TKD+ITA+Mar=
Smash Ace
Okay this is a realllllyyyyy dumb question but here it goes. What is the best way to exploit an opponent who shields when you jump, expecting to shield grab you out of an aerial?
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Either L-cancel / space your aerials so they can't be shield grabbed, or empty hop (into grab).Okay this is a realllllyyyyy dumb question but here it goes. What is the best way to exploit an opponent who shields when you jump, expecting to shield grab you out of an aerial?
What if their grab range is much longer than mine in the second option? I guess I have to go to the first then? I dunno, it's just frustrating because I feel like there should be some hard read I should be able to pull and not just space well to not get grabbed. Idk, maybe not though.Either L-cancel / space your aerials so they can't be shield grabbed, or empty hop (into grab).
Well, the point is they'll be expecting an aerial, and delay their grab to account for the shieldstun and hitlag (and won't be able to react to your empty hop grab in time). If you play a spacie, you could also try empty hop shine-grab.What if their grab range is much longer than mine in the second option? I guess I have to go to the first then? I dunno, it's just frustrating because I feel like there should be some hard read I should be able to pull and not just space well to not get grabbed. Idk, maybe not though.
Koopa Klaw.What is the best way to exploit an opponent who shields when you jump, expecting to shield grab you out of an aerial?
If you feel like humiliating your opponent, you might try shorthopping to waveland to up-B. Up-B counts as a grab, so it ignores shields (even mid-air). Guaranteed to induce rage.I usually play as marth, ganon, and puff.
As marth you have range, wave land away and see what they do, you can probably tipper fsmash the grab but if they're smart and they call it expect a WD OoS. As ganon, upB yo. As puff, bair above them so they can't jump out of it and using your jumps they'll probably get bored and WD away which you can still hit them easily with a FF bair, or land behind their shield and utilt. Just some ideas.I usually play as marth, ganon, and puff.
These points are all really good too. I notice that I often get punished (not just by shield grabs, but WD back, dash back, etc) when I throw out aerials so you're probably right that this might be an underlying problem. Thank you very much for the advice!Shielding is generally really strong if someone jumps. For the characters you listed, you have the tools to space outside of their range, so work on that. If you are committed to the jump and you can see that your spacing is wrong, you can still do a few things. For a hard read option, you can land without attacking and grab immediately. Otherwise, you can do a late aerial, which gives you the most active frames possible after landing before the shield stun is over, and then dash away to bait their grab.
To avoid these problems, make sure you arent moving too far forward with your attacks. The three characters you listed are zoning characters. They are somewhat defensive; you can't just rush down and expect to be safe. There are a lot of techniques to control your character's momentum and spacing to your advantage, learning these may very well solve your problems altogether.
I looked in Mew2king's list, it wasn't there. Unless you're saying the escape formula for grabs is the same as for shield breaksyou can break out, similarly to mashing out of a grab. You can look up the exact numbers in m2k's frame data
its useful for fox as wellThere is alsodash-canceledboost grabbing, which is really only useful for Sheik as far as I know. This one is best seen with Sheik, and best heard with Dr. Mario. Basically you do a dash attack and before the attack comes out you grab and you should do a dash grab instead of a dash attack. In Sheik's case she will lunge forward a bit while grabbing, and in Dr. Mario's case all it does is make you use his trashy dash grab but with the audio of his dash attack (Wa ha!)
This. I have a crappy diagram to help explain it better. Since it's hard to get 100% horizontal trajectory without lots of extra help I just quickly show the trajectory of Jiggs at 0% with a motion sensor bomb on the middle of stadium.It is the same. If you DI along the axis no matter whether you DI towards or away you don't alter your trajectory at all.
If the move happens to send you left and slightly upwards (which moves tend to do) you will fly higher if you DI towards the right however (or lower (and a bit farther away) if you DI left).
Also: the correct combo DI usually is perpendicular as well, just in the direction opposite to correct survival DI :D