Xfactor777
Smash Cadet
Lucas FTW all the wayyyyy
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Fascination? I hate the **** creep! Levitas and Aevin. DEFEAT HIM! in a match.lol, what's with this fascination with ademisk?
PS. Ness guides should go on the ness boards. I'm all for that. Besides, if it goes there, maybe there'll be some organized development of Ness's metagame.
He's fine to me...Fascination? I hate the **** creep! Levitas and Aevin. DEFEAT HIM! in a match.
Well, I tested with Ness, but I was trying to aim DOWN, and didn't get a very noticeable speed boost.clinton said:Some things I noticed with Ledge Momentum PKT2 btw...you said you didn't test it with Ninten right? Well I did...you know how it is easy to knock Claus down after doing that?
Well it is easy to knock Ninten up when doing that...
It does spike. I use it often. Once you get the hang of it, it spikes (for me) much more reliably than the back air, though with not as much power. It spikes at the lowermost hits on the second and fourth spark, but if you're connecting with all four hits, the way the opponent is stunned usually puts them up too far. I seem to hit with it pretty well when I start just below the opponent and engage the down air just as I jump. This way, the opponent is stunned in place, and Lucas rises as he performs the move, so that the fourth hit lands far enough up and spikes. Trust me on this one. Some of my information may be poorly phrased, but if I find something inaccurate I change it right away. I use this move all the time for spiking purposes.I didn't know Lucas' dair spiked. o.0 In fact, I don't believe it.
I could swear I've used that thing all the time - I use it at the apex of a jump to land all four hits, and all I get is damage + just enough hit stun to scramble to safety.
Sorry ... The match-up section needs work, admittedly. I think you would at least concede that each character has unique strengths and weaknesses? In my mind, this means that when one's weaknesses make him do badly against a particular opponent, you may do better using a character who has different strengths and weaknesses. The boys' jumps, recoveries and several other moves are similar enough that playing both should come somewhat naturally, and I definitely think there are opponents that one does better against than the other.1) I'm not convinced the two characters complement each other. I'd be happy to find this the case, but I neither ever had that intuition, or did ever come to believe that in the time I've been using the two. With your matchup section incomplete as it is, you haven't done anything to allay these doubts.
I use it in these ways, too, but never thought to include it. I'll try to remember to add your advice next time I update. With credit, of course.2) I want to add that I've used Lucas' Nair in an entirely different way, which is to sort of leapfrog the opponent, use an nair, hitting them with most of the move, and being safe on the other side of them. It also works if people jump into you mistakenly thinking you'd have less time to reach than you do - then I jump and basically Nair in place, getting a lot of damage on someone coming at a skew angle, and knocking them aside (whereas an uptilt would be too weak, and other aerials don't have the right hitbox).
Hmmm ... I think I was referring to my own experience in initially learning to aim the moves, not the ease of getting them off once you've learned them. If my phrasing is to the contrary, I'll change it.3) It seems odd to put a judgment of PK thunder ease in the guide. Don't you think different people will find a different boy's Thunder more intuitive? Myself, in a way that pleasantly surprises me, I 'get' both of them; I haven't observed any interference in my acquisition. So, just for having a more objective guide, you can point out perhaps that 'you need to figure out how to aim these', but you really can't say one is harder.
I'm not sure I understand what you mean here. Again, I was talking about "tricks" in the context of learning the moves, if that's what you mean. I wanted to provide ways that initially learning the aiming on the moves might be made easier. It seems like you're nitpicking a lot merely about the way I phrased things. With that said, I've personally learned a lot since writing this, and it's due for a revision. I'll certainly keep your advice in mind when I revise.3.1) Learning to get a PKT2 to go where you want can't just be called 'tricky', it's still necessary to play the character. Pulling off *every* possible PKT2 is something I consider to be part and parcel of PK kid mechanics, just as anyone would say making every Fire Fox or every Dark Dive is just elementary. Aiming these moves, and learning what you call the "feel" of where PK Thunder is*, is one of the things people just need to sit down to practice for. Thankfully, it's something that can be done through pure repetition, like doing small problems for a test. The comfort of training mode, just jump off the stage then try to get back, over and over.
If I had a guide like this, I'd tell people they have to get to know PK thunder so they can aim it, *in any direction*, even when they can't see the PK Thunder, OR their own sprite. I hold myself to the same requirement and I don't think it's impressive, I think "this is how it's done."
Great advice, and I agree completely. I've actually had some recent experience against G&W, and was hoping to update with his information soon anyway.4) I think you can fill 'Ness' into the slot against Game and Watch. Bucket will totally gimp Lucas' PK Fire (and I think Freeze?), which then forces Lucas into a close range fight. Game and Watch's quick jumps, fast falling, exceptional DI, and hard-hitting aerials will invalidate Lucas' main approach strat, and their priority over Lucas' will just mean his inferiority in the air in general.
Game and Watch is simply a more nimble character, and yet the moves he'll be landing have more power than those of Lucas, and just as much stringing ability.
It's pretty clear Lucas' is an uphill fight. Ness, however, is doing a jig. His added weight will just ever so slightly enable his aerial game against Game and Watch - at least putting them on par there - and the two will have intricate ground interaction. It seems like something even, but the player behind that G&W is being forced into going aggro because Ness threatens with RAR and other quick power against an inert foe (with a bad dodge). He's not outside his comfort zone but it means he can't let up, so he has more effort. Ness gets a little repose because he can more easily play defense here.