KingClubber
Smash Ace
ICG:
Thunder Jolt......
Total: 57
Shot comes out: 18
Projectile lasts: 99 frames
Fastfall anytime
5-10%(eariler hit)
4-6 frames of sheild stun
OVERVEIW: Jolts can be best called as pressuring option removing tools that can stop links cold in their tracks, gimp
space animals at 20%, set up intense pressure set ups to remove all breathing room or get you up-smashed and die at
60% to bring yourself to a grinding halt. Jolts wisely used can be compared to falco's lasers, poorly used compared to PK
fire. Spacing and knowing when to use them are key.
SHEILD PRESSURE: Even if jolts lack a lot of sheild stun they can act like lasers of falco with that have twice the stun. If
someone sheilds a jolt In most cases the best follow ups are to run up grab, d-tilt, or to nair through to upairs or poivt grab
and to avoid being punished adding in a quick dd before hitting is idea to see their reaction. You want to aim moreso at
their feet if they'll sheild it
JUMPING AWAY: If they jump away with a full hop jolt where they land and eat up more space or use an approach move as
they land either way it's helpful to gain a lot of space and control and upair out ranges every dair but roy's and marth's
so it's much safer and easier to jolt where they land and cut away at their space, percent, and control. however let's stay
they are like puff with a retreating bair where you won't likly hit her as she lands just be sure to eat up space and keep
pushing them into a worse and worse place.
CLANKING ON GROUND: If clank with a move that doesn't help put them into a better spot say maybe gannon's d-tilt or
sheik's f-tilt. you can still approach with a move fairly safely or do a quick dd outside their range as they try to get your
approach that seems likly. however if it's a move that brings them forward it is likly best to give up the approach because
they have broke your safe bubble most likly and it's best to dash dance or f-tilt a grab/ other ground move.
JOLT REFLECT: Say someone is a space animal, mario(cape) or other who tries to reflect the jolt back or absorb it by non
power sheild method. If you spaced your jolt well you should nearly always be able to punish them. If you jolt and it's still
airborne it will go up out of harms way and you can laugh and nair them in the face if at ground level you can sh over and
nair them in the face and laugh. Really if you get punished by shines you are spacing poorly.
YOU HIT THEM: if from the air and you spaced you can combo in many cases into a fast nair or up-smash/grab. best set up
for this is tech chaseing after a nair to cover both tech in place, no tech, and away more useful vs falco, sheik, gannon
class of techs that you might not be able to punish by just running after.
PLATFORMS: They can avoid most jolts with platforms and rarely waveland off and punish however them being on
platforms doesn't really help in the long run very much due to the fact they will have to get on the ground and might take a
jolt to the face and pichu gets to be where ever he wants but they could likly beat pichu out in the run abround platforms to
get to the ground game. Jolting a platform can be useful if someone tall is approaching because it's expected however in
many cases you can't follow up.
EDGE GUARD: Know when they will 2nd jump and jolt and wreck everything they can do all at once or in some cases just
push them back more sometimes can be used to force an early 2nd jump to make it easier in that manner. When
recovering yourself at a highish angle throwing out a jolt will make them 2nd guess hanging on the edge or standing there
or make them attack way too soon. Also if you are above the stage and they are coming in with an air attack at you
sometimes jump away jolt is a great counter attack it at least makes a clearing even if you lose a good amount of space.
APPROACH: Use a spaced full hop jolt when safe. Using your 2nd jump out of a sh is also a great way to bait an attack to get
punished with by a jolt. Try to only use late nairs so it will always be a guessing game and so you get more damage and stun.
RETREATING: Retreating jolts aren't very good normally they are too slow to be made as run away campy projectiles in
most cases however you can camp and use jolts just not very good at same time really. But if you have to bad up after
jolting it's fine but only if you don't think you can get any more space or might get hit. If they do a retreating move it's likly
you can caugh up to the projectile much better and it's nicer to follow up with or at least gives upi more space.
WHAT CLEANLY BEATS JOLTS: It's easy to beat out a jolt with a sheild or a f-tilt however you will be punished in most cases.
however running staight into in with a long lasting air move or a move that will pull you forward wrong best besides
powersheilding it back and will punish pichu hard if she/he trys to follow up. somewavedashes oos might help but if pichu
runs up and dds your counter attack isn't a given. So most of the cast doesn't have a set way to easily deal with jolts well
used other than not give pichu good space.
JOLTS IN MATCH-UPS:
FOX: He can nair/dash attack through and his movement is too hard to keep up with so the only approach use of jolts
would long range jolts but again aren't very useful. However b-throw to full hop jolt(or with wait) can gimp fox at very low
percents. jolts might be useful if you know he is going to shdl and will be forced to deal with in in an annoying manner.
FALCO: same as fox but you can punish his SHL worlds easier and takes little prediction just full hop to avoid a laser and hit
him in midair. Very good for tech chases.
FALCON: Falcon lacks a long lasting air move to deal out jolts and can't sh over them with attacks that will hit without very
good spacing, so if you know where falcon will be and know it will be safe to jolt at least to the point where it will be about
half way to the ground it's safe to jolt falcon.
LINKs: Link jumps away to pull out bomb, arrow, or boomrang, jolt where he lands and will the projectile game
just laugh when he trys to camp when you have the lead. and Grounded bombs aren't too safe eitheralso don't forget you
can jolt oos with a full hop if you sheild a far off projectile.
GANNON/MARTH/ROY: They lack a fast, useful move they can cleanly beat jolts out with to punish you with jolts are pretty
safe aim at their heads sometimes they can't cover it.
PUFF: Jolts seem like a prediction punishment game or to force puff into a bad place puff shouldn't get hit by them much
but do make her life harder.
PEACH: Jolt when they land and turnip pulls? She''ll mostly sheild them maybe dash attack them with is good for her.
SHEIK: Use jolts only for tech chase, edge guard, sh 2nd jump back to try to punish f-tilt (they can sheild most of the time if
not always : / ) and really sheik can throw a needle out or dash attack and beats them out as hard as fox to the point
they aren't very useful.
PICHU/PIKACHU: They should nair through them easily.
These are the only match-ups i'm pretty sure I know how jolts work with.
GLITCHES: On stages like battlefield with a flat edge(maybe platforms) jolts have been known to glitch and stay in one
place. My Theory to why is that they are confused on animations in between two frames. Jolts can't be airborne
after touching the ground but can jump from one platform to another if close enough if not the jolt will follow till it end
(platform). The jolt that glitches I think reachs a point where it can't follow to the next animation because it can't reach to
next piece of ground due to the animation and hitboxes, but it can't go airbrone, grab to something else, or end because it
hsn't expired and the platform isn't done. So It is confused and goes back and forth till 99 frames is up.
Tell me if something is wrong on aim (not skype hoping ex hits me up(but won't(xD)))
..............INSANECARZYGUY
Thunder Jolt......
Total: 57
Shot comes out: 18
Projectile lasts: 99 frames
Fastfall anytime
5-10%(eariler hit)
4-6 frames of sheild stun
OVERVEIW: Jolts can be best called as pressuring option removing tools that can stop links cold in their tracks, gimp
space animals at 20%, set up intense pressure set ups to remove all breathing room or get you up-smashed and die at
60% to bring yourself to a grinding halt. Jolts wisely used can be compared to falco's lasers, poorly used compared to PK
fire. Spacing and knowing when to use them are key.
SHEILD PRESSURE: Even if jolts lack a lot of sheild stun they can act like lasers of falco with that have twice the stun. If
someone sheilds a jolt In most cases the best follow ups are to run up grab, d-tilt, or to nair through to upairs or poivt grab
and to avoid being punished adding in a quick dd before hitting is idea to see their reaction. You want to aim moreso at
their feet if they'll sheild it
JUMPING AWAY: If they jump away with a full hop jolt where they land and eat up more space or use an approach move as
they land either way it's helpful to gain a lot of space and control and upair out ranges every dair but roy's and marth's
so it's much safer and easier to jolt where they land and cut away at their space, percent, and control. however let's stay
they are like puff with a retreating bair where you won't likly hit her as she lands just be sure to eat up space and keep
pushing them into a worse and worse place.
CLANKING ON GROUND: If clank with a move that doesn't help put them into a better spot say maybe gannon's d-tilt or
sheik's f-tilt. you can still approach with a move fairly safely or do a quick dd outside their range as they try to get your
approach that seems likly. however if it's a move that brings them forward it is likly best to give up the approach because
they have broke your safe bubble most likly and it's best to dash dance or f-tilt a grab/ other ground move.
JOLT REFLECT: Say someone is a space animal, mario(cape) or other who tries to reflect the jolt back or absorb it by non
power sheild method. If you spaced your jolt well you should nearly always be able to punish them. If you jolt and it's still
airborne it will go up out of harms way and you can laugh and nair them in the face if at ground level you can sh over and
nair them in the face and laugh. Really if you get punished by shines you are spacing poorly.
YOU HIT THEM: if from the air and you spaced you can combo in many cases into a fast nair or up-smash/grab. best set up
for this is tech chaseing after a nair to cover both tech in place, no tech, and away more useful vs falco, sheik, gannon
class of techs that you might not be able to punish by just running after.
PLATFORMS: They can avoid most jolts with platforms and rarely waveland off and punish however them being on
platforms doesn't really help in the long run very much due to the fact they will have to get on the ground and might take a
jolt to the face and pichu gets to be where ever he wants but they could likly beat pichu out in the run abround platforms to
get to the ground game. Jolting a platform can be useful if someone tall is approaching because it's expected however in
many cases you can't follow up.
EDGE GUARD: Know when they will 2nd jump and jolt and wreck everything they can do all at once or in some cases just
push them back more sometimes can be used to force an early 2nd jump to make it easier in that manner. When
recovering yourself at a highish angle throwing out a jolt will make them 2nd guess hanging on the edge or standing there
or make them attack way too soon. Also if you are above the stage and they are coming in with an air attack at you
sometimes jump away jolt is a great counter attack it at least makes a clearing even if you lose a good amount of space.
APPROACH: Use a spaced full hop jolt when safe. Using your 2nd jump out of a sh is also a great way to bait an attack to get
punished with by a jolt. Try to only use late nairs so it will always be a guessing game and so you get more damage and stun.
RETREATING: Retreating jolts aren't very good normally they are too slow to be made as run away campy projectiles in
most cases however you can camp and use jolts just not very good at same time really. But if you have to bad up after
jolting it's fine but only if you don't think you can get any more space or might get hit. If they do a retreating move it's likly
you can caugh up to the projectile much better and it's nicer to follow up with or at least gives upi more space.
WHAT CLEANLY BEATS JOLTS: It's easy to beat out a jolt with a sheild or a f-tilt however you will be punished in most cases.
however running staight into in with a long lasting air move or a move that will pull you forward wrong best besides
powersheilding it back and will punish pichu hard if she/he trys to follow up. somewavedashes oos might help but if pichu
runs up and dds your counter attack isn't a given. So most of the cast doesn't have a set way to easily deal with jolts well
used other than not give pichu good space.
JOLTS IN MATCH-UPS:
FOX: He can nair/dash attack through and his movement is too hard to keep up with so the only approach use of jolts
would long range jolts but again aren't very useful. However b-throw to full hop jolt(or with wait) can gimp fox at very low
percents. jolts might be useful if you know he is going to shdl and will be forced to deal with in in an annoying manner.
FALCO: same as fox but you can punish his SHL worlds easier and takes little prediction just full hop to avoid a laser and hit
him in midair. Very good for tech chases.
FALCON: Falcon lacks a long lasting air move to deal out jolts and can't sh over them with attacks that will hit without very
good spacing, so if you know where falcon will be and know it will be safe to jolt at least to the point where it will be about
half way to the ground it's safe to jolt falcon.
LINKs: Link jumps away to pull out bomb, arrow, or boomrang, jolt where he lands and will the projectile game
just laugh when he trys to camp when you have the lead. and Grounded bombs aren't too safe eitheralso don't forget you
can jolt oos with a full hop if you sheild a far off projectile.
GANNON/MARTH/ROY: They lack a fast, useful move they can cleanly beat jolts out with to punish you with jolts are pretty
safe aim at their heads sometimes they can't cover it.
PUFF: Jolts seem like a prediction punishment game or to force puff into a bad place puff shouldn't get hit by them much
but do make her life harder.
PEACH: Jolt when they land and turnip pulls? She''ll mostly sheild them maybe dash attack them with is good for her.
SHEIK: Use jolts only for tech chase, edge guard, sh 2nd jump back to try to punish f-tilt (they can sheild most of the time if
not always : / ) and really sheik can throw a needle out or dash attack and beats them out as hard as fox to the point
they aren't very useful.
PICHU/PIKACHU: They should nair through them easily.
These are the only match-ups i'm pretty sure I know how jolts work with.
GLITCHES: On stages like battlefield with a flat edge(maybe platforms) jolts have been known to glitch and stay in one
place. My Theory to why is that they are confused on animations in between two frames. Jolts can't be airborne
after touching the ground but can jump from one platform to another if close enough if not the jolt will follow till it end
(platform). The jolt that glitches I think reachs a point where it can't follow to the next animation because it can't reach to
next piece of ground due to the animation and hitboxes, but it can't go airbrone, grab to something else, or end because it
hsn't expired and the platform isn't done. So It is confused and goes back and forth till 99 frames is up.
Tell me if something is wrong on aim (not skype hoping ex hits me up(but won't(xD)))
..............INSANECARZYGUY