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I did luckily save a few of the games I played from the lobby, but most of them were ones that were at least semi-close. I didn't really save any that involved me getting my butt handed to me on account of frustration johns and me being all "wtf, just hit X through everything to get back to the room". I haven't watched them yet, so I can certainly do that sometime. Lol, I should probably make a shorter version of those sheet things that I do for Narukami though if I'm legit serious about picking him up (which reminds me to finish the Juri one, which is being kept notably brief on account of "I'm not printing out 50 pages on it when there could result in 500 pages of info and stuff on her", but that's off topic).Yes I am not Sion lol. My PSN is my forum name.
Lwx, you should REALLY keep the replays of your games. You're claiming you're doing things you're not doing a lot of the time. While we don't know what's going on in your head, we're experiencing against you something totally opposite of what you're saying a lot of the time.
I but...I wasn't trying to not accept his advice. Like...when I was playing I really DID 100% think I was blocking...You should learn to accept Sion's advice. I remember your matches. I didn't see blue or green exclamations a lot.
You were just caught not blocking or getting CHed.
I keep telling people that in matches, I'll deliberately stay in blockstun to understand an opponent's blockstring or even IB things to help my defense.
You bring up a number of good points, and when it comes to what kind of player I am, I think it's probably easier to pinpoint what kind of player I'm NOT. For instance, I'm NOT one for the slower moving or grapple type characters because having access to mobility is something that I always like to have available to me so it counts out tank-style characters. I'm also not one to be full on all offense all the time, or a full on turtle either. I seem to like characters that have a bit of each and while I sometimes like a bit of gimmicks thrown in here and there, I don't like my characters to be based purely on gimmicks and to be like...gimmicks only to where they can't be that well without it. I also don't particularly like to be having to do a bunch of charges in rapid succession, which is odd since Charlie was an Alpha secondary.Snip and such.
I still can't get that fuzzy guard set up to land properly. A friend told me that I have to hit the j.B deep into the character, then buffer the j.A afterwards? I've been trying to land j.B as low as possible, but I either jump too soon and fly over the other character's head or too late and end up getting j.B > land > j.A.Hm... that was pretty informative. A lot of the setups I knew, but that really helped me get a better idea on how to maximize damage off of this. Thanks.
Why is there a Etrian Odyssey medic with the Persona characters?Man, I wish I had my ps3 in my dorm room so I can hit the lab.
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First, make sure that the enemy is set to standing and blocking. Otherwise it won't work on a lot of characters. 2nd, make sure it's not Labrys, Shabrys, or Teddie since it doesn't work on them. It's easiest to do it on Yu, Yosuke, and Mitsuru. The rest are kind of difficult but manageable. Your friend is right though on how to do it, it just takes practice.I still can't get that fuzzy guard set up to land properly. A friend told me that I have to hit the j.B deep into the character, then buffer the j.A afterwards? I've been trying to land j.B as low as possible, but I either jump too soon and fly over the other character's head or too late and end up getting j.B > land > j.A.
Ah, makes sense. I didn't start with him blocking.First, make sure that the enemy is set to standing and blocking. Otherwise it won't work on a lot of characters. 2nd, make sure it's not Labrys, Shabrys, or Teddie since it doesn't work on them. It's easiest to do it on Yu, Yosuke, and Mitsuru. The rest are kind of difficult but manageable. Your friend is right though on how to do it, it just takes practice.
You can't jump cancel the deep j.B too early or too late. Too early and your j.A goes too high, too late and you'll end up landing before the jump cancel kicks in.
Play a few matches where you attempt to time out Ice Climbers.I kept losing to your back airdash fan -_____-.
Someone teach me to how to play patiently lol.
I can give Yukiko advice as long as it has nothing to do with any of her technical combos.
Easy high/low unblockable setup in the corner for 2D/j.D is 2D 2A. One that requires a bit more fear from your opponent but works from far away is 236C 2D. You can also airthrow j.4D for a setup that forces a high block on their wakeup, and then freestyle where to go from there.
Yukiko has great keep-away options, but like I originally mentioned in my nutshell advice to Sakurazaki, the fans and stuff are only to give her enough space to get her REAL pressure game going.
Also, I don't really hide Fire Breaks, I just C Maragidyne Fire Break and then decide from there whether I want to D Maragidyne or wait for something else. For example, after Fire Break you can end your BnB with 236 (unblockable) D Maragidyne (release Agi) for a silly reset. You can blow up attempts at safejumps and aerial mixups that don't involve backdashing away from you with unblockable D Agidyne too, though that's rather disrespectful of an option. And of course, get someone cornered and unblockable SB Maragi for very respectable damage plus air combo setup (5c 5bb 5c 5bb 236[a] works). Just be creative with how you want to get your Fire Break (usually during C Maragidyne or if your opponent is trying to wait out your zoning and you're not feeling any pressure).
I think this one requires specific placement with the 5aa, like in the middle of it. Otherwise, you just fly over their heads before the third j.aStanding opponents can get hit by 5bb 3b 5bb, which is actually part of Yukiko's extended combo (the one where you IAD j.aaa in the middle), but I don't usually get confirms on standing opponents as Yukiko, since her overhead options consist of j.a, 2d, j.d, and AoA.
Standing opponents can get hit by 5bb 3b 5bb, which is actually part of Yukiko's extended combo (the one where you IAD j.aaa in the middle), but I don't usually get confirms on standing opponents as Yukiko, since her overhead options consist of j.a, 2d, j.d, and AoA.
I think it's best to use 2D after a knockdown with a held Agi. Before they get up use 2d and detonate the Agi after the Persona makes contact so they don't try to hit it if they're blocking. You shouldn't have any issues using it then, other than stick problems, lol.
I almost timed out a samus once with Falco. I resolved to never actively attempt to time someone out. This is melee btw. I strongly dislike Brawl.Umby said:Play a few matches where you attempt to time out Ice Climbers.
Raging Lion hits high. Only thing is, 5D hits mid, so it doesn't set up a situation where they *have* to block low before trying to block Raging Lion high. It's probably not a bad option, but since most of his oki set ups use/fake an overhead first, the likely reaction is to start off blocking high. You could probably use Raging Lion A and OMC it into a high-low mixup/combo, but j.B/empty jump 2A already covers that without the meter loss. Since you mentioned air comboing, I assume you're referring to Raging Lion B, which is unlikely to really catch someone if they block. There's a lack of risk of being mixed up at the range where Raging Lion B would hit (except in the corner, maybe) so the opponent could just stand block it. On the bright side, 5DD covers you if they do block, so you can still keep the pressure going. It's just that compared to dash > jump, Raging Lion gives you considerably less options at any given point in time.I feel really dumb for forgetting, but does Raging Lion hit high, middle, or low? I want to say middle but I don't really have anything to back that up. And I was kind of just wondering since if it hit at a different level than Narukami's 5D could you not use it to knock them out of blocking 5D, send them into the air, and air combo off of it?
It's recommended to use A or SB Raging Lion in those instances instead of B. B has too long of a start up.I feel really dumb for forgetting, but does Raging Lion hit high, middle, or low? I want to say middle but I don't really have anything to back that up. And I was kind of just wondering since if it hit at a different level than Narukami's 5D could you not use it to knock them out of blocking 5D, send them into the air, and air combo off of it?
It's recommended to use A or SB Raging Lion in those instances instead of B. B has too long of a start up.
But yeah, what Umby said. I basically like to implement Raging Lion more when they're cornered. A successful Raging Lion puts them in crouching state which means better combos. So after sweep 5D, I'll have them block 2A 2B, then open them up with 214A 5DD into combo then sweep or whatever. Just remember that 214A can be hit out of start up. So if you're doing 2A and 2B before then, 5D blockstun basically is done.
You should look at the video Umby posted for Narukami. It even covered this as well.
Oh, I just assumed people knew 5D hits mid. Especially since me and other Yu's do sweep 5D into j.B a lot.
I do it a lot in lobby matches. Narukami would be dumb if every oki led to an unblockable, haha.
Even 5D into j.B was in the vid.