As of late, I've been thinking that
's greatest potential is as a camping character that doesn't approach unless he absolutely has to, or he is facing an opponent that can out camp him.
I'm sure it didn't take you guys long to figure out how effective:
[..............trampoline.............hydrant..........
................]
is as a stage control setup once you get the lead, and it only gets worse once you throw platforms into the mix. Seriously, nobody can get around this setup safely, except maybe
. The trampoline stops them from quickly smashing the hydrant away, and if they short hop, they're going to be stopped by the hydrant, which you can then proceed to throw something at them or read a launch by them and side B into them.
Now, just imagine that for every single time they committed to crossing your hydrant by full hopping, you:
1: roll towards your trampoline once they've landed and bounce to the other side of the stage. If they try to chase you, they have to waste time launching the hydrant or jumping over it. If you have practiced sufficiently to know where to land so that if they Fsmash your hydrant at you, you won't get hit by it, this is safe. Then, you set up another trampoline and wait for them to try again, respawning your hydrant once you can.
2: Jump at them and Bair/Uair/Fair and reset the situation,except with them having more % now.
3:Shield and grab, or unshield and use tilts/jab to hit them.
4: Assuming you've already Bair'd your hydrant, you Ftilt launch it them as soon as they jump, forcing an AD, and then you punish the lag.
5:Shield and Up B OOS if they land on top of you
How is anyone going to deal with
mixing up those options? Throw in some random rush down between your running away and you've got a pretty unpredictable character that can control the pace of the match.
Edit: nvm, don't think you can.