NinjaLink
Smash Master
I guess no one mentioned using hydro pump on spindash? Anyone? lol
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I don't know. Obviously you can't go wrong with Sheik, so it's fine. You're just still going to need to outplay them and have more experience than them, so it feels a little weird to beat someone's main by having their character as your secondary and being better at it than them.There's not much logic in that statement. If you go pocket anyone against a dedicated Sheik main, you are probably going to lose because Sheik has no bad MUs. A pocket won't be good enough. Picking Sheik herself doesn't put you at an extra disadvantage.
Regardless, you should learn your secondary beyond the level of pocket. The effort you put in to all of Greninja's MUs, you should put in with your secondary in the MUs you need them for. So if you choose Sheik for your secondary, the Sheik ditto should not be a MU where you think "oh, Greninja loses, I'll try my pocket Sheik". It should be a MU you learn inside out, and get good at.
I do see what you're saying. It's a strange concept but I believe you can get as good as a dedicated Sheik main at the ditto if you thoroughly learn that MU. The whole thing is just tricky because no-one really beats Sheik, otherwise there might be better choices for a secondary. Or we wouldn't need one at all (although as I said I don't think we NEED a secondary, it's just useful to have other options for bad MUs).I don't know. Obviously you can't go wrong with Sheik, so it's fine. You're just still going to need to outplay them and have more experience than them, so it feels a little weird to beat someone's main by having their character as your secondary and being better at it than them.
Well, this is coming mainly from personal experience but...I dont see why we dont win against ness. Feel free to explain so we can come to a definite conclusion for that.
Shield the cart dash. When he hits your shield and jumps, do Usmash out of shield. You should hit him every time (if you don't, it's down to slow reactions and/or lag). When he uses Up B, just wait for him to land then dashgrab his landing. Make sure you shield or dodge the hammer swing as he lands.FG fun happened today. What the heckk do I do against a Bowser Jr. riding its cart, then running away with up B?
I like to Dtaunt it. its hilarious aslong as its timed properly and you can follow up with an Utilt at low percentages. it will make them think twice about spamming it.FG fun happened today. What the heckk do I do against a Bowser Jr. riding its cart, then running away with up B?
I believe I mentioned it like no less than a few pages back. lolI guess no one mentioned using hydro pump on spindash? Anyone? lol
It's decent, hard to time tho considering Sonic can just jump if you do it preemptively or they predict it.So guys, about the Sonic MU...
Has anybody tried to use pivot grab as a countermeasure to Spin Dash? It's disjointed with a really good range and since we'll be running away from Sonic we get some distance from him when using it. I tried to do that while playing with a guy that was helping me learn the MU and while it's faaaar from being flawless, it is kind of a neat trick.
This is pretty spot on.Also, high level Fox players often lament the fact that Fox cannot kill someone who shields a lot at high %. He can get around this in a lot of MUs because characters have to take risks to start combos or kill him, and he can capitalise on those risks to get his own kills. Sheik, however, never has to take those risks. Even when the time comes to kill Fox, she just edgeguards him or annoys him to death with Fair. She doesn't have to overcommit to kill him and make herself vulnerable to his kill moves, unlike most characters.
Spindash does not go through Hydro Pump, the windbox slows it down. Once it's spaced well, he can't punish you either which frankly isn't too hard considering you can move with Hydro Pump.Hydro Pump has no effect on grounded Spin Dash. If Sonic just keeps moving he will frame trap the ending lag of a horizontal grounded Hydro Pump and hit Greninja before he can shield. From here he can jump and get a full Spin Dash combo. Hydro Pump is good if they jump pre-emptively or don't know what to do, but if they know to just keep moving through it then it doesn't help much.
It's somewhat dependent on how much charge Spin Dash has (and thus how fast it moves) and also on your spacing when you use Hydro Pump, but the best case scenario if Sonic knows not to jump is that you shield Spin Dash and get 2% damage. And more often than not you'll just get hit. It's not a BAD option per se, but I don't think it saves the MU. If they have no idea what to do and just keep jumping out of Spin Dash then you'll probably save yourself from a lot of combos but that's player related, not MU related.
I just tested it briefly after you posted this. It appears if you hit the startup of spindash before Sonic starts hurtling towards you it will cause him to slow down considerably but if the spindash is already initiated he only gets a minor speed decrease. It's enough to shield as you pointed out or possibly Jab so yeah my bad. I thought it neutered the whole spin.I tested it in training to make sure before I posted that, using the whole hold L for 1/4time thing. Honestly, Spin Dash just went right through Hydro Pump with no regard for the windbox. It's possible the windbox is slowing him down but it's not enough, I was just frame trapping myself unless I spaced HP really far away, at which point I was forced to shield and would get hit otherwise.
The same thing happens with DK's Up B, Hydro Pump has no effect on that.
I may be able to provide video evidence.
I can't pretend to understand the inner workings of the netcode. What you're saying seems unlikely, because most creators of online games try to iron out instances of one player receiving more lag than the other because it's blatantly unfair. Also Sm4sh has no host advantage issues. It's still possible I guess.This is a bit frustrating, copy and paste from another thread:
In FG, do both players have the exact same input lag? At this point I'm convinced both players do not. In person, I can punish certain characters after a missed move. Online, they shield a few moments before my input is registered. Considering the wifi connection where my Wii U is located sucks, am I seeing things or is it a possibility?
I really felt this against King Dedede. Couldn't punish a single thing. When I got past the hammer, he just shields. I don't have this much problem in person. I feel like Greninja really suffers from input lag, especially considering his already high startup lag. What do you guys think?