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Reflex when is Squirtle going to get a gun?
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Yeah, Water Gun just doesnt do it. It doesnt actually push anything. Squirtle needs something to replace it :IReflex when is Squirtle going to get a gun?
super crawl, or whatever.What is this "shellectric slide"?
Watergun is OP, take their stocks at gunpoint, what are they gonna do bout it? The only way to stop a bad guy with a gun is a turtle with a gun.Yeah, Water Gun just doesnt do it. It doesnt actually push anything. Squirtle needs something to replace it :I
Do you think we could convince the PMBR to have Squirtle pull out an actual water gun?super crawl, or whatever.
Watergun is OP, take their stocks at gunpoint, what are they gonna do bout it? The only way to stop a bad guy with a gun is a turtle with a gun.
I had my first tournament ever yesterday. I lost all but one set in pools, but I took everymatch down to the last stock other than like two or three. I think I did pretty well for someone who's never played against people that actually had skill in P:M xPYou want people to actually fear squirtle, make uncharged water gun land cancelable :D
Seriously though, people should stop sleeping on squirtle. I just went farther than I ever have before in a tournament screwing around with my sub par squirtle. I've decided to start taking my games and practice with him more seriously from now on.
The trick to watergun is to use it close enough to get hitstun on the opponent, thereby throwing them off. I use it when someone comes offstage to edgeguard me, blast them in the face and they have to return back to stage or risk a stock. Or when they are waiting above ledge onstage, you can fall past them and watergun them and immediately waterfall, It's a great mixup to allow yourself a safer recovery by throwing your opponent's groove off.I had my first tournament ever yesterday. I lost all but one set in pools, but I took everymatch down to the last stock other than like two or three. I think I did pretty well for someone who's never played against people that actually had skill in P:M xP
But real talk tho, Water gun needs more knockback or something, everytime I use it people just walk through it or it just stops them for a second before they're right back at me.
Squirtle is so damn good in doubles. Also if your partner is about to get gimped you can shell-sling off the stage and waterfall scoops him back to safety.I use water gun to clean off my doubles partner if he gets dirty
I also like helping with uairs if they're farther out.Squirtle is so damn good in doubles. Also if your partner is about to get gimped you can shell-sling off the stage and waterfall scoops him back to safety.
I would not! Disrupting an opponent's movement is one of the best ways to find a way in. They have to react to the hit as well as the sudden end of the movement option they were doing. That can be daunting for a number of characters. Pretty good to put things at a quick standstill in neutral.I need to work on water gun though since you attest to its wonder and you wouldn't lead me astray.
or would you..
Lol, I played him at the SC IV tournament (I think 4) in pools. He won P:M (I think). I guess he travels a lot. I played really bad that day though.He plays captain falcon, he's got a hell of a punish game. He did play a set with one of our tops, i'll post it.
https://www.youtube.com/watch?v=KPHE28P-qaw
Yomi Level 3. The opponent is likely to crouch cancel, punish their predictability to counter squirtle's most glaring flaw. Hydro-grab can punish only but the smallest of ending lag on movesF-Tilt is probably a better move.
That said, I wish crouch canceling didn't do such a number on Squirtle's ground pokes.
Yes, I suppose it's certainly not a direct counter to CC. However if you bait out an attack as you go into shellshift, then you're in the money, not that that's new information.Hydrograb comes out in something like 30 frames. ~10 frames of initial dash, ~15 frames of shellshift. The best defense (offense?) is often a projectile or a regular grab.
That's good to know. I always feared that the last hit wouldn't be strong enough to knock them down/up if they were CCing. Of course them taking all the damage from the Dair would be a bonus, but I thought it would always lead to a punish. I still won't be using it anytime soon on shorter characters though.Why are you worried about CC with Squirtles dair? The last hit sends straight up and is strong. If they cc it, dont land early and weave away so you can move away from them as soon as the last hit gets them. If anything, it's a move I use to punish CC.
But... but DSmash to UpAir followed by a dozen more UpAirs. It makes even C.Falcon a little jealous.Dsmash to dair is like the best low percent combo