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Tips on beating spammers?

InfinityAlex

Smash Apprentice
Joined
Apr 16, 2015
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118
Location
Wigan
3DS FC
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Now, don't get me wrong here, I'm a pretty good player, but people with really spammy and obnoxious playstyles really irk me and are a chore to fight, so I'm here to find the most painful and humiliating ways to beat these spammers as possible. These include:

Bowser Jr. Clown Car Dash spammers
Links. Just ****ing Links.
Spamus
Any Star Fox character.
Those stupid PK Fire to Forward Throw Nesses
And Zero Suit Spamus.

And of course, if you have tips for other spammy characters, that be useful to know, but I just want to make people who play in this way ragequit to give me maximum satisfaction. Any ideas?
 

Elfamis

Smash Rookie
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Jul 3, 2015
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Learn how to spotdodge, rushdown and punish rolls.
Link is pretty obnoxious this go around, but generally if you're fighting a spammer they absolutely panic when you get up close.
 

Zerp

Formerly "ZeroSoul"
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May I ask what's your playstyle like? That would help us analyze what you might want to change up in these particular match ups, and help see what you may be struggling with.
 
Last edited:

Mario & Sonic Guy

Old rivalries live on!
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Bowser Jr. is a very predictable fighter if you know how to deal with his cannonballs, Mecha-Koopas, and Clown Car Dash. You can actually stop the Clown Car Dash with a simple projectile attack (as long as it can cause targets to flinch that is), rendering it ineffective.

Alternatively, you can use Counter to block Clown Car Dash, and then retaliate right back, which can make Bowser Jr. think twice about using it against the likes of Marth, Ike, Little Mac, and Shulk.

Of course, you may have to watch out for the Mecha-Koopa + Clown Car Dash combo, as the Mecha-Koopa can potentially wall any projectiles that you attempt to use, and can set off Counter before Clown Car Dash reaches you.
 

Ravine

Smash Journeyman
Joined
Jun 3, 2015
Messages
248
If you get impatient then you lose, and, by the sound of it, you're on for glory fighting these types of chars.
Learn every opponent has a pattern, so anticipate what they're gonna do next.
I'm having a hard time picturing ZSS spamming since the only thing that's remotely a projectile is her neutral B and it isn't a very good one.
 

Morbi

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The best way to deal with projectile spammers is to not let them spam in the first place. Punish their ending lag and pressure them off stage. Other than that, the typical "shield, dodge, and jump" advice is applicable. I assume you main Mewtwo, Mewtwo has a perfectly viable counter-zoning tool (his side-special). If you continuously reflect their projectiles, you will condition them to approach. Alternatively, he also has Shadow Ball to challenge the opponent in a fireball war.
 

SusiMeansWolf

Smash Rookie
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Jul 3, 2015
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4
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Finland
3DS FC
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What I learned to do recently is running up to them and shielding. I assume these players are rollers as well, so you might want to run close enough for them to get scared, and then wait for them to roll towards you right into your arms, and you can proceed to do whatever you please from there. Grabs and down smashes (depending on your character) are usually excellent in those situations.
That's just how I deal with them most of the time. If you have the opportunity, do challenge their projectiles with yours or reflect them right back.
 

Dokokashira

Smash Journeyman
Joined
Jun 3, 2015
Messages
302
I'll copy/paste my response from a similar thread, with some edits.
"When I encounter really projectile-heavy opponents online, I go all out offensive on them. Most spammers cannot deal with offensive pressure of any kind. I'd say your best bet is to use low-lag and high-range attacks to dodge their projectiles and pressure the opponent, and when they're panicking, try reading their actions. If they're going to roll back when you're near them, hit them with a dash attack or a slide smash. If they're going to roll behind you, use a down smash. If they're going to forward smash, wait it out in a shield and then grab them. If they're going to grab, spot dodge and either hit them or grab them back. Spammers tend to rely on their powerful moves close-range, and their fast projectiles when afar. Take advantage of this by using moves like forward tilt, jab, or down tilt to flinch them out of their smashes.

When you're up against these people, don't be afraid to take risks to learn their habits. Just like their main style of play, they're quite samey. Try cornering them into an unfavorable situation, and then see how they react. A good rule of thumb against these kinds of players is that if they react one way, they will likely do that action again when in the same predicament. (Of course, this is just for spammers. Against other players, be prepared for mixups.) When they see that you countered their strategy, they will either attempt it over and over again in hopes that it will work eventually, lose any kind of rhyme or reason to their playing, or try a new strategy.

If you'd like, you can add my NNID and practice with me, send me replays, etc. and I'll be happy to give you further assistance!"
For each fighter you mentioned in particular...

:4bowserjr: I agree that Bowser Jr. can be extremely predictable once you learn their tricks. I have some memories of fighting one that would, each and every time, use up special when I approached them, and always smash when I was in a vulnerable position. I see you use Mewtwo, so try using your side special when he uses his neutral or down specials. Bowser Jr. gets a lot of his strength from projectiles, and unfortunately as they are rather slow and easy to predict, they work awfully when spammed.

:4link: Again, side special is your best friend here. If you're using a character without a reflector, try shorthopping or perfect shielding their arrows, boomerangs, and bombs, and then overloading them with pressure. Spammy Links in particular are very bad at mixing it up, so try to read their habits.

:4fox: :4falco: I really haven't seen too many Star Fox characters that I'd count as "spammy". Sure, I see them a lot, but I wouldn't call either of them necessarily spammy, as they usually just fight normally. But during their laser barrage (as that what I assume you're referring to), don't pay it any mind. The ending lag of the lasers makes them really vulnerable if you just keep going forward, and at most you'll sustain 10%.

:4samus: Really bad Spamuses kind of act a mix of like Link and Captain Falcon. They'll stay from afar, but because their projectiles aren't as fast-acting as Link, they'll approach you when you're vulnerable with either a dash attack or a dash grab. I can't offer too much advice, but I guess "read their habits" goes for all of these.

:4ness: Spammy Nesses LOVE neutral air like a baby, so if they go in the air, try attacking from the ground with an up tilt or shield grab instead of joining them in the midair chaos. When they PK Fire you, DI towards them. It might sound counterintuitive, but if my memory serves me, this allows you to escape their combo.

:4zss: I actually can't offer too much advice on this. I rarely face Zero Suit Samus and currently know little to nothing about her tricks.

It's likely far from the best or most optimal advice, but I hope it helped.

also yo fellow overture
 
D

Deleted member 269706

Guest
From my experience, the best thing you can do is stay in their face. Don't give them a chance to pull out a projectile. Space yourself just outside of their range so they can't hit you with melee/up close attacks either. This tactic has worked for me with both strong/slow characters like Ike, as well as the fast such as Falcon. It sounds odd, but it makes sense: play a defensive rush-down style. Use grabs and follow ups, and remember, spamming against a spammer is not cheap, and doesn't make you any less of a player. Learn to read rolls and you'll be golden.

Alternatively, if you are naturally more defensive and patient, make them approach you. Just sit and avoid the projectiles/ranged attacks until they're up in your face, in which case you can punish them.
 

InfinityAlex

Smash Apprentice
Joined
Apr 16, 2015
Messages
118
Location
Wigan
3DS FC
4871-5777-3906
Learn how to spotdodge, rushdown and punish rolls.
Link is pretty obnoxious this go around, but generally if you're fighting a spammer they absolutely panic when you get up close.
Yeah, Links genereally start jumping around and throwing out moves.

May I ask what's your playstyle like? That would help us analyze what you might want to change up in these particular match ups, and help see what you may be struggling with.
A lot of this is down on the character I'm playing. With Mario, I like to get a lot of Down Throw > Up Tilt/Smash/Special Combos depending on percents and then I tried to keep opponents in the air with up airs and n'airs, using d'airs to come back down on to the stage or out of a short hop and b'airs to cover my landing back onto stage from being knocked off. I generally use Fire Balls to force an approach if the opponent has no projectiles of their own. With Mewtwo, I generally avoid the opponent while charging up Shadow Ball and wait for a good opportunity to throw it (ie, when an opponent is off stage, or has endlag, etc.). If I need to I use n'airs to interrupt aerials and covering my landings, as well as through shorthops. I use tilts to space generally and jabs to interrupt rushdowns. If I can get the right trajectory I go for Down Throw > F'Air. Pac-Man is all about using the different fruit for me; Apples to cover landings onto the stage, oranges to interrupt rushdowns and moves such as Spindash, Melons to punish a bad recovery, and I throw out cherries and strawberries a lot when the opponent is closer to interrupt their approach. Hydrant is generally offensive for me, and I try to launch it at the most convenient time. Roy (the FE one :p) starts with Down Throw > Blazer (yes, I know it's not really safe and easily avoidable out of D'Throw, but no one else in For Glory seems to understand that) a lot, with dash attacks at all percentages, F'Smash to punish ground based attacks, Blazer to punish all manner of aerial ****ups, nair for appoaches, D'Smash to punish rolls, etc. Sorry for the text wall, but you get the picture. :p

Bowser Jr. is a very predictable fighter if you know how to deal with his cannonballs, Mecha-Koopas, and Clown Car Dash. You can actually stop the Clown Car Dash with a simple projectile attack (as long as it can cause targets to flinch that is), rendering it ineffective.

Alternatively, you can use Counter to block Clown Car Dash, and then retaliate right back, which can make Bowser Jr. think twice about using it against the likes of Marth, Ike, Little Mac, and Shulk.

Of course, you may have to watch out for the Mecha-Koopa + Clown Car Dash combo, as the Mecha-Koopa can potentially wall any projectiles that you attempt to use, and can set off Counter before Clown Car Dash reaches you.
To be fair, Bowser Jr is the one I have least trouble dealing with, depending on my character. I just cape them with Mario or Counter with Roy most of the time, though punishing with characters like Sonic can be a little more annoying. Generally I grab Mecha Koops to throw when they dash.

If you get impatient then you lose, and, by the sound of it, you're on for glory fighting these types of chars.
Learn every opponent has a pattern, so anticipate what they're gonna do next.
I'm having a hard time picturing ZSS spamming since the only thing that's remotely a projectile is her neutral B and it isn't a very good one.
When I talk about spam, I don't just mean projectile spam; I mean any kind of move spam, like those ridiculous down throw > Up Special combos.

The best way to deal with projectile spammers is to not let them spam in the first place. Punish their ending lag and pressure them off stage. Other than that, the typical "shield, dodge, and jump" advice is applicable. I assume you main Mewtwo, Mewtwo has a perfectly viable counter-zoning tool (his side-special). If you continuously reflect their projectiles, you will condition them to approach. Alternatively, he also has Shadow Ball to challenge the opponent in a fireball war.
Yeah, I try to do this when I can. While Mewtwo is by far my best character, I don't find him as fun to play as, hence me going to characters like Roy.

What I learned to do recently is running up to them and shielding. I assume these players are rollers as well, so you might want to run close enough for them to get scared, and then wait for them to roll towards you right into your arms, and you can proceed to do whatever you please from there. Grabs and down smashes (depending on your character) are usually excellent in those situations.
That's just how I deal with them most of the time. If you have the opportunity, do challenge their projectiles with yours or reflect them right back.
I like the sound of this, but what worries me is the one's who are smart enough to grab. Especially with tethers, like Link.

I'll copy/paste my response from a similar thread, with some edits.

For each fighter you mentioned in particular...

:4bowserjr: I agree that Bowser Jr. can be extremely predictable once you learn their tricks. I have some memories of fighting one that would, each and every time, use up special when I approached them, and always smash when I was in a vulnerable position. I see you use Mewtwo, so try using your side special when he uses his neutral or down specials. Bowser Jr. gets a lot of his strength from projectiles, and unfortunately as they are rather slow and easy to predict, they work awfully when spammed.

:4link: Again, side special is your best friend here. If you're using a character without a reflector, try shorthopping or perfect shielding their arrows, boomerangs, and bombs, and then overloading them with pressure. Spammy Links in particular are very bad at mixing it up, so try to read their habits.

:4fox: :4falco: I really haven't seen too many Star Fox characters that I'd count as "spammy". Sure, I see them a lot, but I wouldn't call either of them necessarily spammy, as they usually just fight normally. But during their laser barrage (as that what I assume you're referring to), don't pay it any mind. The ending lag of the lasers makes them really vulnerable if you just keep going forward, and at most you'll sustain 10%.

:4samus: Really bad Spamuses kind of act a mix of like Link and Captain Falcon. They'll stay from afar, but because their projectiles aren't as fast-acting as Link, they'll approach you when you're vulnerable with either a dash attack or a dash grab. I can't offer too much advice, but I guess "read their habits" goes for all of these.

:4ness: Spammy Nesses LOVE neutral air like a baby, so if they go in the air, try attacking from the ground with an up tilt or shield grab instead of joining them in the midair chaos. When they PK Fire you, DI towards them. It might sound counterintuitive, but if my memory serves me, this allows you to escape their combo.

:4zss: I actually can't offer too much advice on this. I rarely face Zero Suit Samus and currently know little to nothing about her tricks.

It's likely far from the best or most optimal advice, but I hope it helped.

also yo fellow overture
You. I like you. Do you have a 3DS? :p Also, what Overture are you talking about here? I've been involved with an Overture once, but I don't know if it's the one you're thinking of.

From my experience, the best thing you can do is stay in their face. Don't give them a chance to pull out a projectile. Space yourself just outside of their range so they can't hit you with melee/up close attacks either. This tactic has worked for me with both strong/slow characters like Ike, as well as the fast such as Falcon. It sounds odd, but it makes sense: play a defensive rush-down style. Use grabs and follow ups, and remember, spamming against a spammer is not cheap, and doesn't make you any less of a player. Learn to read rolls and you'll be golden.

Alternatively, if you are naturally more defensive and patient, make them approach you. Just sit and avoid the projectiles/ranged attacks until they're up in your face, in which case you can punish them.
I would be all for waiting it out, but in my experience these guys are very stubborn and will wait it out until Sudden Death, at which point they're at their most dangerous.
 

Dokokashira

Smash Journeyman
Joined
Jun 3, 2015
Messages
302
You. I like you. Do you have a 3DS? :p Also, what Overture are you talking about here? I've been involved with an Overture once, but I don't know if it's the one you're thinking of.
I have a 3DS, but I don't have Smash 3DS, just Smash Wii U.

As for Overture, the one I was in had a bunny with a bowtie, two guys who would get into very personal arguments, and a very "unused" or "scrapped" feel, if you get that.
 

InfinityAlex

Smash Apprentice
Joined
Apr 16, 2015
Messages
118
Location
Wigan
3DS FC
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I have a 3DS, but I don't have Smash 3DS, just Smash Wii U.

As for Overture, the one I was in had a bunny with a bowtie, two guys who would get into very personal arguments, and a very "unused" or "scrapped" feel, if you get that.
I know EXACTLY what you're talking about. Wait, are you in that dev team now? I don't believe we've met before.
 
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