EndlessRain
Smash Journeyman
- Joined
- Oct 12, 2014
- Messages
- 354
- Location
- Co. Dublin (Ireland)
- NNID
- TheBlindMan
- 3DS FC
- 1693-1682-5689
Okaaaaaay I don't get a lot of these. It seems you followed a more formulaic route, rather than choosing the moves to complement each other? Rather than debating it I'm going to ask for explanations of the roles of the sets.
Here is my own list of six sets we should include as the "core", with the rest being the ones we argue over, basically. I think these are pretty important, either to cover an important weakness for some MUs, or to include specific moves. I want some feedback before I try any more, so I'm not doing a full ten.
Here is my own list of six sets we should include as the "core", with the rest being the ones we argue over, basically. I think these are pretty important, either to cover an important weakness for some MUs, or to include specific moves. I want some feedback before I try any more, so I'm not doing a full ten.
2132: All purpose, the most generally useful set I feel. B2 is all-around good, side1 does everything you need it to, up3 is probably my favourite move in the game (even more so now that I can use it effectively), it provides a great kill option and it generally cool, and down2 is better than down1 if they won't be shooting you much.
2332: I'm still pushing Wolf Flash. I use Illusion myself, but it is a good move and deserves at least a variation on the primary set. Especially now that we have ten slots to fill.
33X2: Edgeguard. I stand by this set. It allows Fox to do something he otherwise has great trouble with. I leave the upB at X because while I feel up2 should be used to reduce the risk of jumping offstage, up3 is looking to become a pretty key part of Fox's game.
2131: Projectile set. B2 can be used to cancel enemy shots, down1 is better than down2 in this kind of matchup because it has a good multiplier, up3 still kills people, side1 is general preference.
3132: Charge Blaster woot. Basically, this is the All-Purpose set for those who like Charge Blaster. It doesn't really do anythhing special, but your laser choice is important, since you need to play a bit differently depending on which one you have. So I think this set is necessary.
2122: Enjoy getting stagespiked while charging upB? Then this set is not for you. I think Flying Fox needs at least one set, and I think this is the best one for it. Not much else to it tbh.
2332: I'm still pushing Wolf Flash. I use Illusion myself, but it is a good move and deserves at least a variation on the primary set. Especially now that we have ten slots to fill.
33X2: Edgeguard. I stand by this set. It allows Fox to do something he otherwise has great trouble with. I leave the upB at X because while I feel up2 should be used to reduce the risk of jumping offstage, up3 is looking to become a pretty key part of Fox's game.
2131: Projectile set. B2 can be used to cancel enemy shots, down1 is better than down2 in this kind of matchup because it has a good multiplier, up3 still kills people, side1 is general preference.
3132: Charge Blaster woot. Basically, this is the All-Purpose set for those who like Charge Blaster. It doesn't really do anythhing special, but your laser choice is important, since you need to play a bit differently depending on which one you have. So I think this set is necessary.
2122: Enjoy getting stagespiked while charging upB? Then this set is not for you. I think Flying Fox needs at least one set, and I think this is the best one for it. Not much else to it tbh.