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How do I properly pull off pivoted fsmashes? I can do pivoted tilts and grabs just fine, but it's doing smashes that I perform well ever.
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Just like a PP Ftilt only the timing is more strict. I do not know if it works with the C-stick (set to smash) but you can do it with the A button.How do I properly pull off pivoted fsmashes? I can do pivoted tilts and grabs just fine, but it's doing smashes that I perform well ever.
Not that I am aware of. I am pretty sure there is a ten frame buffer window on moves but am not sure about while in hitstun. I think it is just a matter of timing.Any way to sorta buffer a FF Air Dodge?
Like after you're about to get hit after being Dthrow'd.
Sorry, no go. You have to fastfall before the airdodge, which isn't possible in a tumble state.Any way to sorta buffer a FF Air Dodge?
Like after you're about to get hit after being Dthrow'd.
I don't agree. a buffered FF Airdodge (if it was possible) would be an amazing tool.Sorry, no go. You have to fastfall before the airdodge, which isn't possible in a tumble state.
That being said, you wouldn't really want that as an escape out of Dthrow... it'd be pretty easy to get tanked by the landing lag, and a lot of times there isn't even enough time to airdodge anyway.
Hits don't matter. When you hit a credit it reveals the picture the credit was at. You need to reveal the entire picture to get 100%.How many hits does it take to get 100% at credits? I seen a youtuber get 100% at 300 but when I do it, it doesn't reach 100?
Be more aggressive. Approach more rather than waiting for approaches. Learn to fake out your opponent. Using the "Hot Cold" method helps. Sometimes run up and do something, see how they react if you miss it. Other times, run up and do nothing, or shield, see what they do, if they miss because you didn't do anything, punish them.I always just play this game very slowly and off of reaction. How do I get out of this
Jump, walk back, Perfect Pivot if your character has a decent one and shielding is always good as it can lead to a shield grab.I have a bit of a rolling habit, but I find it hard to find other defensive options. Is there another thing I can do? (other than shield and spotdodging)
The 3DS acts as a controller, it doesn't matter if Japanese or English. In fact, you don't need the copy of Smash for 3DS in order to use it as a controller.Sorry for the non-competitive question, but does anyone know if you can connect an English copy of Smash 4 3DS as a controller to a Japanese copy of Smash 4 Wii U?
Is that so? I thought you at least needed a copy of the "Smash Controller" 3DS app to make it work. So there are no connectivity problems between a Japanese Wii U Game and English 3DSs connecting to it?The 3DS acts as a controller, it doesn't matter if Japanese or English. In fact, you don't need the copy of Smash for 3DS in order to use it as a controller.
Yeah you need the 3DS app but not the 3DS game. And you can use the Japanese game with the English DS.Is that so? I thought you at least needed a copy of the "Smash Controller" 3DS app to make it work. So there are no connectivity problems between a Japanese Wii U Game and English 3DSs connecting to it?
As a fellow Jr. main, something you can do is try and hold onto your mechakoopa. If an opponent comes at you, you can jump and Z-drop it so the explosion happens right where you used to be, or just hold onto the mechakoopa while you're in your shield, because it'll explode in your hand and damage them, getting them off you.I have a bit of a rolling habit, but I find it hard to find other defensive options. Is there another thing I can do? (other than shield and spotdodging)
Hopefully this will help.I don't know if this is the right thread to post this in but...
I can get some tips on proper DI use, please?
Training's combo counter counts up to the point where the opponent can double jump. However, as knockback increases, airdodge and attacks can be used earlier than jumps, which actually means that things that display as combos in training may be able to be airdodged out of or escaped with quick aerials such as Luigi's nair - this is where traps such as Sheik's dthrow 50/50 come into play, where the uair can't be jumped away from but can be airdodged, but airdodging puts you in even more danger if Sheik reads it and goes for Vanish.Was wondering if anyone knew exactly what qualifies something as a true combo in training mode. A friend told me that for it to register as a true combo the opponent has to be still locked in hit stun. I ask because if that's correct then more combos may be true than the game registers. For example Bowser's air dodge invincibility doesn't come out until frame 4 meaning that in certain situations even if he's technically out of hit stun, he's still frame trapped. Would appreciate any insight.
Think defensively. It really just is up to you to slow down, hold up your shield for a few moments, wait for mistakes, etc. It is a playstyle and the best way to change is to think about the changes you want to make, like maybe don't rush in and dash attack but shield instead. Try watching Ryo from MVG and see what he does.So I have a very frantic and hectic playstyle. I tend to always be on the offensive, but as an Ike player that isn't necessarily the best. I've watched other Ike's stand still and still do better. I was hoping to get some advice on how to slow my playstyle down.
That is incredibly broad. Mind being more specific?How do I improve my mental game?
Yeah, that'd be a national. A national is a national, regardless of the general strength of the country. Chances are a German national is still gonna have more talent than a German regional or local. The results may not weigh as heavily in people's minds as an American or Japanese national though.Probably a stupid question, but it's been on my mind a lot, does a nationwide tourney in every nation count as being a national in Smash? Like, would a German tourney with big enough numbers and every top player in the country be considered a national because it's countrywide, or a regional because the meta over here isn't as strong?
Just auto piloting less I guess.That is incredibly broad. Mind being more specific?
Auto-piloting tends to come from a lack of thinking and a good way to stop that is by actively deciding to throw in a mix-up. It takes discipline and focus and you may need to sit there for a breather in a match and think about what you are doing vs what you should be doing. To practice, go on For Glory and focus on your punish game and being reactive.Just auto piloting less I guess.