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Stealing souls (And DJ's)

Stryker

Smash Journeyman
Joined
Jan 29, 2014
Messages
206
Location
Eastern Canada
So, I've been working on punishing doublejumps lately, as I've noticed a lot of my play partners jump out of combos basically immediately. Right now, I'm waiting for the doublejump, then attempting to get an upair after the dj, but I feel like there is a better way. Any suggestions?
Also, I'm having specific troubles with Samus. I upthrow, and she jumps, which is fine, but then when I try to follow up, she uses a morph ball bomb to alter her horizontal momentum to get away. Any help here? Should I just be d or bthrowing instead?
 

cisyphus

Smash Ace
Joined
May 2, 2014
Messages
672
Location
Grand Rapids, MI
As far as Samus, you should bait out the morph ball by your movement and positioning and then punish her commitment. Respect the mixup and read it. The threat of a hitbox is sometimes just as useful as the hitbox itself.
 

Stryker

Smash Journeyman
Joined
Jan 29, 2014
Messages
206
Location
Eastern Canada
Thanks for this. When I first sat down and tried to learn dash dancing long ago, I started to feel that potential threat within the movement. I guess I am just a little antsy to punish lately :p Really appreciate the advice.

Edit: Anyone have any advice against CC? With other characters, I can rapid jab to force people to stahp, but marths options seems slower
 
Last edited:

Varan Fenix

Smash Rookie
Joined
Mar 3, 2014
Messages
1
Location
Southwest
Spaced D-tilt if it out ranges their D-tilt is a solid punish. At a bit higher percent, cross up D-air works. At 0% you really want to get your opponent at a higher percent safely with 1) Grabs, 2) D-tilt, and then 3) Fade away F-air before extending into big combos. The alternative is getting them into an up-tilt which guarantees a couple follow up hits at least.
 
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