CT Chia
Smash Obsessed
or when they see u fly off stage they get on stage?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Sudai was using fightan-speakI know that^
But if you time it so that you launch the gyro as they are leaving the ledge and they dont expect it then theyll get hit,
Plus it gets them off the ledge and possibly dead from a gimp.
Edit wait 9 and then 7?
Thats left and down...you mean 3 and 11?
...or grab it off the ground and gently drop it over the ledge. There's no need to be risky unless there's a minute left in the match and you're down 50+, just shoot and throw crap at them until they realize they're the one at higher risk and make an attempt to get back up.i just learned to space my top so that it lands either just on the edge (like last possible pixel, you know the way) or to gently fall off
Yeah, for some reason I completely missed you questioning the 9 and 7 in my other post, sorry. ZOM~B is right. Most fighters refer to directions asSudai was using fightan-speak
Take a look at your numpad, and "9 and then 7" makes a lot more sense.
7-8-9
|\|/|
4-5-6
|/|\|
1-2-3
Yeah, for some reason I completely missed you questioning the 9 and 7 in my other post, sorry. ZOM~B is right. Most fighters refer to directions as
for all the directions and a neutral because it was simple for people to look at their numpad when talking about it. I'm into a lot of fighters so I just kind of carry it over to every other fighter. Ironically enough I speak of directions in terms of a clock when referencing it outside of talking about fighters.Code:7-8-9 |\|/| 4-5-6 |/|\| 1-2-3
It loses a LOT of knock back when you do it this way cause its spinning longer and slides across the ground. At most your knocking it away from the ledge, it will get back on easily. Plus if you mis space it then you have to wait for it to despawn to try again.i just learned to space my top so that it lands either just on the edge (like last possible pixel, you know the way) or to gently fall off
Getting them off the ledge is the point. If you see them get onto the stage while you go off. Shoot the gyro at them. or laser. For free dmg. Rinse and repeat. Then when you are at a higher percent plank.or when they see u fly off stage they get on stage?
Unless you plan to be a good distance above the pikachu when you drop it I do not reccomend this tactic. He will just U-air you 2-3 times and get back onto the ledge. And if you are a good distance above pikachu. It has time to predict the hit and dodge it accordingly. Also if the pikachu planks correctly, no amount of shooting lasers/ gyros as you suggested would remove him. You have to force him off the ledge while also being able to at the same time occupy it. My method does both of these thingsgently drop it over the ledge. There's no need to be risky unless there's a minute left in the match and you're down 50+, just shoot and throw crap at them until they realize they're the one at higher risk and make an attempt to get back up.
How? Are you on the stage when you do this? How charged is the gyro? Is the gyro just stationary on the ledge?What I do is shoot the gyro so it lands right on the edge so that the Pika HAS to drop down or he'll be hit, then I just predict the fall and Bair him.
Most of the Guilty series, Melty Blood, Arcana Heart, BlazBlue(Kind of. Just barely getting into it and I've yet to buy it) and a lot of old school Tekken. I was into DoA at one point but don't play anymore and I've recently gotten a bit into MvC2. I'm not sure if I'm going to stick to MvC2 or not,too lazy to learn the infinites. The rest are just ****ed fun.Sudai: What fighters do you play?
a better way to be unpredictable is to both fully incorporate every one of robs moves (including side-b) and to force them to be more predictableKofu: a good way to help be unpredictable is to brush up on your flashy tricks.
do they always di it the same way? always immediately air dodge? depending on how they react, I have started to incorporate ftilt angled up, fair, and _definitely_ usmash into the follow up game for my down throw... make them affraid of the usmash, so that they will immediately jump, then you can land your uair... they're affraid of the uair? the immediate attack will eat an usmash...Down Throw to Up Air/Back Air/Neutral Air (it's usually DIed though)
perfect mindgames definitely keep this up... my one suggestion would be that once they have your "timing" down, start varying it by about a quarter to a half second on the lasers, and angle it up/down to shield poke if you can... for the top, i can't count how many times my I train my opponent to expect laser->top, then I shoot a laser and just charge my gyro a bit, let their shield eat itself a bit, and then shoot their feet with the top... even if they do block it, their shield will be so small (and enough time has passed for your laser to recharge) you can almost always hit their feet/head with another laser... or fair/ftilt/nair/dash attack or just start chargin' another gyro... remember, you have options that hit them, they don't have options to hit you, they have to start spacing themselves to be able to land one of those options... if you frustrate them with the laser/top, 95% of the time when they do get close enough, they only have one option to attack, and since they only have the one option it's extremely predictable, and you can punish with robs close gameLaser to Gyro to Laser or some combination
good basics, but fair can prevent approaches if you just short hop up, and nair is a great approacher if their shield is low (it will poke)... if they're extremely defensive, bair also pokes shields really well and you can fast-fall it to auto cancel and follow it up with either robs short game... this is risky though, and I really mean if they are _extremely_ defensive try this... but it is a medium-risk/high reward situation, so it's not _ bad_ (there are better, like just jumping away and gyroing them)... when you fair to approach do you always move forward? do you double fair? single fair to projectile? fair bair?... sh fair - fast fall - dodge to land? full hop fair?... mix it up just because it's a solid move doesn't mean you have to use it in the same way every timeAerial approach with Forward Air /n Nair to prevent opponent approaches
dsmash is actually a pretty good ko move... once they're at rediculous percents... this goes in together with you not landing KO moves, but you shouldn't worry about that... just keep hitting them with a variety of moves, keep your ko moves relatively fresh, if my opponent is at 200%, i'd gladly land another laser hit on them... it limits their options and refreshes my ko moves... remember, you got them to 200% by hitting them, there's no real reason to change your playstyle to KO them....Down Smash to punish/rack damage
i would get rid of this entirely, except against d3... really, there's no reason for someone to be able to pressure you off the stage except that big ***** penguin... I think once you start incorporating more moves into your style, you'll find yourself naturally going to this strategy lessJump off of the stage to Laser or Gyro
You say going mad, I say calculated button pressing for maximum speed.Im not sure about this, but I read somewhere that for every 25% its a pummel.
Some people go crazy when they're being grabbed though.. and break out mad quick.