PolMex23
Smash Champion
Ok, so I just crossed my platueauruaueuau(spell check>?)
I truly believe right now that if you play anyone other than Snake, MK, an DDD, I will beat you. Idc who your are.
But, there are things some of yall say that just isnt smart. This is like a Greg Falcon thread from melee...
Just things to do an look for an how to punish effectively.
So here we go, first installment, my favorite.
1. "The PolMex"
Mindgames after a jab.
A jab leads into countless of options, but in most situations, its either a
1. Grab
2. the a combo
1 is when there in range an not close enough or not high enough in % for an upB
2 When there out of range of everything
The grab is almost 100% since most start to shield in fear of a upB.
Now here it comes, things that make you amazing an PolMexish...
Knowing the situation and how your opponent is reacting at the time during pressure is key to victory with Luigi.
Diddy is momentum. Snake is control. So is DDD, so is Mk.
Mario pressure. Lucario is patience and punishment.
Luigi....Is delving into your opponents head an mad punishing, along with heavy spacing an ubuse of moves that come at a suprise.(Tornado, double tornados, double aerials, ect.)
The jab beats out alot of moves with start up since its almost instant.
Nado fits in people of short hop aerials.
Just like in melee, when your opponent is in kill zone, work on there fear.
When you down throw some1, run and continue to run as they roll backwards, than jump out of there grab range or attack range an do a aerial or quickfall into a grab or jab upB.
If you dtilt someone in kill range start to run past them because in most cases if there good they will tech backwards an you will be there with a running upB.
Floaty characters when they are knocked up alill out of your range and in short hop height should be folllowed with proper spacing in order to punish after there aerial or air dodge...
whats nice is, this only works when your in there head. I think that...after so much brawl, an than going back to melee, I loved Captain cuz for me its the same.
Heavy reliance on tech reads. So, think about all that, prob already been said, but...
Another thing.
When comboing on BF from the middle, nair, 2 upTilts, uAir, into either a Uair or fast fall to avoid their defensie aerial than jump up an attack. Choose either to combo with Uai or fair depending on how heavy the character is. also, watch the Di, cuz dont auto combo. if they di behind be ready with a Bair.
If done properly, a combo started by uptilts should finish with your opponent having 35-55%. If not you have failed the combo.
I truly believe right now that if you play anyone other than Snake, MK, an DDD, I will beat you. Idc who your are.
But, there are things some of yall say that just isnt smart. This is like a Greg Falcon thread from melee...
Just things to do an look for an how to punish effectively.
So here we go, first installment, my favorite.
1. "The PolMex"
Mindgames after a jab.
A jab leads into countless of options, but in most situations, its either a
1. Grab
2. the a combo
1 is when there in range an not close enough or not high enough in % for an upB
2 When there out of range of everything
The grab is almost 100% since most start to shield in fear of a upB.
Now here it comes, things that make you amazing an PolMexish...
Knowing the situation and how your opponent is reacting at the time during pressure is key to victory with Luigi.
Diddy is momentum. Snake is control. So is DDD, so is Mk.
Mario pressure. Lucario is patience and punishment.
Luigi....Is delving into your opponents head an mad punishing, along with heavy spacing an ubuse of moves that come at a suprise.(Tornado, double tornados, double aerials, ect.)
The jab beats out alot of moves with start up since its almost instant.
Nado fits in people of short hop aerials.
Just like in melee, when your opponent is in kill zone, work on there fear.
When you down throw some1, run and continue to run as they roll backwards, than jump out of there grab range or attack range an do a aerial or quickfall into a grab or jab upB.
If you dtilt someone in kill range start to run past them because in most cases if there good they will tech backwards an you will be there with a running upB.
Floaty characters when they are knocked up alill out of your range and in short hop height should be folllowed with proper spacing in order to punish after there aerial or air dodge...
whats nice is, this only works when your in there head. I think that...after so much brawl, an than going back to melee, I loved Captain cuz for me its the same.
Heavy reliance on tech reads. So, think about all that, prob already been said, but...
Another thing.
When comboing on BF from the middle, nair, 2 upTilts, uAir, into either a Uair or fast fall to avoid their defensie aerial than jump up an attack. Choose either to combo with Uai or fair depending on how heavy the character is. also, watch the Di, cuz dont auto combo. if they di behind be ready with a Bair.
If done properly, a combo started by uptilts should finish with your opponent having 35-55%. If not you have failed the combo.