Gatoray
Smash Journeyman
I'd argue that Smash 4 has the most involvement of yomi layers out of all the other Smash games. The overall lack of ATs, safe high-priority moves, and especially the new ledge mechanic plays into this. When a player flies off the stage, you can no longer just grab the ledge and let them fall, you need to hit them otherwise they can make it back (as long as their recovery ability allows it). This player sometimes has the option to attack or dodge while making their way back. Do you wait for the dodge or do you avoid the attack? Wrong guesses lead to missed opportunities, mistakes can lead to a stock loss. How can one develop a way to cover all or most options while off stage? It was easy in Melee and Brawl since you could use the ledge gimp technique as part of your option coverage, but not anymore.
This game does have combos, no doubt, but it seems a lot of the time these "combos" are heavily reliant on how accurate you are in guessing the air dodges and the layers of yomi. What are some ways that I can get more reliable options against my opponent? In Melee it was easy to tech chase, and that was primarily reaction-based. What do we have in Smash 4?
This game does have combos, no doubt, but it seems a lot of the time these "combos" are heavily reliant on how accurate you are in guessing the air dodges and the layers of yomi. What are some ways that I can get more reliable options against my opponent? In Melee it was easy to tech chase, and that was primarily reaction-based. What do we have in Smash 4?