infomon
Smash Scientist
*facejumps Tenki*
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I beg to differ.This thread is so depressingly useless.
I posted it in the wrong thread.I beg to differ.
1. if anything, it would be 0-steak...lol0-death. I think so....
@OliOk so i need a bit of information with fighting 2 certain characters Olimar and Meta knight, i have been constantly fighting these 2 in each tournament i have been in which in doing so i will lose and place top 8
so yah i know you all are probably gonna chew me up and call me a ****ing noob and what not but i could just use some help.
Olimar user: times his grabs almost perfectly which kinda hurts me as i like to get close to the opponent when i fight as sonic. i just cant seem to get around his grabs and almost every single time he gets out a 3 blue pikman.....CURSE YOU PIKMAN!!! *shakes fist frantically in air*
Meta knight user: this guy knows how to play him (not that everyone doesnt) but yah he knows how and when to use his attacks at the moment in order to gain the upper hand against my Sonic's attacks i mean i have once or twice f-smashed him out of his tornado (somehow) is that some sort of fluke or what? if it helps i punched at a down angle each time.
but yah i am prepared for the chewing.
thanks a lot its gonna be a challenge doing that but i will get it done.@Oli
Jump more and use aerial kinds of baits against Olimar. Like fast fall towards him, double jump to avoid his u-smash/grab, then fastfall and use an aerial (or just fastfall behind him and grab). Homing attack right before you land might help too. If he's grab happy, landing behind him (do it so you pass him riight before you land could net you some free grabs, because if he's just mashing A out of shield, he'll grab but you'll be behind him. If he does U-smash or D-smash out of shield, then be prepared to spotdodge.
@MK
Well, I've never heard of a down-tilted F-smash hitting MK out of Tornado... lol. Most MK's do shorthop or low floating tornados, so we usually pull an upward tilted F-smash XD. We have a thread about Tornado/Shuttle loop, with some random bits of info against MK in general. If your reflexes/timing are amazing, if you shield a shuttle loop (when he's going upwards), jump and immediately do F-air or some other aerial out of shield, and you'll catch him on his way down. If he does a shorthop F-air or B-air and it gets shielded or he misses, hit him on his way down. If you shield a tornado (remember to tilt your shield upwards!), he'll probably retreat after he does it, so as soon as he starts to pull out, release your shield, run after him and grab him before he lands.
For these fights, his attacks are more difficult to punish when he's on the ground, so you'll have to move 2 steps ahead of him. When you're thinking one step ahead, you're predicting a movement, like an attack, and you run prepared to shield and grab the attack, or something like that. When you're not actually able to reach your opponent in time, he'll probably do some kind of defensive movement after he misses, and you'll have to move ready to punish that second movement instead.
For example:
thinking 1 step ahead -
- Metaknight does shorthop F-air. You run in and grab him before he lands. Success.
thinking 2 steps ahead-
- Metaknight does shorthop F-air and fastfalls. This time, if you run at him from too far away, he'll already have recovered and be able to spotdodge your grab. So this time, you run at him, shield so you slide a bit in front of him, then do a delayed grab to punish a spotdodge.
You'll have to do it alot against those two opponents especially, because they're alot harder to punish ;p.
lol how many Sonic mains have you played? Alot of us use it alot. Personally, I think I use it too much.hey Tenki, who invented the spindash cancel because i see that both you and sonicmaster5 use it alot.
yah i use spindash cancels for horizontal recovery when i am trying to get back on stage or getting close to the opponent but i wasnt aware of sonic's asc shield though that one was new to me, i found out about it yesterday.just wondering, are you familiar with spindash cancels? If you don't already do it, it can supplement your ground game if you learn to use them well.
speaking of, I don't think I use them enough.lol how many Sonic mains have you played? Alot of us use it alot. Personally, I think I use it too much.
?_? how do you spindash cancel for horizontal recovery?yah i use spindash cancels for horizontal recovery when i am trying to get back on stage or getting close to the opponent but i wasnt aware of sonic's asc shield though that one was new to me, i found out about it yesterday.
but on a random note it just really bothers me that sonic is soooooo prone to grabs in his ball form.....i mean its like "oh hey a blue ball of spikes is coming straight at me at a high speed...whats should i do? oh i know i am gonna grab it!"
Ay, been there. It looks like you're not seeing the counter-counterstrategy. If you do things like ASC alot and get grabbed out of it, then you can use things like ASC > doublejump D-air to bait and punish a grab and launch your opponent upwards.speaking of, I don't think I use them enough.
I can do most of sonic's ATs (side-b shield cancel, ASC landing shield cancel) but I just can't find where to insert them into my gameplay.
When I try to throw them out in matches, I'm usually punished.
EDIT: yeah, what the hell is up with that??? its kind of unfair that he can be grabbed out of it. I mean you can't grab yoshi out of his side b when it's glowing.
tenki is god.?_? how do you spindash cancel for horizontal recovery?
I'm talking about shield cancelling a side-B charge, or shieldcancelling an ASC landing.
Ay, been there. It looks like you're not seeing the counter-counterstrategy. If you do things like ASC alot and get grabbed out of it, then you can use things like ASC > doublejump D-air to bait and punish a grab and launch your opponent upwards.
Another thing that I like doing is landing an ASC just outside of their grab / F-smash/tilt range, shield cancelling it, then punishing the opponent's missed grab with an attack or a grab of my own.
It's kind of like the 'polarity system' in Ikaruga (LMAO, really?)
- if you don't cancel your ASC's or whatever, your opponent has a set of actions that can be punished if you do cancel ASC.
On the flip side, if you cancel your ASC's alot and your opponent adapts to it, then it opens up a different set of actions that can be punished if you cancel ASC differently or don't cancel it at all.
I was building a thread for that specific purpose, but I'm still waiting for a piece of the puzzle to finish it :[
ohh oops my bad i misunderstood you and i need to pay more attention to what i type cause i ment to say spin charge the side-b?_? how do you spindash cancel for horizontal recovery?
I'm talking about shield cancelling a side-B charge, or shieldcancelling an ASC landing.
wow gf2tw, i cant get that lucky while using ascHere's one:
What is the best thing to do after Footstooling someone. I love to ASC to footstool, because it's the easiest to do, but then what do I use after. I usually go for a spring or HAC.
Oh, I tend to do side-B > footstool.Here's one:
What is the best thing to do after Footstooling someone. I love to ASC to footstool, because it's the easiest to do, but then what do I use after. I usually go for a spring or HAC.
actually i have a random question.
has anyone seen the sonic video where sonic does a running up-smash near the edge and the opponent goes straight down?