Niala
Smash Ace
I'd be willing to try either one of those out.
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I'd be glad to practice with you guys sometime next week to discover the MU, but as for right now I don't really have a lot of information to provide.Hello instructors, we in the Greninja boards are going to discuss the WFT MU and any input would be appreciated: http://smashboards.com/threads/mast...t-game-watch-lucario-pac-man-3-9-3-16.369356/
Let's try it together shall we? Though I don't think Greninja needs any help in getting fit.
I'm definitely interested in hearing that. One of the stronger members in my community has a tendency to change his main weekly and he's onto Sonic right now so I'd like to hear how I can take advantage of that.Btw guys, finally found what I was looking for in the Sonic MU in case anyone was interested. A way to deal with his partially invincible upB for offstage pressure, stronger tactics against ledge options, and a way to even the field against spin/charge dash.
Yew SD and switch mains. Lol jkSo, I was having issues against Jigglypuff. How do I crack this puff ball?
Harass her with projectiles from a distance using uncharged suns and short hop headers. Challenge her air game from time to time with short hop headers just to let her know that you will and they're bad trades for her(also do this against her off stage game) and bair or fully charged SS if she wants to try and space you out with fairs and sideb mixups. Anti air her constantly with utilt and usmash if you've got the read. Count her jumps if you're not going offstage after her. If she makes it back in 3 or less, prep a custom header shot . If it's 5 or more, look to ledge trump and bair for early kills. Bait air dodges for kills or pump DB for uthrow kill at later percents. If you don't know how to rtac yet, walk when you approach so you always have access to utilt. Try to stay crouched as often as possible and make her commit to an option, if she gets close utilt. Avoid random smashes so you don't get rested. If you think she might try to jank you out with her own crouch, use the time to set up a jab header before you approach.So, I was having issues against Jigglypuff. How do I crack this puff ball?
Works for me.New thread? Thins one should suffice for now until it gets more activity.
Just wondering how do you fight against DDD? He's annoying with his bulkiness and recovery. I know to throw SS when he throws gordos but what else? Also could you give your advice for Diddy,Rosaluma and Pikachu?
The real advantage comes in the ability to shut down Captain Falcon's approach with crouch and completely deny his ability to recover. It also doesn't help that he's pretty heavy making jabs super good against him.I feel like WFT is a pretty good counter to Captain Falcon. They are similar in a lot of ways but I feel WFT has the advantage since she has a few projectiles to throw out.
Large characters can be easy to deal with if you use Nair a lot along with burial jab into ftilt or whatever you like.
Ganondorf is a joke since he's both of these categories.
Kirby is the biggest threat to WFT I feel since he has such a small hurtbox. That's the only reason I have but it can be pretty annoying.
Did you punish his landings? I find that I do better against Yoshi by weaving in and out of his physical attack range while using projectiles to cover my switches between the two. The projectiles also help rack up damage during the millisecond of lag on Yoshi's moves, especially Header for sniping. They also let you observe your enemy's movement habits so you can read and bait efficiently. Reverse Fair also helps with air dodging since they're liable to get hit by the tip of your finger, and Nair helps too.I want some stuff about Yoshi, I just faced the mot annoying Yoshi who just airdodged spammed the whole match and because of his air mobility I could not punish or bait any of them and it left me very frustrated...i still won a couple times, the guy had the arrogant name IMTHEBEST....and well he only won so easily cause Yoshi is top tier and airdodge mechanics.
I tried but his landings just ended up with him sheilding.Did you punish his landings? I find that I do better against Yoshi by weaving in and out of his physical attack range while using projectiles to cover my switches between the two. The projectiles also help rack up damage during the millisecond of lag on Yoshi's moves, especially Header for sniping. They also let you observe your enemy's movement habits so you can read and bait efficiently. Reverse Fair also helps with air dodging since they're liable to get hit by the tip of your finger, and Nair helps too.
On the ground, try SH Air dodge into an aerial as a crossup.
Staying mobile is key. Yoshi can decimate shields and has a lengthened grab plus a command grab, so using your running speed and air mobility is a must. His Fsmash has dumb range too, so watch out.
Did you try just grabbing his shield? As in, you see him descending, so you throw a SS and run with it, forcing him to make a judgement call? You can adapt to beat his playstyle, WFT is very flexible.I tried but his landings just ended up with him sheilding.
Yoshi just needs nerfs all around hes too fast with too safe and powerful and quick move.s
he DIDNT DO shield....he'd dodge rollDid you try just grabbing his shield? As in, you see him descending, so you throw a SS and run with it, forcing him to make a judgement call? You can adapt to beat his playstyle, WFT is very flexible.
DGRAB?! that throw is worthless why would I ever use that?! and why cant I delete my own posts so doubleposting doesnt occur by accident.Were you playing only FD/Omegas? He's pretty weak if forced to land on platforms, he has close to no OOS options, and of course, you can always go for hard reads on his landings and DAttack/DGrab/SS/Header(lol), or give yourself time for charging SS or Deep Breathing. Just my ideas.
Even worse, that's locking into it for A TON of frames.he DIDNT DO shield....he'd dodge roll
It's a bit of damage, even if not too much, every single bit counts.DGRAB?! that throw is worthless why would I ever use that?!
but the damage is crap why not use any other throw.Even worse, that's locking into it for A TON of frames.
It's a bit of damage, even if not too much, every single bit counts.
And while I do appreciate the enthusiasm, please avoid double posting, ok?
EDIT: Missed your edit lol. merging them, just be careful
I'll be honest any experience I have with this MU is just For Glory, so what I have to say might not be very effective. Still, might be worth trying it.Pit (Dark Pit as well but I haven't seen him as much) has been getting on my nerves, before and after the update. Any advice?
For me, I just do generally worse against all characters (except for maybe Little Mac) on Final Destination, I just need other platforms to work on. Pit can be somewhat safe with arrows since they curve so much, and Upperdash is just too good at times. You either have super armour, or reflect projectiles, you can't have both Pit. :/ At least they usually reflect my SS's with Upperdash and not the Guardian Orbitars...I would try to get them off-stage as much as possible. They have insanely predictable recovery so you can intercept it really easily. I learned this one from ⑨Ball: if they recover low (which will happen a lot I expect,) use your Hoops to try and stage spike them as they come up. It's super effective against people with no hitbox on their recovery (for example, the Pits and Sonic.) The neutral can be tough because they have their own relatively strong projectile while having an answer to our own. You can't really just fire Sun Salutations quite as willy-nilly as I normally do, so I would imagine the grab game is very helpful here. I'm not sure if you can duck their grab, but you definitely can't duck their dash attack and it sets up well for them. As a result, you should probably be mixing up shields and spot-dodges on their approaches, and approaching with shield or grabs ourselves.
I'd recommend trying to keep them above you and comboing hard because their aerials can be somewhat slow to come out except Nair. But our Uair should beat their Nair every time, so that shouldn't be a problem if you just pop them up with Nair, reverse Ftilt, Utilt... etc. Once they get out, don't chase too hard though, they also have a strong punish game and can kill relatively early. I would probably place this 55:45 for the Pits if I haven't absolutely dominated every one of them I've come across. I might be overestimating their kit.
Haha, I never even noticed I can't be tagged traditionally.Side note: ⑨Ball, for future reference, how can I tag you in posts?