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So basically you want to release the eruption around the same time (or slightly before) your opponent snaps to the ledge with their up-b?Did a little big of labbing with Dabuz and apparently Eruption while people are trying to recover is one of Ike's best options...
Why?:
There is one or more frames of vulnerability as someone grabs the ledge and eruption stays out for at least what I think is 5 frames. And the longer you charge eruption the longer the hitbox is apparent. This means we got a free kill option =o!
Personally I don't. Not with Ike anyways. I use the A + directional input out of habit. I've been planning on switching my jump button from X to L, so I could access the C-stick faster in which case I would start using it. We'll have to see what happens. Yourself?Random question, but do you guys use the C-Stick for your aerials?
You definitely want to release it slightly before - since it takes a moment for the hitbox to actually come out, and the idea behind ledgeguarding is to have a hitbox out at the frame immediately after the frame where they snap. Since Furious Eruption is active for so long, that just might be the go-to edgeguarding tool for Ike, yes?So basically you want to release the eruption around the same time (or slightly before) your opponent snaps to the ledge with their up-b?
you got it! except no one uses customs so you gotta be precise with the regular eruption.So basically you want to release the eruption around the same time (or slightly before) your opponent snaps to the ledge with their up-b?
lol!Frame data fun:
Uncharged and partially charged Eruption's explosion is active for 3 frames, with the sword's hitbox being active for 7(!). Fully charged Eruption's explosion is active for 5 frames. All charge levels hit 11 frames after charging ends, so plan accordingly.
Bonus round: Furious Eruption (neutralB 3) is active for 11 frames on uncharged/partially charged and 15 frames on full charge lol
It won't combo so easily, but SH directly into nair is better as an anti air. It's also good not to fast fall at all if someone is tossing out a projectile. It's susceptible to dash grabs, so it's a risk to do it when jumping forward but has a decent chance of success if they're attacking.About Short Hop Nair:
I normally (and most people, I think) do the Nair at the top of the short hop and press down to fast fall right when the Nair starts.
So I wondered how it would be if I Short Hopped and immediately pressed A (like when doing a fair) and THEN fast falling.
Well, it comes out faster and Ike manages to hit behind him while taking the same amount of time as the other SH Nair.
BUT, since the hitbox comes out faster and you have to wait a little longer to land, it doesn't combo well hitting in front. It does however let you combo with the sourspot, but nothing special. Other way is still better most of the time because of combos, range and you get to hit smaller characters; so just disregard everything I said.
They heavily altered roll canceled pivot grabs ever since 1.0.4, so you'll almost always slide now. It's either the speed of the input or where in the running animation that you pivot.About pivot grabs this time:
I'm standing in front of my opponent and I try to pivot grab but I slide too far back. I'm starting to get the shorter slide ones to work and be able to grab in front, but I'm not sure how lol. Is it because I'm inputting it faster?
Yeah, I noticed my retreating Nairs were all SH directly to Nair. I'll still use it like this and for anti-air.It won't combo so easily, but SH directly into nair is better as an anti air. It's also good not to fast fall at all if someone is tossing out a projectile. It's susceptible to dash grabs, so it's a risk to do it when jumping forward but has a decent chance of success if they're attacking.
That's strange. Well the sliding one is still useful. I just wanted the shorter slide for when my opponent is right in front of me. Thanks for clearing that up.They heavily altered roll canceled pivot grabs ever since 1.0.4, so you'll almost always slide now. It's either the speed of the input or where in the running animation that you pivot.
Most simple is if you short hop a bair and fair, don't fast fall. If you full hop a bair or fair, fast fall ASAP. If you full hop a uair or dair, don't fast fall. Then there are imperfect timings of attacks where you should fast fall with the proper timing. You've probably been doing it, just not familiar with the jargon.How do you use auto-canceling effectively? I don't use it as often as I should and I habitually fast-fall almost every time I jump.
Probably, if you're extremely quick. Maybe on a few of the fastfallers, but people will tend to be a little bit too high before they can air dodge. At low percents, you'd want to do dthrow anyways.Anyone know for sure if uthrow>bair is guaranteed at low %s?
I'm not very good with video critique but I can get through it sometime through the weekend. I think I have a better grasp on how MUs play out than what I had before.This is in the video thread, but it seems to be going slow. For anyone who visits this topic regularly, I felt it would be better to post it here. I'm going up against a Diddy player and he's just wrecking me. What am I doing wrong?
https://www.youtube.com/watch?v=VA5OIEVw2-w
https://www.youtube.com/watch?v=_Z0wALZMQiQ
https://www.youtube.com/watch?v=695AGIEWwT8
https://www.youtube.com/watch?v=c9NeS8D-ub8
https://www.youtube.com/watch?v=QYPZD0OTmns
https://www.youtube.com/watch?v=WDk4nX14aic
https://www.youtube.com/watch?v=PYl0uW_BcxI
https://www.youtube.com/watch?v=eqFYuous3HU
I could really use the critique and greatly appreciate it.
Do you have C-stick set to attack? Dtilting with the C-stick is what you want. Dtilt is pretty good against linear approaches such as that.Am I the only one having problems with out-of-shield and movement options? For OoS options, I shieldgrab. This is a reflex, and one Fox players use to hop down by me, wait for the shieldgrab, airhop, and bair me from behind before I can shield again. When I try to DTilt out of shield, I end up spot-dodging by mistake. How can I use out of shield better and what other options do I have?
For movement, I habitually roll, dash, or hop using my aerials. Do you utilize walking or slower movement?
Also, why is it that Fox and Pikachu players just don't seem to give a crap about my Nairs and DTilts? When I try to maintain my space, they dash through for an attack anyway.
What about using C-Stick USmashes or FSmashes, or using other characters? How does that come into play if you switch C-Stick to attack?Do you have C-stick set to attack? Dtilting with the C-stick is what you want. Dtilt is pretty good against linear approaches such as that.
You want to mix jab and evasive options if your dtilt misses, since it's not guaranteed you'll be able to get the next dtilt off safely against fast characters. You're likely not to get immediately punished from dtilt, but rather whatever you decide to do afterwards. Dtilt is still a great option against opponents who try to dash at you since they're forced to shield or use an aerial that's likely to go over your head. If they whiff an attack above your head when using dtilt, continue to hold down so when you shield, it'll automatically power shield.
Walking is an option if you do it after landing so you don't have to deal with the startup as much. The startup for walking is quite slow so I personally don't use it often from rest. Walking into jab or dtilt using the c-stick is quite potent sometimes.
Nair is punishable on whiff against fast opponents. Even so, it's still great to use for its sheer reward, but you have to mix it up and retreat/fastfall/no fastfall depending on what your opponent is doing. Dtilt is punished if they can shield it close up or if a fast character times a perfect charge from just beyond its reach.
Haven't been on my computer all day so I haven't gotten a chance to look at the videos.
Shieldgrab, DTilt, jumping nair, jabs, retreat fair, and bair.Best out of Shield Option?
/editShieldgrab, DTilt, jumping nair, jabs, retreat fair, and bair.