Noa.
Smash Master
Thank you very much Clocer. The advice is well appreciated.
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Don't let Snake get close...I'm starting to notice that what Razer told me a while back is true. I'm not really good at dealing with Snake up-close.
Advice?
Alright thanks for pointing those thinqs out anyway lol.The video against jtails doesn't exist.
It's the beginnig of the match so far and you're doing well. Grabs **** Fox.
Nice whistle agaisnt the uair. You're having an easy time landing usmash.
You also land the chaingrab often lol.
Bad DI got your first stock. You played well first game lol. Easy stuff.
Try to keep control of as much of the stage as you can against snake. You're getting those grabs well and you killed him with a badly DI'd fsmash. lol Pivot grab mindgames.
Sh toss to fair when he's right there is a risky option. He didn't punish it though so whatevs. At like 4:26 you could've naired when he airdodge into you. It was free. You must have been scared of bair though.
You're really on point during this set lol. lol read that airdodge into double dsmash.
Well you roflstomped Linkx. So there's not much to say lol.
Thanks for the input! Lol Idk why I always mess up on my inputs. v.vI'm not good at fighting MK, but
1. Stop screwing up inputs. I don't know what else to say about this one.
2. Every time he respawned, he fastfalled a Dair and you took it. Every time, it put you in a bad position.
Be more adaptive. Don't accept things as they are.
3. Don't just randomly Uthrow. That's the primary kill throw.
Fthrow/Bthrow when it could kill or put them in a bad position, Dthrow almost every other time.
4. Stop constantly landing/airdodging/Nairing/whatever into him.
Remember that you have a second jump and footstooling to escape pressure
Game 1So, these are some videos playing with friends. I guess I'm a noob but I'd like to get better. Could you tell me where to start? They are against a G&W.
I feel trolled...U need some 3D headphones.
That will help u improve the most.
I'll look them over in a bit, Putoguiri.
Game 1
- Don't challenge G&W's Dair with Usmash. You won't win.
- Don't CONSTANTLY pursue him. When you ran out after him on the electric phase (twice), it put you in a REALLY bad position when you could have just taken the middle and forced him to come to you with Pikmin Toss or waited out the phase.
This is just a general thing to remember. Be more patient and force HIM to come to you.
- Don't divebomb Dair close to the ground. It has a buttload of landing lag.
- Pivot grab can outspace his Bair. Should consider using it more often over standing grab.
Or you can SDI up and in and Fair him.
- Dthrow more. If you get a Dthrow at a low percentage, Usmash or Fair is usually guaranteed (and you can follow Usmash with Uair to Uair to UpB or something, depending on what they do). At mid/high percentages, it still puts them in a bad position or sets up for a Fair/DJ Fair OR you can bait out a response. Fthrow or Bthrow may be better for setting up a gimp or killing (if you expect them to DI a certain way) and Uthrow is best overall for killing. Dthrowing also helps to keep these moves fresh.
- Getting juggled by Uair is a bad, but it has to end sometime. Airdodging doesn't really help. Just keep pushing away from him in different directions when it's happening and eventually he'll either drop it or try for a move to punish your airdodge. Looking at the terrain and counting his jumps helps (like push over the conveyor belt on the electric phase when he has already used his second jump or something).
- Uair and fastfall to momentum cancel rather than doing random stuff.
- You can grab G&W off the ledge. Don't be RIGHT next to the edge, but try to put it near max range. Just a heads-up, as it can put a bit of pressure on him.
Will update this post when I watch another.
Depends on whether the purple survives. If someone strikes your pikmin during the "charging" period of a smash and the pikmin survives (and said move doesn't hit you before the smash executes), it'll rocket like that. Blues/Purples are just easier to rocket because they have more health and are more likely to survive a hit when they're freshly plucked.I- I know, sometimes the Usmash is just a reflex. (Although a well time purple pikmin will send him flying, even if he does a Dair, won't it?)
For getting grounded?- Are there any safe approaches from the air for Olimar?
You have to do it when they're at low percentages.- I've yet to see an Usmash connect with downthrow :S
Pfft, who cares?- I know, I can grab him even in the air if it's timed right (more chance for a gimp since he won't have his jump). If I don't do it in this matches it's because I don't want to overuse it.
Oh, i love Nair -> land cancel -> UpSmash -> juggle against G&W. If you see him getting D-smash happy this is a nice way to make him fear you. But you really shouldnt be approaching him, especially from the air.- Are there any safe approaches from the air for Olimar?
i hit that wall against my G&W buddy as well, but sending him THIS vid helped him get around those pivots.- These matches are somewhat old, nowadays I drive him mad with pivot grabs
I meant it more like trading attacks, I've been able to reproduce pikmin rocketing but isn't it too luck based to set up in match?Depends on whether the purple survives. If someone strikes your pikmin during the "charging" period of a smash and the pikmin survives (and said move doesn't hit you before the smash executes), it'll rocket like that. Blues/Purples are just easier to rocket because they have more health and are more likely to survive a hit when they're freshly plucked.
What do you mean with "whistle bouncing?"For getting grounded?
- A well-timed fastfalled airdodge is one of the better options, as whistle doesn't outlast his Nair. You can't fastfall DURING an airdodge, so you have to fastfall and THEN airdodge.
Do this when he tries to mix Nairs in with his Uairs to get damage.
- Whistle bouncing around can help with breaking out of Uair juggling
- Whistle can be used if you see that he's done trying to condition you with Uair and tries an Usmash/Dsmash.
- Whistle -> Nair
- Whistle -> Airdodge
Footstooling isn't as safe in this one because of their impulse to Nair/Uair/Usmash when we're up there.
Wow, that's really useful information! I didn't know of the critical percentage where the hitstun changes.You have to do it when they're at low percentages.
There is a certain critical percentage at which a move's hitstun drops from 31 frames to 14 frames (this differs by character and pikmin).
For example, Dthrow hitstun on Snake is 14 for the following percentages:
Red: 13+%
Yellow: 17+%
Blue: 23+%
White: 26+%
Purple: Always 14, doesn't combo
(Information courtesy of Hilt)
So in terms of ability to combo out of a Dthrow, White>Blue>Yellow>Red>Purple.
Yellows, however, have an extra three frames of hitlag, so the frame advantage will always be three more than with other pikmin (meaning that you'll have an ever-so-slightly larger window to input the Usmash/Fair).
Should I throw in some Fsmashes too for good measure?Pfft, who cares?
Grabbing near the ledge restricts his options and forces him to focus on getting around it, so feel free to spam timed grabs a safe distance from the ledge.
Just keep an eye on what he's doing to get around it and adjust your reactions accordingly.
Nair -> Land cancel nowadays ends with a shieldgrab. It's only safe when the Nair connects.Oh, i love Nair -> land cancel -> UpSmash -> juggle against G&W. If you see him getting D-smash happy this is a nice way to make him fear you. But you really shouldnt be approaching him, especially from the air.
It is pretty hard to space it so that ONLY the pikmin gets hit, yes.I meant it more like trading attacks, I've been able to reproduce pikmin rocketing but isn't it too luck based to set up in match?
From the guide:What do you mean with "whistle bouncing?"
There is a section in the guide for Advanced Techniques, BTW.* Whistle Bouncing (B-Reversal) -
Input a whistle in the direction you're facing, then press in the opposite direction within four frames. The easiest way to do this would be to press 321 on the control stick (or Forward-Down, Down, Back-Down), pressing the "Special" button on the 3 (or Forward-Down) input. Used mostly for aerial mindgames, can also be used at an edge as a quick way of getting under semi-permeable platforms.
Usefulness:
Just remember that hitstun varies depending on character, launch speed, etc., so those critical percentages won't be the same across characters.Wow, that's really useful information! I didn't know of the critical percentage where the hitstun changes.
The FAF of Dthrow is 36, so you can start buffering it as early as frame 26.Speaking of downthrows, If I was to buffer an input for the followup, how do I time it? Right when the opponent is about to touch the ground?
Usually doesn't hurt. Fsmash is a good tool for forcing people off the ledge or dealing with planking.Should I throw in some Fsmashes too for good measure?
Yeah, Nair on shield is generally pretty unsafe.Nair -> Land cancel nowadays ends with a shieldgrab. It's only safe when the Nair connects.
But I guess you're right and I should be approaching from the air when he expects it and is ready to shield.
No problem. I love giving long-winded explanations. ^_^Ps: Thanks guys, you are being really helpful
LOL!I feel trolled...