Samochan
Smash Master
Win a lottery cort ;o
Go scratch some coupons asap 8D
Go scratch some coupons asap 8D
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Keep playing the game. Eventually you'll learn how important spacing is to the infamous advice/quote "don't get hit". The whole concept of "mindgames" should become fairly clear to you as well when you play really good people and start trying to understand why they're able to beat you really easily.Mike G are you going?
and cort okay so your saying if i am well spaced that i can beat anyone... well for one even tho i see this as a almost impossible question to ask how do i a practice spacing and learn how to be perfectly spaced? and another question that i feel stupid asking b/c i feel like it is obvious yet i can't see it is how do i space myself if i am out ranged?
also is their anything i can look at that will tell me all the size of hitboxes and the proirities of all the moves?
I can't wait for this.Yeah I'll be there but that's very unfortunate, Cort . I hardly visit these Peach boards or keep up with the scene but I though you were still ******. I hope you can make it cause I haven't seen you since VLS lol
If you don't go, I plan to come back home to NYC for a long while bro and maybe we can get some Peach and sheik dittos just like the old times =D
There is nothing different about that bomber than any other bomber.http://www.youtube.com/watch?v=yOa2hidB5iI&feature=related
at 2:35 how did he peach bomber that far?
and excited to see you coming mike G your one of of my peach hero's laugh
Peach/grapplers (and maybe another character or two) go against this rule of thumb. Peach's dash grab actually has more range than her JC grab (and obviously more lag if you whiff it) but ends up being very useful while chain grabbing Fox/Falco/Falcon/etc. On top of having more range, it obviously also comes out faster since you're not wasting frames JCing it with your 'kneebend' animation.Dear Mister Cort,
The site freezes whenever I try to search for a thread that could answer this, so I apologize if this question is redundant. Feel free to just post a link if it's clearer than writing a new post.
My specific question is about jump-cancelled grabs. According to the advanced tech video I watched, they have superior speed and/or range than regular dash-grabs, but watching Armada's Genesis matches it looks like he's just dash-grabbing (and I assume he's the one we should strive hardest to emulate, at this point). Are JCGs really any better than DGs, both specifically for Peach and generally for all non-grapplehook characters, or am I wasting my time trying to incorporate them into my playing? Are they necessary for chaingrabbing good players? Armada did quite a few WDs into grabs vs. m2k. Are they faster than either of the first two?
JCd usmash is probably only a few frames faster than a dash cancelled one because I believe most characters take a few frames to actually start crouching after a dash whereas you can usmash straight out of the first to second frame of your kneebend animation during a short hop. This actually has a great affect on Fox's gameplay because getting those ridiculously fast and random usmashes can lead to some easy kills whereas a player might be able to shield it otherwise.Also, I'm wondering if a JCed Usmash is faster than a dash-cancelled one.
These are all correct and I can tell you really understand the differences between the types.My other question is about DI. I'm so sorry to broach the topic when so much has already been said on it, but reading the big post you linked to earlier in this thread didn't totally resolve my ambiguity on what I should actually be doing in various situations. Please point out anything I say here that's inaccurate.
I get that there are three types of DI:
1. ASDI moves your character slightly during the frames of hitstun and is best(?) performed by holding the C-stick in the direction you want to move your character during those frames. Obviously the control stick is necessary for crouch-cancelling, though. Which direction is most desirable in other situations, however, is one thing I'm not sure about. For instance, Zelda's Fsmash or Usmash, or Sheik's continual jabbing.
2. SDI moves your character noticeably but must(?) be performed by smashing the control stick in the desired direction (again, a decision that I'm not informed enough to make) during the extremely tiny window between the frames of hitstun and the actual frames when your character starts flying along its new trajectory. This positional movement ideally changes your character's placement within the attack's hitbox such that her trajectory is deliberately and favorably altered, most notably sending her the "wrong" way (e.g. turning a Fair into a reverse Fair) or moving her out of the hitbox of successive hits (e.g. the all-important evasion of the strong hit from fox's Uair).
3. Regular DI, executed during any airborne movement, ideally as early in the flight as possible for maximum effect, using either the C-stick or the control stick, can alter your character's trajectory somewhat by exerting a maximum 90-degree pull against her current course (e.g. pushing and holding the stick to the left or right immediately after being Usmashed by Fox to curb the upward movement).
Yes, for the most part (like 90% of the time) you'll just be using conventional DI (where you just predict getting hit by a move and start holding up/tiny bit towards the stage). CF's knee has pretty much a horizontal trajectory and it is most practical to just hold straight up (though you could try smash DIng into him as much as you can and then holding up since it has it's fair share of stun frames, like ZoSo did in my Sacred Combo video). Obviously you don't want to DI too well cause you might end up comboing yourself into more knees (or a Falcon Punch ). You just have to pay attention to your percentage.I hope I have those right. Now, my question is about the most effective way of utilizing these three techniques. I realize that the actual way you apply them is situational, but is it possible you could give a couple of examples of which way you would push which stick and when you would do it? As an example, maybe against CF's knee, Marth's Fsmash, or Sheik's Dsmash.
ASDI is best used against the moves you mentioned. Fox's drill is a shining example because you can totally screw with their l cancel timing and get free grabs in.What particularly confuses me is how to combine them. You've said that if both sticks are being pressed the C-stick will override the control stick. How would you combine ASDI and SDI, then? Would you need to hold the C-stick in a direction and then release it just before you smash the control stick in (presumably) the same direction? Or is ASDI only worth it when there are lots of little hits involved, like Samus's Usmash?
I always just spammed left/right on the control stick. Honestly I've never bothered trying to wiggle out of 'near lethal' hitstun if you know what I mean since it's rather impractical and probably lowers your chances of actually living.One final related question: what's the best way to react to a hit that sends you flailing? I read somewhere, perhaps in this thread, that the quickest way to regain control is to basically flip the control stick back and forth as though dash-dancing. That means that the C-stick is necessary in order to DI while wiggling out; when you say that the C-stick supersedes the control stick, you mean just for DI, I take it?
All right, I guess that's enough. Thank you very much
1. Only if your opponent has an epileptic seizure and you win by incidentally sending them to the hospital.Is being able to hit no one with 9 multishines "useful" tech skill?
And when are you going to a tournament so I can get a hug?
Can I get in on these?Yeah I'll be there but that's very unfortunate, Cort . I hardly visit these Peach boards or keep up with the scene but I though you were still ******. I hope you can make it cause I haven't seen you since VLS lol
If you don't go, I plan to come back home to NYC for a long while bro and maybe we can get some Peach and sheik dittos just like the old times =D
lol, i see what you did thereASDI is best used against the moves you mentioned. Fox's drill is a SHINING example because you can totally screw with their l cancel timing and get free grabs in.
Of course you can. You didn't even have to ask =DCan I get in on these?
You should maybe read the first post of my thread.any advice on fighting space animals (besides chain grab)
Thank you. This is a PERFECT answer.Peach/grapplers (and maybe another character or two) go against this rule of thumb. Peach's dash grab actually has more range than her JC grab (and obviously more lag if you whiff it) but ends up being very useful while chain grabbing Fox/Falco/Falcon/etc. On top of having more range, it obviously also comes out faster since you're not wasting frames JCing it with your 'kneebend' animation.
Nice sacred combo vidYes, for the most part (like 90% of the time) you'll just be using conventional DI (where you just predict getting hit by a move and start holding up/tiny bit towards the stage). CF's knee has pretty much a horizontal trajectory and it is most practical to just hold straight up (though you could try smash DIng into him as much as you can and then holding up since it has it's fair share of stun frames, like ZoSo did in my Sacred Combo video). Obviously you don't want to DI too well cause you might end up comboing yourself into more knees (or a Falcon Punch ). You just have to pay attention to your percentage.
Marth's fsmash has the same trajectory 90% of the moves in the game have, they send you up and away from the stage so again, conventional DI is best. One thing I'd like to add though is surviving this move at very high %s. Often times, newer players will just always DI up and a bit towards the entire length of the flight and die off the top, whereas at many %s you can start to let go of the control stick or even hold back (towards the top left/top right "blast zone corners") to avoid getting killed off the top.
I didn't do a great job of totally fleshing out my question here. I want to know if it's possible to wiggle out faster by spamming left/right on the control stick if you're DIing at the same time with the C-stick, or if you need to choosen between one or the other. It seems like doing both would be desirable if it were possible when getting comboed at mid to low %s, trying to shake the flail off to attack while still DIing out of combo range as much as possible.I always just spammed left/right on the control stick. Honestly I've never bothered trying to wiggle out of 'near lethal' hitstun if you know what I mean since it's rather impractical and probably lowers your chances of actually living.
Ohoho Get *****!you Should Maybe Read The First Post Of My Thread.
Once you're hit by a hitbox, there's no way to avoid the incoming amount of hitstun/power it is going to put on you. If Marth tippers you, you're getting the knockback of a tipper, no matter what your DI is (unless you're inhuman and smash DI the move away and down against the ledge and tech immediately, lol) http://www.youtube.com/watch?v=iv2wsMMCrj0This is all very useful, especially the bit about tempering the upward DI vs. Marth. Now, what I'm curious about is in those 10% of times when it's appropriate to do more than conventional DI, is there some sort of guiding principle you can offer as to when it's appropriate and effective to attempt SDI, and how to do it? For instance, is there ever any point in trying to SDI Fox's Usmash? If you're on the edges of it is it possible to SDI away far enough to avoid the most potent part of the hitbox? Is SDIing toward Marth in his Fsmash more likely to help you avoid getting caught in a tipper?
Honestly, I've never tried anything like this. Most of the time, I'm trying to DI away at low %s anyway so I'm not sure when you would REALLY want to recover from the hitstun faster.I didn't do a great job of totally fleshing out my question here. I want to know if it's possible to wiggle out faster by spamming left/right on the control stick if you're DIing at the same time with the C-stick, or if you need to choosen between one or the other. It seems like doing both would be desirable if it were possible when getting comboed at mid to low %s, trying to shake the flail off to attack while still DIing out of combo range as much as possible.
<3 Melee
Love your vids, lol.Once you're hit by a hitbox, there's no way to avoid the incoming amount of hitstun/power it is going to put on you. If Marth tippers you, you're getting the knockback of a tipper, no matter what your DI is (unless you're inhuman and smash DI the move away and down against the ledge and tech immediately, lol) http://www.youtube.com/watch?v=iv2wsMMCrj0
I think I was assuming that in those instances you've talked about "wiggling" out of a flail that you were also somehow using conventional DI at the same time. If it's more of a question about theory than about what's actually going to be useful in gameplay then I won't worry about it.Honestly, I've never tried anything like this. Most of the time, I'm trying to DI away at low %s anyway so I'm not sure when you would REALLY want to recover from the hitstun faster.
LOL darn you macd! hahaha i'll get you one dayit's stupid!! unless you get lots of stiches and bombs <3 axe
i've always thought it was like barely in peaches favor
..what?bellow 30%, fox does dash attack, downsmash, fc'd nair out of shield, angle shield back -> shield grab, wich to choose?
IIRC Peach's boost grab is kinda >_>. I believe her dash grab is way better.yeah I agree with KirbyKaze. Peach gets ***** hard on DL if the Fox camps the top platform. Such a gay match up =/
oh quick question: what's better with Peach? Boost grab or dash grab?