erico9001
You must find your own path to the future.
Hey I just realized I can finally reverse back slash twice. I used to try this in Smash 3ds, but it never worked because I was too slow with the circlepad.
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!
Couldn't agree more. Before the patch, N-air felt overall better but ever since the landing lag for F-air was reduced, it's been a move that I've loved.Less Nair, more Fair. It's a hard lesson, learn it well. Apply it everywhere.
I'll spread the gospelLess Nair, more Fair. It's a hard lesson, learn it well. Apply it everywhere.
You okay with me adding these to the video thread?Well, I'm 3/4 of the way through writing a small novel on the Robin/Shulk match-up with Raz. We'll finish tomorrow and post it.
For now, however, have some video.
https://www.youtube.com/watch?v=HcmQmzpvMo0
https://www.youtube.com/watch?v=Eu_4NC0g15w
https://www.youtube.com/watch?v=-_IwYnPrdMs
https://www.youtube.com/watch?v=28ViasiJOQk
You can't argue with how it practically has no debuffsi like how all shulks now agree together that speed is the ****.
That's exactly what I think about Shield specially at early %s. If a smart opponent has good zoning they will just zone Shield hulk yet I still think Shield & Smash have value at early %s in certain matchups but not in all of them. Maybe starting with Smash against Fox might work as it may break the utilt strings as also maybe Shield vs Marth might mess up with the tip spacing.Jump is not as useful as Speed overall, but match-up dependent is a great tool in neutral. However, Jump's real strength is in allowing you to jump around like an idiot waiting for Speed or Buster or Smash or Shield. That and being able to switch to it in order to recover or go deep after knocking an opponent off stage.
Man, seeing everyone talk about being able to play so cautiously and gratuitous use of Shield is making me wish I didn't end up playing against Robin, ROB, Greninja, Lucario, Rosalina, Villager, and Link. Shield as but a desperate attempt to hold your stock longer against a character with decent speed and a projectile is just asking to gain percent and be back where you started.
Go ahead.You okay with me adding these to the video thread?
You can thank us once we're done writing the bible on it.Oh @ #HBC | Ryker and @ Raziek
Thanks guys for doing 1 hour of Shulk vs Robin. It's one of those match ups where most Shulks had trouble with yet no one here had a solid answer to it (I don't fight Robins a lot at all so I usually don't talk about it that much or at all). Same can be said for the Robin boards since they rarely talk about the match up, although UltimaStrike plays with Jerm (I think). I've been there and there's barely that much discussion about it. Sorry about any post that made you guys cringe
What'd Z say about the matchupCan't wait for the huge write up
Anyway about another VERY POPULAR topic, Diddy is slightly more bearable than before but is still really annoying anyway. I applied ZeRo's tidbits. It works but I don't do it consistently. Sometimes, I actually miss vectoring just because Diddy's u-air is bonkers
What'd Z say about the matchup
- Diddy's Down Throw up air STOPS working around 80% on MOST chars, based on your horizontal air movement if you hold BEHIND him as he throws
- At 0%, DI Diddy's Down Throw ABOVE HIM, and then DI in front of him, this way, ONLY one up air will string you and not TWO if you di behind
- If you hit Diddy Kong's recovery while he's charging it, he literally INSTANTLY dies, EDGEGUARD HIM, he's REALLY vulnerable off stage
- Use long lasting moves vs Diddy's recover, smack his side B until he's not at ledge level, drop down with a long lasting move on his upb GG
- Diddy's best stage is Halberd and Final Destination - Halberd due to early KO's due to vertical blastzone and FD due to no landing options
- Whenever Diddy grabs you, hold behind him, almost always, ESPECIALLY at kill percents - you may take a f-air in, but won't die to up air
- Diddy Kong players usually roll behind you to either d tilt, or run shield or try to grab you, to fight this, grab him first or spot dodge
- Your mentality vs Diddy is to not get grabbed, get him off stage, gimp him, watch out for side b mix ups when he holds a banana
- The thing that makes diddy actually really good in this game is that shields lack pushback when hit and he has grab combos dont get grabbed
- Ok one more thing before back to anime tweeting - diddys usually side b when you shield too often or when they hold a banana, SPOT DODGE IT
Activating Jump & jumping around on-stage is a good strength to have for waiting out time for sure. That helps avoid being damaged in Neutral unlike Buster, but it's mostly Jump's falling speed stat that's a bit rogue for me. At times you're airborne above stage you can just FF & be okay if you're confident you won't have any trouble upon landing, but when FF'ing while drifting away or autopilot-drifting toward them in hopes to avoid them is a risk especially without any safe B-Reverse options to mix-up your landing; we'd have to de-activate a MArt if it's active, switch to Jump, & B-Reverse it + AD or an aerial FF to make it a safe landing (all of that in such a small window of time though, that will require practice with the airborne placement). Attempting any cheezy jumping with Jump on a small stage imo is worse than Speed, so yeah I agree.Jump is not as useful as Speed overall, but match-up dependent is a great tool in neutral. However, Jump's real strength is in allowing you to jump around like an idiot waiting for Speed or Buster or Smash or Shield. That and being able to switch to it in order to recover or go deep after knocking an opponent off stage.
Man, seeing everyone talk about being able to play so cautiously and gratuitous use of Shield is making me wish I didn't end up playing against Robin, ROB, Greninja, Lucario, Rosalina, Villager, and Link. Shield as but a desperate attempt to hold your stock longer against a character with decent speed and a projectile is just asking to gain percent and be back where you started.
I just looked at the tables & DBuster says 11% & 9% in the 2nd table. I think you were looking at the Buster in the 1st table noticing every other MArt have a (D) beside them & maybe thought that Buster was (D)Buster. DBuster in the 2nd table says 11% for the sweetspot & 9% for the sourspot. Same for the N-air.Now Masonomace For your DMA section. You have Decisive Buster F-air listed as 10 and 8% respectively.
Is this Wii U or 3ds? As in 3ds a quick run in training shows 11.x% and 9.x%,
Nair - 12% sweet spot, 10% sour.
Is this Wii U and 3ds data conflicting?
Yeah I really want to make those tables more organized. But every DMArt's damage factor is unchanged besides Buster & Dbuster, not to mention DBuster with the HMArts is confusing to look at kinda. . .You caught me, that is certainly a confusing pattern break.
Yeah that stands for Decisive Monado Arts. I have it in parenthesis for Jump Speed Shield & Smash 'cus with or without the D involved, they all deal the same damage. I'm thinking about getting rid of the (D)s(D) damage in parenthesis?
I would just say +1 because I think that's a better system anyway.That's about right. The number we were going to slap on it is 58:42.
Because it's not QUITE a 6:4, but alllllmost is.
That's wrong. The forward version works most of the time. I haven't isolated which does or doesn't. I assume it's because Shulk becomes invincible.-Both Arcfire and Arcthunder ignore Vision. Shulk will still activate Vision, but since both attacks continue to hit like normal Shulk will be hit regardless.
Give me an hour and it'll be on both boards.I'm a bit confused on the Robin matchup with Shulk, primarily since I never faced another person who used Robin so far.
Someone mind telling me what puts the matchup around 6:4 in Robin's favor?
Obscure but with Speed active, a buffered SH > U-air is a beautiful frame-trap, too bad I can't do any IASA stuff with Speed atm. (I'll be trying some out tonight)So I've found that SH Fair with MSpeed is an absolute godsend. And Fair in general. And MSpeed in general.
If distance is the trouble, Forwarded Dash Vision helps punish Arcfire because of Dash Vision's superior increased distance when doing the Forward input or without it. Power Vision & regular Vision both have relatively the same distances with or without the Forward input as well.That's wrong. The forward version works most of the time. I haven't isolated which does or doesn't. I assume it's because Shulk becomes invincible.
Regardless of which version used, Vision never worked.That's wrong. The forward version works most of the time. I haven't isolated which does or doesn't. I assume it's because Shulk becomes invincible.