Charged Water Gun takes way too long to finish for it to realistically help recovery in a situation where it's needed.
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Lolz, you're simply not using it correctly then. You use it when you're really far away from the stage (preferably after high DI) where it can't be punished. It lets Squirt cover a good bit of distance so that he has more options when he's closer to the stage. I believe WD makes Squirt fall faster when he's using it (don't quote me on that, but it really seems that way), so it lets him get horizontal momentum without causing this problem.Charged Water Gun takes way too long to finish for it to realistically help recovery in a situation where it's needed.
Can you point out where in my post I EVER mentioned pulling off SS > usmash? I don't even think that's a thing. You're literally putting words into my mouth that I never said. I think you're mistaking hydroplane for shellshift, and if you are, I find that very.....amusing.
You cannot get much of a slide on a U-Smash without doing a full shellshift (which is the basis of a Hydroplaned U-Smash) in Project M, or you're either lying or you're wrong. I have no reason to think that you're lying, so I guess that just makes you wrong. You tell me.Hydroplane is the BOMB! I can't even count how many times I've caught opponent's off-guard with a full-stage hydro-usmash straight out of a retreat.
As for Water Gun, Squirtle's horizontal aerial speed and mobility are both high enough where you aren't really strapped for options at heights where it would help your recovery. In those cases, Water Gun is arguably more useful when shooting it forward, because then you can hit the opponent away. As for firing backward for recovery, the opponent can hit you if they anticipate it, so that's another thing you must worry about. It's just not that great for that (not that that is a bad thing).Lolz, you're simply not using [Water Gun] correctly then. You use it when you're really far away from the stage (preferably after high DI) where it can't be punished. It lets Squirt cover a good bit of distance so that he has more options when he's closer to the stage. I believe WD makes Squirt fall faster when he's using it (don't quote me on that, but it really seems that way), so it lets him get horizontal momentum without causing this problem.
I've used this recovery tool and I've personally witnessed cmart use this recovery strat (he's actually the one who gave me the idea) and it works really well. It's not "needed", per se, but it definitely helps because it gives Squirt more options in a scenario where he'd normally be required to WD, which actually cuts his options once he nears the stage. Funnily enough, like vBrawl MK, ALL of Squirt's specials can be used for recovery (but without putting him into free-fall).
I almost never get to play people in my city these days, which is unfortunate.Reflex do you have any matches of yourself playing versus a human opponent yet? I'm interested in seeing your playstyle with Squirtle.
A shame the cooldown is noticeably longer in PM than it was in Brawl, and the added power makes it basically impossible to follow up on.all i gotta say is
squirtle ftilt master race
probably my favorite squirtle move, it's just so amazing
They way you worded "SS > usmash" infers that I'm hitting the opponent into the usmash with the SS hit, since ">" denotes a combo. I'm not wrong or lying. You were misleading. <__< I fail to see how people wouldn't get taken off-guard by the surprise factor of the hydro-usmash. I've landed it several times on good opponents. You don't just use it in an obvious way. If Marth tries to space an fsmash and whiffs, you can use it. If an opponent is recovering from the ledge, you can catch him with this. If Peach is floating at that precarious height and distance, you can use it. I literally do not see how hydro-usmash is not a very good surprise KO move. You also have to remember that it doesn't have to be on people who are on the same level as you. They can be above you, on a platform for instance, and you can still use it. I've punished landings and stuff on plats with it on YS, YiB, and DC (probably more, but those sprung up in my memory first). With all that range and speed, how does hydro-usmash only work on "bad players"? I feel like we aren't even playing with the same character here.You cannot get much of a slide on a U-Smash without doing a full shellshift (which is the basis of a Hydroplaned U-Smash) in Project M, or you're either lying or you're wrong. I have no reason to think that you're lying, so I guess that just makes you wrong. You tell me.
First off, I'm not the only person making great use of WG for recovery like this. As I said earlier, cmart was initially the one using WG in this manner and I'm just taking after him. "Heights where it would help your recovery"? You can use it from roughly the height of an FJ above the stage from really far out and the WG will help your recovery. A short WD will make you fall faster and doing nothing would definitely be the worst option. In that case, you most definitely are strapped for options because anything other than WG will land you pretty far below the stage line. We most probably are not thinking of the same situation (or character) here. If you use it from far enough out, the opponent wouldn't be able to punish it without fully committing offstage.As for Water Gun, Squirtle's horizontal aerial speed and mobility are both high enough where you aren't really strapped for options at heights where it would help your recovery. In those cases, Water Gun is arguably more useful when shooting it forward, because then you can hit the opponent away. As for firing backward for recovery, the opponent can hit you if they anticipate it, so that's another thing you must worry about. It's just not that great for that (not that that is a bad thing).
How were my posts before this one "abrasive"?This exchange between abrasive Bubbaking and Reflex is amusing to me for all the right reasons.
I've been saying this, man! Remember my post about how Squirtle just 'pushes' the opponent around, especially after a missed tech? One of my favorite 'jank combos' is WD > fair (knocks opponent down) > ftilt the missed tech to send the opponent offstage. It's so funny because it all happens so fast.all i gotta say is
squirtle ftilt master race
probably my favorite squirtle move, it's just so amazing
I think all of his tail attacks in Brawl had an intangible tail.Reflex, did the ftilt give his tail intangibility in vBrawl?
They way you worded "SS > usmash" infers that I'm hitting the opponent into the usmash with the SS hit, since ">" denotes a combo. I'm not wrong or lying. You were misleading. <__< I fail to see how people wouldn't get taken off-guard by the surprise factor of the hydro-usmash. I've landed it several times on good opponents. You don't just use it in an obvious way. If Marth tries to space an fsmash and whiffs, you can use it. If an opponent is recovering from the ledge, you can catch him with this. If Peach is floating at that precarious height and distance, you can use it. I literally do not see how hydro-usmash is not a very good surprise KO move. You also have to remember that it doesn't have to be on people who are on the same level as you. They can be above you, on a platform for instance, and you can still use it. I've punished landings and stuff on plats with it on YS, YiB, and DC (probably more, but those sprung up in my memory first). With all that range and speed, how does hydro-usmash only work on "bad players"? I feel like we aren't even playing with the same character here.
First off, I'm not the only person making great use of WG for recovery like this. As I said earlier, cmart was initially the one using WG in this manner and I'm just taking after him. "Heights where it would help your recovery"? You can use it from roughly the height of an FJ above the stage from really far out and the WG will help your recovery. A short WD will make you fall faster and doing nothing would definitely be the worst option. In that case, you most definitely are strapped for options because anything other than WG will land you pretty far below the stage line. We most probably are not thinking of the same situation (or character) here. If you use it from far enough out, the opponent wouldn't be able to punish it without fully committing offstage.
How were my posts before this one "abrasive"?
I've been saying this, man! Remember my post about how Squirtle just 'pushes' the opponent around, especially after a missed tech? One of my favorite 'jank combos' is WD > fair (knocks opponent down) > ftilt the missed tech to send the opponent offstage. It's so funny because it all happens so fast.