonic I'm not sure about, but can we beat Spin Dash with a well-timed N-air, and is it possible to grab him during Spin Dash with some good timing? Greninja's grab has long start-up, but the fact that it remains in effect for a good time means we could potentially use it as a trap against moves like Spindash and Jr's Side-B, maybe it could even be used that way against Monkey Flip, I don't know if the kick has priority over the grab.
yeah I like that. That sounds more organized and helpfulNair is hard as hell to time against a good Sonic that stays mobile. I like Dash Attack a lot against Sonic though. It's a really good way to punish spindash after he hits your shield or to cover his landings.
Also, just a thought at the moment but concerning matchups what do you guys think about discussing them in terms of the state of play.
For example I'm thinking: The Neutral, Advantageous, Disadvantageous and Edgeguarding as the "states". How each character plays in these states is pretty much what defines the matchup, and breaking down each part would be quite helpful in terms of trying to figure out how to go about fighting the opposing character's kit as a whole in comparison to the random information spewing most matchup threads come down to.
Thoughts?
Additionally we could go over what stages are better for Greninja to deal with his opponents.Nair is hard as hell to time against a good Sonic that stays mobile. I like Dash Attack a lot against Sonic though. It's a really good way to punish spindash after he hits your shield or to cover his landings.
Also, just a thought at the moment but concerning matchups what do you guys think about discussing them in terms of the state of play.
For example I'm thinking: The Neutral, Advantageous, Disadvantageous and Edgeguarding as the "states". How each character plays in these states is pretty much what defines the matchup, and breaking down each part would be quite helpful in terms of trying to figure out how to go about fighting the opposing character's kit as a whole in comparison to the random information spewing most matchup threads come down to.
Thoughts?