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Try nair into something (maybe fair if it works). Comes out stupidly quick and stays out for awhile.Anyone have any go-to combos out of dash attack? I sometimes just go for an upb and get mixed results.
That's why I said something. The knockback depends on where you hit them, so the follow up might not be easy.I wonder if dash into nair has a predictable trajectory. Might depend on how your dash hits them.
From on the stageAround from where exactly?
I'm gonna start using that as a potential "planker" punish. I'll let you know of my results when I am comfortable with the technique.I'll post a vid
Dang! Double post!
http://m.youtube.com/watch?v=sArOgY5P4W8
Here's what I mean. I also played around a little bit to see what I can do lol.
Apple, bell, an awkwardly thrown melon thrown 3/4 of the stage away in anticipation of a 2nd ledge grab, Hydrant, down tlit, A wall hugging side B(if you do it right, you side b near the ledge going down but if you hold back up it'll make the pellet go up so you don't send your self spiraling to your death with the opponent and you do a neat up down motion for the pellet.), I've seen the key hit someone hold on to the ledge, I've seen down smash hit as well :X.Quick question everyone: What's your method for punishing planking?
After the 1st "ledge grab", any additional ledge grab doesn't have invincibility frames. (changed from previous games) I tested a few attacks out and I can't seem to find a decent option from Pacman to punish a planker (on the 2nd+ ledge grab). I guess Bell would be the appropriate option, but the ideal one would be a smash-attack of some kind.
Down Smash doesn't seem to hit low enough, nor does Forward Smash. :-( Is a down-aimed f-tilt the best we got?
It does. The Gordo disappears and the pellet drops to the ground. If you're far enough away, you can easily grab the pellet before Dedede can reach you.I wonder if side-B will reflect Dedede's Gordo...
I've seen people run off the stage and do this.I'll post a vid
Dang! Double post!
http://m.youtube.com/watch?v=sArOgY5P4W8
Here's what I mean. I also played around a little bit to see what I can do lol.
Yeah...not the best edgeguard lol. However, I did find that in my video, the part when I ran off the ledge and curved it behind me towards the ledge, works really well as an edgeguard. It catches them, and blasts them awayI tested using the side b loop as an edge guard tool with disastrous results . If the pellet gets sneezed on or they get up attack. You go lauching towards the bottom. No buneo. I'll keep using apple and hydrant.
exactly, which means after one, maybe two hits, they will try to ledge attack, and will almost always set themselves up for a grab. even if they roll, you can just turn and grab. all you have to do is hold down shield right after the attack.I have to disagree with this choice. While it can hit, it leaves you open much more since you need to get closer, which is what they want you to do.
If the person is using the ledge to stall, down tilt leaves you open and can be avoided. It does hit when they are on the ledge, but I doubt they will stick around long enough for you to get that hit in. Apple and Hydrant are both safer options. A safer option is to bait the get up attack with a dash shield.exactly, which means after one, maybe two hits, they will try to ledge attack, and will almost always set themselves up for a grab. even if they roll, you can just turn and grab. all you have to do is hold down shield right after the attack.
that, and the fact that it moves you forward, if the first hit misses, they won't think the second will hit, even though you are now more then close enough to hit them off the ledge.
I actually meant when the opponent is off stage with you near the horizontal blast line...A u-turn side b that goes back onto the stage might bait a get up and punish it, but I think it might be to show to work most of the time. Actually they'd probably just do a getup attack when they see you drawing the line... So...
you know how pac-man's side b is really punishable if you miss? well, dash attack immediately into a held side B and angle it to where your opponent will fly. since you're both in the air, they have to first land to be able to punish if you miss, which gives you enough time to recover. additionally, I've ended up doing this after dashing enemies towards the ledge. it's a good follow-up for killing and launching them away, plus once you're off the platform, you have a much easier time recovering and maneuvering then your opponent will.Anyone have any go-to combos out of dash attack? I sometimes just go for an upb and get mixed results.
then go in a third of the stage and strawberry the **** out of them.If the person is using the ledge to stall, down tilt leaves you open and can be avoided. It does hit when they are on the ledge, but I doubt they will stick around long enough for you to get that hit in. Apple and Hydrant are both safer options. A safer option is to bait the get up attack with a dash shield.
Hydrant + melon z drop = awesome edgeguardI started experimenting with zdropping too. I'm finding it really useful with the bell. actually. I never liked using it because of the flight path. zdropping seems good for edgeguarding, but other than that, I don't find it much more useful than just throwing fruit. maybe if I combine it with the hydrant, though.
Things were said.
to add z-dropping, you must first utilize lots of fruit in your mix-ups. for instance, try approaching with a quick cherry toss. usually, you can run up and short hop a Fair to pick it up and maybe hit the opponent. after that, float behind them, z-drop, Bair, grab the cherry and throw it normally into a finnisher of your choice.I've really been trying to read how people respond to the hydrant. Even if it's just sitting there on the field it seems to really affect how people play. Sometimes it's like a moth to flame, and your opponent can't help but dash and attack it as soon as it comes out. Makes it easy to punish them with a bair if you jump over their head.
Anyway, I'm not sure how to add zdropped hydrant fruit to my game and keep it fluid. I'm trying to focus on doing things that are easy to segway into, vs forcing gimmicky moves. So stopping in the middle of a match to charge a melon, drop a hydrant, then attempt to hit them off the stage doesn't SOUND practical. I guess what you'd do is drop a hydrant while they're returning to the stage and you already have a melon packed.
kind of a pointless ramble I guess... But something I noticed is a lot of opponents recover from up high. It kind of makes a lot of these tactics useless. I usually just end up uairing or something slightly pointless.
This is golden actually. I need to test thisAt some point in the video in that others section I saw the player charging fruit in the air and then immediately side B'ing without seeming to airdodge to keep the fruit he had charged. I tested it and found what he did- if you are charging fruit in midair you can press the shield/airdodge button and immediately do any of your four specials without having to go through with the airdodge. Using this you can charge fruit in midair without being obligated to airdodge. You can just down B out of fruit charge to make it pretty safe to charge fruit in midair (generally). I think you should add this to the part of the Bonus Fruit section that I quoted.