⑨ball
Smash Ace
- Joined
- Oct 6, 2014
- Messages
- 819
Friendlies with the forums is one of the many things on my long list of things to do.9ball and Macchiato confirmed not wanting to GET THIS WORKOUTby my Wii Fit Trainer
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Friendlies with the forums is one of the many things on my long list of things to do.9ball and Macchiato confirmed not wanting to GET THIS WORKOUTby my Wii Fit Trainer
Yeah there only follow ups areThey feel really bad, at least without customs. I could be wrong, but it just feels like they don't have enough follow ups to their stuff.
I definitely agree. I feel that many people are playing her too much like Marth from the past. Which isn't a good way to start a characters meta. Also I'm posting your quote in Lucinas Metagame thread.I don't think they're bottom. Their biggest issues are high commitment for low return outside of smashes(which are high risk/reward) and MUs that are generally 50/50's and losses to high tiers across the board. They can do fine given a high skill level but they just don't beat anyone outright which makes playing them an uphill climb for your entire tournament career.
I like crescent custom a lot, even though I kill myself far too often.
I haven't given up on Lucina yet, and I think a breakthrough will probably reveal itself in close ranged ground fighting rather than the aerial spacing Marth was used to, but I don't have anything worth mentioning yet. Lucina/Marth are two characters that could REALLY profit from RTAC if they could use it, but alas...
That's cool. Let me clarify so you don't get blown up because I get into a few heated discussions over my thoughts on these two.Also I'm posting your quote in Lucinas Metagame thread.
True. I don't even argue WFT any more because I know that no one really knows what this character is capable of. The game has been out for a decent amount of time now and you still have people that see reverse ftilt killing and calling it utilt, or saying DB is for healing.I think wii fit also suffers from underrating because of one quality which is range which imo isn't even that bad. I definitely think she has lots of potential, she has great projectiles and aerials. Her ground game is also pretty good. But alas... There will be those people which say "No one uses her, she's really bad. I haven't seen her much but I've seen her range and poor approaching skills."
Regular link has much better aerial approach options in nair. He also dies much later outside of gimps, but I think she takes it pretty convincingly if the player has a good handle on how to approach and how to edgeguard.WFT is actually quite the zonebreaker, with good MUs IMO against zone-heavy characters like R.O.B. and Rosalina (B and A tier characters by Japan's standards, respectively). I also think she beats Toon Link. For some reason though, regular Link feels uphill. (So many MUs to discuss O_o)
This much is kind of given. WFT's forums have about 3-4 complaint threads. Might've been more but I know a few are merged. Most of these threads are filled with player problems, questionable necessities, or just flat out wrong information and I'm constantly debating whether or not to offer insight or let people have their vent session.I think the problem is moreso with players than with WFT. She demands a lot of patience. Your spacing needs to either be decent or perfect for you to gain wins with her. A lot of players don't want to put in the time or effort, hence the behind-the-chair ****-talking they do when asked about WFT. They'll throw out smash attacks and ask "Why do I keep missing? Why is that so easy to punish? Omq she sux111 worst character **** you sakurai I wanted Geno....". And that negative perception spreads like bacteria in an unattended wound.
I can see that. Though I think the biggest hurdle to clicking with WFT is learning her hitboxes so if a player can do that, the rest will pretty much flow.I also think that WFT having a finesse archetype means that players who main Sheik would do really well with her. It's just a hunch I have.
We're on it. It's a nice video besides and we always appreciate footage of any kind.Also, check this out: ww/w.youtube.com/watch?v=zRhTW6nCghU&feature=youtu.be (remove the /)
I don't know if anyone else has found this but weighted header combos really well. Hopefully someone else can make a more quality video as the equipment I have is extremely limited. Any questions, please ask
Yeah, I completely agree with all those comments. I feel like weighted header is one of those moves that forces your opponent to make a decision and can set up for reads. Also, for mix ups, after the header you have the ability to drift forward/back, jump, air dodge. This can help vary your play style between aggressive and defensive.We're on it. It's a nice video besides and we always appreciate footage of any kind.
Try using sh header from a distance. It remains active for a decent amount of time as it bounces and slides across the ground. It's more practical as a spacing tool this way, much safer than sidebing directly above them, and still combos just as well with a small trade off for initial damage.
From max distance you can even chase behind it to setup grabs if they shield or comboing into pretty much anything else including jumbo hoops for about 40+ damage, fsmash, or a really really late bair. All good damage that turn into kill moves.
@crisspy727 Really. Hope everything's ok.Hmmmm where has chrisspy been, I haven't seen him in like months
Don't forget that Nixul's discovered techs work out of short hops too giving us some instant boosts upon hitting the ground.Yeah, I completely agree with all those comments. I feel like weighted header is one of those moves that forces your opponent to make a decision and can set up for reads. Also, for mix ups, after the header you have the ability to drift forward/back, jump, air dodge. This can help vary your play style between aggressive and defensive.
There's a lot of things I'm still waiting on a capture card to drop, and sunpushing the huge header is one of them as it looks pretty cool and cancels directly into shield while sending out an active hitbox.I actually like huge header since it helps stage control and also helps at covering ledge options and let's her come back to the stage more easily than default.
Could you explain the execution of this? I seem to have a hard time replicating what I see in the video :SDon't forget that Nixul's discovered techs work out of short hops too giving us some instant boosts upon hitting the ground.
Yeah you could always hit tall characters, even some of the kinda short ones (like Yoshi) if you used it while moving.Could Wii-Fit's up-smash previously hit characters like Palutena while grounded? It might just be placebo but I feel it has a hitbox in her shoulders now.
Kirby has the same effect as Pac-Man, sadly.So I went through the cast and tested that USmash. I'm not sure if the hitbox is lower, but if feels easier to hit, which I'm not sure means anything. It still whiffs on the following characters: /
On , It was harder to hit coming forward. They all have tapering hurtboxes as they go upward ( stand somewhat backwards, round out at the top) so you have to be really "inside" them in order to hit it while they're grounded.
I think they also increased the end-lag on USmash, after using it a million times today. But I'm not 100% sure about that.