• 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!

Speed Star the Guide to quickly improving Unfavorable matchups

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
King Dedede(80:20)
Metaknight (70:30)
Mr. Game and Watch (65:35)
Marth (62:38)
Ice Climbers (60:40)
Wario (60:40)
Snake (60:40)
Lucario (55:45)
Falco (55:45)
Peach (55:45)
Olimar (55:45)
Wolf (52:48)
Toon Link (55:45)
 

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
King Dedede(80:20)
Metaknight (70:30)
Mr. Game and Watch (65:35)
Marth (62:38)
Ice Climbers (60:40)
Wario (60:40)
Snake (60:40)
Lucario (55:45)
Falco (55:45)
Peach (55:45)
Olimar (55:45)
Wolf (52:48)
Toon Link (55:45)
Metaknight first
The key to beating meta knight is percise aim with fireballs you need to hit with them to interrupt Metaknight's high priority aerials to approach with your anti nado moves Fireballs from above, if they aren't in the air/are decending with nado Up-angled-F-smash will beat it, DACUS because if they approach with nado it can make you hit inside if the invincibilty frames clank with nado, B-air/N-air/F-air from above, and D-air form high left/high right/above are most effective. You have to be fast when following the slow fire ball in order to get close enough to metaknight in the air so you can both out speed and avoid disjoints. This will beat N-air. B-air,U-air and F-air all lose to n-air so only use that if they are landing or on the ground. B-air requires high damage or immeadite follow up with other moves as it has NO Hitstun Fastfalling and autocanceling is critically important. Metaknight will most likely shield either the B-air or the next move so Dash cancelled grab is the best followup. Edgegaurding with fireballs also requires percision aim so you can then Tie with N-air and do a B-air or if your very fast N-air. Fireballs use is to interrupt glide and eat his jumps. Metaknight is light so you may want to choose a stage that you can KO with your Up-smash this requires Up-smash OOS as Metaknight's N-air outprioritises your Up-smash. F-smash will just be DIed so you have to also use those from platforms to maximize vertical KO power. D-smash may or may not be DIed but it's too weak to KO when they DI. This leaves F-throw,N-air,B-air,Blind U-air from high up, Up-angled-F-tilt as your KO setups. F-tilt requires them to be Air->Ground with percision timing to avoid the shield. Blind-Uair is simply out prioritised. B-air and N-air Can Work coming out of F-throw when buffered by a fireball. B-air and N-air can also work on their own when buffered by a fireball. D-air can KO aswell if the ceiling is low but in that position is probably interrupted by nado. You have to approach from the Left, Right or above. F-air can interrupt nado aswell but requires Tipper and percision positioning to avoid the hitbox it is also beat or sometimes tied by N-air. Metaknight's Nuetral A outranges you on the ground but can be caped and followed with F-smash/DACD-smash/DACUS/DACN-air/DACD-air. Metaknights D-tilt F-tilt also have nearly the same range as you aswell but can be caped,Fireball-B-air,Fireball->N-air or Charge tipper F-smashed. You avoid U-airs by doing B-airs->FF-dairs when you see them approaching. You stop D-airs with fast U-tilts/ Power shield->rolls OOS. Practice SHFFFireball With snake style grenade evasion with B. Use your spacers with the most hitstun F-throw and F-tilt to lead into Fireballs. If metaknight is close to you and is at high damage nado you either want to do Blind Up-smash or D-smash pivot grabs can work aswell. F-smash is too slow. Cape to U-air->Fireballs is the best way to edgegaurd. Ideally you want them to approach with D-air or B-air because like GAW those are there most laggy aerials. Crouching will get you out of U-air remember to smash di and followup crouch with U-smash. You Should be able to interrupt D-air strings with (cape/Fireballs)->Hitbox avoid B-air->Up-special
 
Last edited:

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Dedede next
N-air->U-tilt
SHD-air->U-air Juggle Techchase(Ledge cancel practice)
(Important to avoid shield grabs!!!)Snake style B movement with Fireball>>>>>>Cape in aerial mobility
(Release D-angled-charged fludd Important to avoid Shield grabs)
N-air-D-smash
N-air->F-smash
RAR-SH-D-air->Nair Combos(land behind)
RAR-Platform Cancel-SHD-air-B-air-(rise at feet)(land behind)
Choose a level with plat forms to force Dedede to jump
U-tilt->U-air Juggle
N-air->Up-angled F-tilt(High damage)
N-air->Advanced tech Grab(land behind)
F-throw->Off Ledge sweetspot DAC-D-smash
B-throw->(U-air Juggle tech chase)
D-throw/Up-throw->On ledge D-smash/F-smash/B-throw/Platform-L-cancel->D-air->(D-smash/Up-tilt-D-smash/Up-tilt-DACCharged F-smash)
D-throw->F-air->D-throw combo near edge/On platform
WOP Techchase B-airs
Don't punch it'll just lead to grab (U-tilt>>>>>Punch)
Fireballs/Cape/Fludd stop projectiles
Up-B onto platform can get you out of grab(Important!!!)
Fireball/Fludd movement/Stalls are important to avoid being juggled.
 

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
GOW next

The main difficulty with GAW is retreating 16% F-airs 17% U-air Juggles and 16% Up-airs with good DI. GAW will be hardest when he is moving alot with retreating F-airs retreating or approaching U-airs correctly spaced, or hitting with all hits of N-air juggles. He also has stronnger smashes than you. He can live about the same as you due to tech unless you KO with charged moves and he is relatively fast. Fireball/Fludd dodges/Stalls is important again. Using Fireballs is important to interrupt and cause lag on F-air as is Out prioritizing his moves with your Up-smash. you'll want to get grabs preferably after approaching with fireballs and F-smashes to refresh your moves and rack up damage. If your at close range you may be able to outspeed him with D-smash be prepared for a clink though to followup with a advanced tech grab. You have to rack up damage so use your smashes early. B-air helps here as it has fast auto cancel and GAW is light. GAW is weakest from below and behind as that is where his aerials are the slowest if he approaches with turtle you should be able to beat it with RAR U-air if he approaches with F-air you should be able to beat it with Fireall->N-air/B-air If he use his Bucket his recovery gets worse So fireballs should most definitely be used. Cape out prioritises most of his aerials in the air otherwise you'll have to outspeed the disjointed hitboxes and hit GAW. You should try and stay below GAW in the air. Your OOS approaches like Up-B OOS help against his smashes though N-air OOS is too slow. Don't approach with F-air. If you want damage SHFF->Autocancel B-air->N-air->U-smash is best. If you want shield pressure change your controls so that you can Short Hop D-air->N-air->Grab since if you press jump and D-air at the same time it will autocancel earlier. F-tilt/Dash Attack Outspeeds his smashes and is better than D-smash at far range Remember GAW is light. GAW is also easy to combo you have B-air->U-air/N-air at ~30% B-air->B-air at ~42% At 52-66% you want to switch over to your grab game. You have Pivot grabs for range and Pummel->B-throw for damage, but if Pivot grab is too hard you can always get grabs from D-air->N-air->Grab. B-air F-air U-air and D-air all autocancel earlier when pressed at the same time as jump. Up-tilt doesn't really help because of GAW's tilts. Cape can get him to use D-smash instead of F-smash which has less knockback. It can also make him F-smash in the wrong direction. Fireball->Cape is also safe as even if he turns the wrong direction the fireball will turn him back around and you will do ~14% which is greater than the 13% D-smash does. If he shields the fireball go for a walking Grab. You should time it so cape hits a couple of frames after the fireball. if he lets the cape and fireball hit and try to attack just roll away. Punish them if they stop using F-smash with Fireball->Grab->Dthrow or F-throw combos. Punish laggy aerials with the last frame of Dash attack->D-smash or U-smash Defensive Shield grab is much worse than rolling in this matchup as game and watch has a good d-throw to punish excessive shielding unless game and watch is using aerials which have tons of lag. He generally has storng laggy aerials so you want to time your moves on the air->ground lag Being mobile and getting GAW to whiff is the key to this matchup.
 
Last edited:

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Snake next

his main difficulty is his DACUS which out prioritizes your F-smash and D-smash unless F-smash is tippered. FLUDD very important when hit,maybe (Nair/Bair first frames), Nair OOS, Reverse Up-special OOS, D-air OOS, Blind-D-air hands and feet are disjointed depends on where you hit. Wavebounce Fireballs become very important to dodge repeated mortar slide. On the ground Blind Up-smash and maybe Dash attack a the end are the only major tools you have to beat it. In the air you have air dodge and Phantom Fireball to B-air Mortar has to attack the whole fireball. Once your close enough you can do a turn around D-smash but is critical that you are fast. D-angled F-smash can catch Snake on recovery as can D-angled f-tilt. Fireballs can interrupt his jumps and F-air after low angle moves(B-air,N-air,F-throw,F-tilt) is best at catching his recovery if he DI's. Snake's D-air and F-air are major problems as the both do >24% all of his aerials are strong doing ~15%. U-tilt KO's early as does his F-tilt but F-tilt is beat by your smashes. Your grab game can make or break you in this matchup as Snake doesn't have much protection to tech chase prediction as his aerials are slow. N-air is the most dangerous but that clanks with your aerials except U-air/F-air. You should use F-throw as snake is heavy and it can lead into ease Dash attack combos if he DI's up the same can be done with B-throw at low percents. Dash attack->U-smash works well. Mortars are beat by throwing fireballs on the mortar.Grenades are beat with no charge fludd.Up-special is beat with LOW angle moves into LOW edgegaurd F-tilt/N-air/B-air/(Fireball->F-air). Keep your F-smash fresh so it KOs easy at the edge. Use D-smash when your sure it will connect and not when it might be beat by DACUS. Cape loses to mortar slide but Fireball->Cape still works. It's best offset with Fireball->Advanced grab. You must also watch out for U-tilt which kills early. Edgegaurding from F-throw-RAR B-air and F-smash KO snake pretty easily.
 
Last edited:

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Ice Climbers next

You can U-tilt the up to ~0-27% before they can respond with D-air
It's better however to do Up-tilt three-four times with delayed timing so they don't go too high for ~and then hit with Up-smash it will do ~35% damage and lead better into tech chase B-airs. Their D-air beats N-air and U-air so Ice climbers is mostly fast WOP B-air. You can follow autocancel B-air with RAR-D-air for shield pressure and when you land behind them go for a grab. It is important to quickly B-throw when they seporated far enough (slightly farther than thier Dash attack) which will desync them and lead nicely into B-air edgegaurd. You can also follow B-air with a Up-special away onto plaforms to avoid grabs. cape on the ground out range there moves so you use depending on what they do if you hear Ice cubes coming jumping is your best option though you can also Power shield and cape at close range. You can use SH->Fireball->(DACCape->RAR-Fludd)/(D-air/B-air->Up-smash) to approach overall however cape is slower than ice cubes so you may have to just jump over and (cape->N-air) as that should take less frames. You should follow up this combo with either advanced grab or D-air. N-air is out ranged most of the time so It's use is to hit them in fall down animations on platforms it does outspeed their moves so if the framerate is chugging and your very close it can be used at higher percents. The fall down animation happens after your b-throw/D-throw/smashes. F-air is outprioritised and shouldn't be used. U-air juggle doesn't work however you'll be beat with d-air if they see it coming. Last frames Fireball RAR Fulll/short Weak B-air->D-air/N-air/U-air does work as it comes out faster than IC aerials. F-smash has good range but D-smash is beat by theirs. You'll need to land D-smash after dash attack in early frames when they shield so you end up behind. If they don't go into WOP-b-air/DAC-d-air. Watch out for frame chugging as their f-smash is only 6 frames slower than your D-smash and two chracters is tough on the wii(maybe texture resolution/fur shading dependent). Basically if it starts chugging you will SH instead of full jump and your jumps will take longer to get off the ground. B-air has range but D-air gives you the most advantage against their moves. Cape a good distance away from the ledge is usually enough to edgegaurd one climber seporated be sure to B-air the other climber away
 
Last edited:

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Battlefield/Pokemon Stadium is a good stage to KO for mario as at 65%-70% a blind-u-air can send the opponent into a falling animation on the top platform which you can follow up with Up-Smash which you can Dacus. Smashville is better to lead into D-smash. Yoshi's Island is generally bad for KOs. Lylat Cruise is good against some characters due to the edges.
 

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Battlefield/Pokemon Stadium is a good stage to KO for mario as at 65%-70% a blind-u-air can send the opponent into a falling animation on the top platform which you can follow up with Up-Smash which you can Dacus. Smashville is better to lead into D-smash. Yoshi's Island is generally bad for KOs. Lylat Cruise is good against some characters due to the edges.
Having Fludd out also makes Footstooling easier and Easier to gain the higher second jump caused by hitbox clipping the opponent when recovering best shown by Fireball DI Jumping like Snake.
 

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Pressing Fireball-DI up rapidly with turbo allow you to survive at ~162% with Snake's punches looks like rob's gyro cancel when done correctly.
 
Last edited:

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Ike Next
Against Ike which you may have an issue due to his F-tilt which outpriorities your fireballs and can hit you during all of your aerials and his U-tilt and punches which interupt your aerials. Plus his strong strength which can punish poor evasion. There is an approach however. You can SH Fireball into a Full Jump Fastfalled D-air. this can lead into grabs and juggling and even u-tilt which are needed in this matchup. SH Rising Fireball -> Full Jump Fastfalled D-air
 
Last edited:

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Marth Next

Marth is all about keeping Marth in the air either by causing him to jump or placing him there with moves. Grabs really help here. Marth can KO with F-smash,dolphin blade,Shield Breaker and U-smash. He does outrange you but techniques like Additional range from landing a b-air and Stutter F-smash makes it so you can stay out of range and respond when he moves closer. Cape is dangerous here but can be used if he spams D-tilt Fireballs interrupt his counter so their presence is important. His F-tilt and Punch shut down your punch game unless you approach from above with a D-air and outspeed him D-air-Punch->Punch->Kick don't D-smash as it won't hit. If you want more damage do a Punch->Punch->Grab but this depends on how much you can pummel and how fast your fingers are. At low percents your Probably better off with D-air->U-tilt Juggle. U-smash also Clanks with F-smash with proper timing and gives you the correct DI for his rangy moves. Dash attack->Up-smash is good for keeping them in the air and not attacking you as marth has a bad D-air that can't really punish you. Fludd is really useful in punishing there recovery. His aerials are all disjointed so he can juggle you if you don't use Fireball DI tech kinda like snake's grenade DI tech. You also have cape to stall between your fastfall as well Maximum Horizontal Distance Up-special in an emergency. Then you have jumps which alter mario's hitbox. Cape can still be used against edgegaurd as can airdodge and then you have fireballs which interupt his jumps. The best approach against Marth is Fireball->D-smash. Remember Your Blind U-smash and D-smash are about the same speed so if you alternate them it will mess with their DI. B-throw and Fireballs important to refresh your moves so Don't be afraid to SH D-air->N-air->Grab and SH B-air->N-air->Walking Grab on shield. Once he's grabbed pummel him up either with D-throw->Using the early autocancel of F-air->D-throw or Pummel->F-throw/B-throw->Dash Attack->Smash Move. Rolling and Air Dodging and spot dodging are very helpful here. You can also juggle marth pretty well. Overall Marth is about watching out for his strong moves but still racking up combos.
 

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Falco Next
This matchup isn't hard DACUS beats most of his moves so basically what you do is crouch->DACUS to approach DACUS beats Illusion it beats f-smash it beats side special it dodges blaster it beats punches. You still have shield can DI out of his grab combos and if he starts to shield you have Pivot Grab and Walking Grab out of B-air Stutter. Crouch->B-air which gets past every thing when you fastfall into a crouch. You want to keep Falco on his toes thinking is he going to Up-smash me out of crouch or Pivot Grab me. Is he going to Blind U-air me or is he going to B-air me. All of this is possible due to setup with crouches. D-air can be used on Full Jumps if you fast fall. D-throw->F-air->D-throw works just like his D-air when you input at the earliest possible frame frame 0. SH D-air-N-air->Grab is especially useful at close range if they tend to spotdodge/gaurd. Up-tilt is only good if they don't smash DI. Up-smash as i said before is key. Up-special grabs and the occasional F-smash on a laggy move can provide additional damage. Cape is helpful to protect you in the air when FAR away from falco.
 

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Wario Next
WOP retreating SHFF-B-air works well here as Mario Outranges Wario.
B-air Knocks him off his bike.
He's heavy so at 50% you can lead into Up-angled F-smash to rack in some damage with stutter step
Grab game works here too as he needs as much damage as you can.
SH B-air->N-air Combos on him and leads nicely into U-smash.
SH-D-air-N-air-Grab provides good Shield pressure again.
Dash Attack helps against those that spot dodge and leads into D-smash or U-smash
F-smash is your KO for catching wario's lag
Keep pressuring them with aerials as you have the better air game except in KO power.
U-air and Dash attack can juggle him effectively though he has better aerial movement.
Cape beats his F-smash and FireBall->Cape is an effective approach AT CLOSE RANGE as is SH Fireball->Shield Grab
Dodging is important to getting out of his KO moves as well as not getting any damage because Wario can have trouble racking up due to his less range in the air.
B-throw->Dash attack is better than D-throw combos.
Cape and fireball adv tech is important to avoid edgegaurding.
 
Top Bottom