- Joined
- Feb 27, 2008
- Messages
- 26,559
how the **** is this character supposed to beat fox god dammit armada stop cheating
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!
Arrows can only do so much, and just playing keep away gets tougher the longer you do it. and by the way I wasn't meaning how to keep Pit Still, I have lousy aim with arrows, so i meant how do you keep Luigi still for just long enough to do some respectable damage...Don't forget as Pit you don't need to stay still, you have a ton of mobility options. So vs. Luigi you can put pressure/retreat, you can use platform to your advantage by jumping out of WoI to a waveland. Luigi should have trouble chasing you down because of the combination of arrows + mobility.
This is something I need to experiment with a lot more. I guess it scares me because it can be punished with nearly anything if you whiff. My training partner uses Lucas and when he traps me with dair pressure I should try that out.Try up-b oos and wavedash oos. Those two will help you alleviate pressure big time.
You don't really have to play keep away the whole game, if he's rushing in that's a prime candidate for some SHFFL nair, just don't get up smashed. You can retreat back with WoI then do some ground stuff.Arrows can only do so much, and just playing keep away gets tougher the longer you do it. and by the way I wasn't meaning how to keep Pit Still, I have lousy aim with arrows, so i meant how do you keep Luigi still for just long enough to do some respectable damage...
Meanwhile, what are some ideas for dealing with Lucario? I'm used to shielding when rolling isn't a smart option, but because of Force Palm being a command grab at point blank, that reflex gets me wrecked. Arrows can keep the distance a little bit, but besides that and mirror shield when an aura sphere/bomb is coming, I'm not sure what to look out for.
You have to sweetspot it. If you barely hit him, they will not die. You have to be right below the character to use it. Easiest to sweetspot when the opponent is around 90% and you dthrow. When they get around 120% I usually give up using it for the kill because it's much harder to sweetspot since they fly higher.Dood
How do I get up B to kill!!!?
I was playing against a Marth today, we were on the warioware stage. I got him around the top platform, I uair'd and up B'd him around 100ish% I don't remember the percent exactly, but anyway, he didn't die. WAT DA SHEZ!!
When does it start to kill % wise? And since I've haven't been able to sweet spot it yet, does that just send the person straight up?You have to sweetspot it. If you barely hit him, they will not die. You have to be right below the character to use it. Easiest to sweetspot when the opponent is around 90% and you dthrow. When they get around 120% I usually give up using it for the kill because it's much harder to sweetspot since they fly higher.
It looks the exact same, you can just tell it's not sweetspotted because the knockback is much weaker. (I guess sweetspot would be the right word to use) I usually can get a dthrow>upb kill in the mid-90%'s. Of course, it depends on the character though, and nearly everyone can DI out of it. Most of my up-b kills usually come after uair, but you can't be overzealous with it.When does it start to kill % wise? And since I've haven't been able to sweet spot it yet, does that just send the person straight up?
hmm... I'll keep those in mind.You don't really have to play keep away the whole game, if he's rushing in that's a prime candidate for some SHFFL nair, just don't get up smashed. You can retreat back with WoI then do some ground stuff.
If you're just spamming arrows at ground level it'll break up his wavedash distance so he'll have to WD OoS or jump over them, then once he gets close you can kind of play like Jiggz?
Just giving some suggestions.
keep in mind you have to activate up b in the air to get the killing "version". I know you were in this example but just something to keep in mind. On the ground, your trade knockback for invincibility.Dood
How do I get up B to kill!!!?
I was playing against a Marth today, we were on the warioware stage. I got him around the top platform, I uair'd and up B'd him around 100ish% I don't remember the percent exactly, but anyway, he didn't die. WAT DA SHEZ!!
Yeah, if a Lucario catches you crouch cancelling, prepare to eat usmashes for days. Won't take long to rack up a ton of damage on you.DO NOT CROUCH CANCEL LUCARIO! if this person is any good they will eat that alive.it would be the worst option because you are also forcing yourself into his combos by ccing and u wouldnt di out of them.just stay out of your shield.if you get hit then di away.
Well theres the complete disagreement i was looking for,Arrow looping is basically useless. It should always be better to fight for position instead.
Gliding in neutral is probably bad unless you're just outspeeding an absurdly slow character. It makes your position telegraphed without really giving more options except maybe surprise.
Double glide is probably fine as long as you're careful to never over extend, but if you don't overextend I'm not sure how threatening you actually are so I prefer standing at the edge and spamming arrows.
I think Pit's top 10, certainly out of top 5.
Loads of characters have low representation just because of scene size & increased viable character pool.
I've been saying this 5ever doodIf I could make one 'for fun' change with Pit, it would be that the further his arrow travels the more % damage it would do (knockback doesn't really matter). It'd make arrow looping just a bit more rewarding. Nothing's as depressing as hitting your opponent with a looped arrow and they take 0%. I never did understand the logic of losing percent damage the longer it has been out.
Well im practicing hard to be a part of that ideal world because this tech is part of my style, i dont abuse it, i use it in clutch situations as a mix up and im extremely accurate at doing it, perfect sheilds, grabs, FH/SH air with c stick while loopin, Smashs, the extremely rare roll/sidestep, wave dash when ur loop is in the lower part, theres so much going on... also there is the situation where u go for it, u realize its unsafe and u drop the arrow loop and position safely away or punish your opponent]. You disagree because you feel it leaves u open, but honestly, in my eyes as long as you react right to the situation its a safe option. And as for hitting my target [id say about 8 out of 10 arrows [from any positon on the map], i want 100% consistency].In an ideal world you could shoot an arrow and then engage your opponent as your arrows is looped back towards them and have the arrow positively influence your engagement. However, you need to react to your opponents actions/options and controlling the arrow with full mobility is unfeasible. It is certainly not worth the 'sitting duck' time it takes to fire an arrow where it's not traveling towards the opponent as a layer of defense.
Gliding may have extremely situational uses in neutral but Pit's air-to-ground is bad at least on paper so I'm not sure what those uses would even be. Gliding at Zelda is just asking to get kicked or otherwise slapped on the wrist (Neutral B/teleport).