sakuraZaKi
The Ultimate Sore Loser ♡
- Joined
- Nov 20, 2007
- Messages
- 4,160
- NNID
- taeZaKi
- 3DS FC
- 3754-7545-6675
Anyone up for some games?
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If it's a B Raging Lion in the corner and not an air one, I recommend doing j.C into j.214B after instead of 5B. It gives you a better combo. A tip on getting better in general is just thinking what you could've done better after the round and match. If you still don't know how to deal with what you're losing to, just watch how other people react to that situation in lobbies. If you mash and go autopilot, it's harder to improve.Edit: But on the plus side, I learned that B Raging Lion > 5B> 5C> stuff aerial combo is surprisingly harder to do than i'd practiced.
wow i just realized LWX = livewiresx
my bad, dude. ggs
i understand your frustration, but the decision you made to never block what i did to you and just keep pressing buttons was straight up disrespect to me as a player.
minato gives good advice.
Yeah I was so confused about that, since it didn't look like you were in the middle of doing anything, haha.@Aisight I got careless and let go of block the instant Yukiko's IK came lol.
Shabrys dittos are all I play this game for though :3cedit: crusayer: he's a secondary. have you seen shabrys dittos? they're not fun and i never want to play them in my lifetime
Fundamentals is referring to the basics and playing ability that can be applied universally to fighters. Things such as being able to feel out your options, your opponent's habits, and being able to play a solid game regardless of what unique combos or setups your character might have. I stress it myself, though I'm probably only average at best as far as that goes, but it definitely comes with experience and understanding of these games.And thanks, aisight, I'm still getting used to the stick, so my ability to maneuver well is meh. Getting better everyday, though. What do you mean by fundamentals, if you don't mind me asking?
Yeah I was so confused about that, since it didn't look like you were in the middle of doing anything, haha.
LWX, you were seriously mashing DP way more often than anybody should. You should've gotten the message the moment I started consistently just blocking on your wakeup and punishing with command grab.
Is livewire not blocking in this game too :V
Can't escape just like in BB here haha
Man, I missed out on this. ;-;
Oh well, there's always next time.
I'm looking at all of these options you listed off and not seeing "block" or "jump". If all you can seriously think of doing on your wakeup is pressing buttons, then that's the core of your problem.Well the thing is, when your Kanji (and Sion's Akihiko) got me in the corner, on account of using the character for literally 2 days, I wasn't sure what all of my options were. Like, if I hit D Persona, it'd be too slow to start up and get smacked, the same with C Persona. A wouldn't have range, B I was iffy on and tried for a few times (couple of which were accidental DPs as I went to link an A to a B in hopes I could 2B into a 214C). With the electric slide, I wasn't sure on the startup so while it might have worked, I wasn't sure. Raging Lion I figured I wouldn't been knocked out of the air, and fireball I thought would have a slower wakeup than I needed. So as insane as it sounds, I actually just came to the conclusion that I couldn't think of anything better to try.
Never ever use 5D raw with Narukami, especially in the corner. The start up is over half a second. It's just that some people think the hitbox is out earlier so they don't punish correctly, but it isn't. 5C starter is mostly used as a punish or a meaty if you know they like mashing. 5B is slow, so I wouldn't do that cornered if it isn't spaced correctly. If you're too close, you might get CH'ed with their 5A or something. Narukami's 5A is his fastest normal and is really good since it's a 5 frame start up. But like aisight said, you need to think about blocking and sometimes jumping instead of pressing an attack button.Well the thing is, when your Kanji (and Sion's Akihiko) got me in the corner, on account of using the character for literally 2 days, I wasn't sure what all of my options were. Like, if I hit D Persona, it'd be too slow to start up and get smacked, the same with C Persona. A wouldn't have range, B I was iffy on and tried for a few times (couple of which were accidental DPs as I went to link an A to a B in hopes I could 2B into a 214C). With the electric slide, I wasn't sure on the startup so while it might have worked, I wasn't sure. Raging Lion I figured I wouldn't been knocked out of the air, and fireball I thought would have a slower wakeup than I needed. So as insane as it sounds, I actually just came to the conclusion that I couldn't think of anything better to try.
I'm looking at all of these options you listed off and not seeing "block" or "jump". If all you can seriously think of doing on your wakeup is pressing buttons, then that's the core of your problem.
I think you are heavily overrating Kanji's anti-air command grab. The only reason you should ever get caught by that raw is if you're being as predictable with wakeup jump as you currently are being with wakeup DP.
2B has a faster startup than 5B, but longer recovery frames. Yu's DP should have the same startup on air and ground. Hopping is pretty weak as a offensive tool in this game, imo. Hopefully you don't mean hop into DP on wakeup though. The risk reward of it isn't great since you can't block at all during hops and you're not dealing a lot of damage at the same time converting your health into blue health.Also, Minato does 2B have a slower startup than 5B? It looks like it does, but once or twice I've had it act like it doesn't. And does the jumping Big Gamble have a faster startup than the standing one or just appear that way? I ask because a couple of times in some games prior, I was able to sort of like hop Big Gamble and hit people with that as a counter more than normal Big Gamble. However, that could just as easily be a matter of people expecting that less.
2B has a faster startup than 5B, but longer recovery frames. Yu's DP should have the same startup on air and ground. Hopping is pretty weak as a offensive tool in this game, imo. Hopefully you don't mean hop into DP on wakeup though. The risk reward of it isn't great since you can't block at all during hops and you're not dealing a lot of damage at the same time converting your health into blue health.
To be honest, the only time I do DPs in combos is if air Raging Lion won't work in a situation or if I want to DP into Super Cancel to force myself into awakening. Outside of combo, it's for some mindgames, reversals, or reacting to a burst.
About that LOLThe room is up now.
Well, I saw Tec come online, then offline, then online... then offline, lol.
If they're a bit away, I still wouldn't hop. In that situation, you're both most likely neutral, so there's no reason to put yourself into a situation that is a guessing game or disadvantage. I'd rather use that time to re-position my character. As for DP, yeah, you can. Air B Raging Lion deals more damage though. I will use DP if the proration is too high or whatever. It'd be bad if I happen to get hit afterwards, my blue health from the DP and the super cancel would disappear.Well yeah, I kind of think hopping on wakeup is 90-something percent of the time a bad idea. Usually when I did it, it was from a bit away, so it would bait them into getting closer and I could punish with it a bit. Though as for DP, can't you use it in the air to link into Ziodyne as an air combo ender from j.BB and either a second j.BB or j.ABC (I forget which)?