How often does dair prove efficient in edge guarding? It may just be me, but I tend to SD when I dair of the stage. But T-jolt and nair for edge guarding... never thought of that. I just need some combos to practice. That's perfect thank you
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You won't SD if you perform dair as you are ascending with your double jump. I usually opt for nair as it's quicker. Sometimes I'll use dair to descend if I am recovering back to the edge because simply FF'ing towards the edge is less exciting to me.How often does dair prove efficient in edge guarding? It may just be me, but I tend to SD when I dair of the stage. But T-jolt and nair for edge guarding... never thought of that. I just need some combos to practice. That's perfect thank you
It is the same as using double jump > thunder while off-stage for edgeguarding- another fun edgeguarding tool. Just don't abuse it. Pikachu has so many reliable combos, many of which are good at lower, mid, or higher percentages.Save the dair for the ascent... this is making insanely good sense to me. Thank you
At high percents, there won't be as many combos but there should be more reading and more tech chasing.I'm actually worse at combos at high percentages mainly because the knock back gets so high it gets difficult to aim.
I know what you mean. I typically get the kill from punishing something the opponent did. I find this easiest if I stay close to the opponent as much as possible. When the opponent is at kill %, don't force the kill per se, but stay close and wait for your opportunity. If you're like me, your 6th sense should kick in and tell you when to pounce. Do you typically have a hard time punishing opponents?I love T-jolts and I use them all the time. But once it gets into the higher percentages I never force the kill, but certain combos and stuff don't work at that point. The most difficult part of the fight for me is, ironically, once they get into the higher percentages. Any advice?
I used to think it was a crap aerial, and I still think it is far inferior to the 64 Pika back kick, but it is a lot safer than what I believed it to be years ago. Especially if used in the air, you are unlikely to get punished for it. When to use it is simple- when u-tilt/u-air are not easy options but the opponent is still behind you.does anyone here use bair at all? cuz i don't find a use for it in anything
I actually play rather aggressively, even in the higher percents. I love keeping the pressure up. I don't have a problem punishing opponents, but I'm usually the aggressor.I know what you mean. I typically get the kill from punishing something the opponent did. I find this easiest if I stay close to the opponent as much as possible. When the opponent is at kill %, don't force the kill per se, but stay close and wait for your opportunity. If you're like me, your 6th sense should kick in and tell you when to pounce. Do you typically have a hard time punishing opponents?
Good, as long as you aren't getting punished for being too aggressive. At kill %'s, punish the opponent with one of your kill moves (namely nair, but thunder when applicable).I actually play rather aggressively, even in the higher percents. I love keeping the pressure up. I don't have a problem punishing opponents, but I'm usually the aggressor.
but isn't it punished very easily too? that's my main concern with it. like i love how it hits multiple times but it can get punished if it misses or if the players reacts well. you know what i mean?I use bair a lot. It is a long lasting hitbox (essentially) that stretches pikachu's hitbox/hurtbox horizontally so it covers more ground than dair and also comes out much faster.
Noooo b-air OoS should be a mixup at best, if your opponent just hit your shield from behind then you should have no problem hitting with u-air.The opponent hits Chu's shield from behind > OoS B-Air...isn't a good option? B-Air OoS is easier to land compared to U-Air OoS; although B-Air won't setup into anything, at least the opponent is off of Chu's tail.
The B-Air mix-up is like: go a little offstage, air-jump B-Air back onstage
D-Air offstage = No
Main edge-Guarding tools: T-Jolt, F-Air, U-Air
^^advanced pika discussions right here folks, sigh. Let's talk G&W. ESAM sorry for missing the stream today.
That Melee Pika uair... ;-)It's useful for a lot. Since it is later in the attack it can true combo into a few things. Hell, if you space it right you can do uair into U-smash at low %s. The hitbox is also really good when it comes to Pika on the edge. It drags them off and you can actually get an edgeguard because of it.
Yeah I do, gracias for offering help. My friend who plays G&W constantly shuts me out. I can only get little Uairs and dtilts that I can't follow up. The biggest problem I have is gaining momentum. He constantly shuts me out, I can't gain any. I'm forced to approach because I can't use Tjolt. And when I do aproach I get pushed away when he hits me in shied, my moves get out prioritized by his insane smash moves , he forces me out in the air with Dair (That move is flawless), I can't put up any antiair because Dair has a ground hitbox that pokes becase it just devours Pika's tiny shield. His punishes are HUGE and he kills me at like 90% with Fsmash. I just can't get in.^^
No, let's not write up an entire match-up with follow-up discussions in this thread. Do you have something particular to ask about the MU? Back in the day I wrote MU's for Pika vs. at least half the cast, mainly for other character boards.