DUB
Smash Lord
Path to the Peak
A Discussion On Dealing With Character's Moves
A Discussion On Dealing With Character's Moves
This thread is a place to discuss how to deal with certain characters moves (ie. Marth's fair, Falco's lasers, Samus' missiles, etc etc) and develop effective strategies to counter them. I think it would be easiest to do this on a weekly basis, but no longer then that as more time for just one move/tactic is quite a while. I will try to update the OP with all the insight after a discussion is completed. Hopefully, this will bring some life back to the boards. Provide as much information as you can about combating the discussed move. Things such as what to do OoS against it, how to bait it, how to punish it, etc etc.
Fox's Nair:
Wobbles the Phoenix said:Dash-dance into grab against an aerial works, but only if they space it kinda bad. You honestly want Fox and Falco to be up above you so you can poke with u-airs. But don't get too aggressive, because when they run around b-airing off the platforms they're REALLY hard to hit.
If you don't FULLY hold down your R or L button, Nana will keep doing a light shield. That forces the other guy to time against TWO shields, which can help you shield grab a lot. They'll miss the fast fall or L-cancel, or at least it messes up their timing on the landing shine; it adds variation into the muscle memory and usually creates an exploitable gap.
I also like forcing Nana to do empty smashes that I know will miss; the opponent sees them, doesn't realize you both haven't smashed, and comes in to punish. Meanwhile, you're dashing away because you can more easily guess their spacing when they attack. Just be careful you don't crash into the lagging hitboxes. That can easily get you hit, or make your attacks clink more often than is good for you.
Shieldgrab if you're confident and they mess up the spacing. Roll if you aren't. Try and stay as much in the center of the stage as possible to keep Nana from getting gimped. Lightshields will also help relieve the pressure, but ultimately you have to make the spacey believe you're going somewhere that you aren't. If they can figure out where you're going, you will NOT outmaneuver them.
Things that beat shffl'd nairs:
-angled-up ftilt
**quick and reasonably safe
-fair
**not fast, but leads to jab reset -> grab a lot of the time
-nair, if done early enough
** not generally that reliable, but does combo into grabs
-CC sometimes
**CC dsmash is good at low percentages, although you can't rely on it too much
-fsmash
** can KO early thanks to people DI'ing down when fastfalling, but is really risky and I don't use it much.
Things that beat the full jump nair approach:
-retreating fsmash/ftilt
**Space yourself such that he lands next to you. Ftilt is easier to time and is less risky.
-utilt/sh uair
** I think uair is generally a better option since A) you can move horizontally while doing it,
B) you don't have to worry about Fox DI'ing out of it, and C) uair provides better protection than utilt does. Also, a lot of Foxes will space the nair such that if you just stand there and utilt, they will hit you with the nair while landing by your side and avoiding the utilt.
But as for more specific stuff, pay attention to how the fox is approaching. If he's spacing it so he lands on top of you or trying to land behind your sheild, just uptilt. If he's approaching at an angle then you can wavedash back and fsmash if you want to be risky, or retreating fair, try to catch him with a backair or whatever. Use your disjointed hitboxes because they all beat nair.
Ganon's F-air: