Shugyy
Smash Rookie
Hey all Shugyy here with a couple YL tricks to try in your rotation of combos! No I do not claim to be the best YL, but I do love seeing players (including myself) progress in their gameplay by trying another player's muscle-memory play...so here's a few things I enjoy doing! *Some terms coined during Intoxicated Smash Play*
BOOMBOMB DROPS: Smash throw a boom 45 degrees upward, pull bomb, and throw bomb at boomerang and it will drop straight down. *Important for 45 degrees over straight because if you treated it like a declining graphed line on the way back, you have more intuition on landing the hit. The speed of the bomb changes from a smash speed to that of a Z-Drop, causing some timing mixups. Rather than throwing a bomb into Dair, the bomb is independent causing less lag on you, and are able to Dair while the bomb is dropping. You are also able to hit the boomerang throwing the bomb from all angles while horizontal BoomBomb drops are limited to lefts and rights. The player if hit will receive hit lag reducing your miss chance on landing a Dair-AND increasing chance to arrange a Dair Meteor...but all that aside it's just flashy and sexier than a 1500's concubine covered in beer.
SHA DEWD! : "Short Hop Arrows"...dewd : If we are serious about moving YL up the tier list, we may as well learn from a Spacey. Although arrows have significantly more frames to cover than a short hop laser from Falco, short hop arrows keep a rhythm just as Falcos do, but can also cause a pop up on high percents, covering an arc rather than a straight line, and can be charged to the rhythm of the jump. The damage is higher than a laser of course, yet the arced pressure is much more versatile in approaches than a readable horizontal attack.
SHBS: "Shabba Ranks": "Short Hop Boomerang Smack": So not only do boomerangs do the most damage at closest range, a chain of short hop boom smacks can cause significant pressure in any degree from horizontal to 45 degrees if hit close to the player every hit. Players to lengthen the smack distance would include Marth due to sword> boom priority and reach. The boomerang lag is all in the initiation of the throw, which should be started right after the initial jump to keep a rhythmic pace. If shielded, the boomerang will be sent back extremely quick to you- who should be right on the opponent, allowing for a grab from shield
3-FIST STYLIN': Coined projectile combo while playing a Smash mini-tournament in my hometown listening to 3-Fist Style by Datsik :D The initiation of the combo should be a pulled bomb on ground- a double jump into a full if not mostly charged arrow, causing shield stab and pop up, a quick boomerang smack to keep the juggle, and a smash thrown bomb we started with as the cherry on top. You'll find projectile juggling of the opponents will enable you to smash attack them while they are still in air. It's important to pull the bomb first due to the speed of the combos execution. As well, if they are able to reset and shield at the boom smack, you can either grab out of their shield OR get grabbed by then due I the nearness from the boom smack while the bomb blows up and breaks you free to do more Hoodrat stuff with your YL friends.
BOMB SPIN: Throw 2 bombs in quick succession straight up to hit one another-each falling at an arc. While they fall, hit a neutral grounded up b spin attack. Chances are they will either jump into a bomb, or if they go for YL directly,fall into the spin. Just some good timing mix ups on projectiles with sword attacks. The bombs will interrupt if fallen on YL, so do not move from the initiation spot. If the opponent is caught in the up b, the bombs will either hit the ground or be exploded by the edge of the spin. Awesome double background explosion while they get OJ Simpsoned.
USB PORT: "Up B Spin": So have you ever sent a player flying in another direction by hitting a weird angle and causing 1% damage by the up b on ground by accident? Well the mechanics to control that is simply to step to the side of a player in air where they WILL land, starting the up b, and if they land on the midpoint of the edge of the sword to YL, they will be sent on the opposite side of the landing. Great for regaining spacing or tossing off stage. Works best on Spaceys and other low weight classes.
Please share some videos of anything newly learned or advance upon my tricks in the comments below! Shugyy OUT! *teleports to nudist beach *
BOOMBOMB DROPS: Smash throw a boom 45 degrees upward, pull bomb, and throw bomb at boomerang and it will drop straight down. *Important for 45 degrees over straight because if you treated it like a declining graphed line on the way back, you have more intuition on landing the hit. The speed of the bomb changes from a smash speed to that of a Z-Drop, causing some timing mixups. Rather than throwing a bomb into Dair, the bomb is independent causing less lag on you, and are able to Dair while the bomb is dropping. You are also able to hit the boomerang throwing the bomb from all angles while horizontal BoomBomb drops are limited to lefts and rights. The player if hit will receive hit lag reducing your miss chance on landing a Dair-AND increasing chance to arrange a Dair Meteor...but all that aside it's just flashy and sexier than a 1500's concubine covered in beer.
SHA DEWD! : "Short Hop Arrows"...dewd : If we are serious about moving YL up the tier list, we may as well learn from a Spacey. Although arrows have significantly more frames to cover than a short hop laser from Falco, short hop arrows keep a rhythm just as Falcos do, but can also cause a pop up on high percents, covering an arc rather than a straight line, and can be charged to the rhythm of the jump. The damage is higher than a laser of course, yet the arced pressure is much more versatile in approaches than a readable horizontal attack.
SHBS: "Shabba Ranks": "Short Hop Boomerang Smack": So not only do boomerangs do the most damage at closest range, a chain of short hop boom smacks can cause significant pressure in any degree from horizontal to 45 degrees if hit close to the player every hit. Players to lengthen the smack distance would include Marth due to sword> boom priority and reach. The boomerang lag is all in the initiation of the throw, which should be started right after the initial jump to keep a rhythmic pace. If shielded, the boomerang will be sent back extremely quick to you- who should be right on the opponent, allowing for a grab from shield
3-FIST STYLIN': Coined projectile combo while playing a Smash mini-tournament in my hometown listening to 3-Fist Style by Datsik :D The initiation of the combo should be a pulled bomb on ground- a double jump into a full if not mostly charged arrow, causing shield stab and pop up, a quick boomerang smack to keep the juggle, and a smash thrown bomb we started with as the cherry on top. You'll find projectile juggling of the opponents will enable you to smash attack them while they are still in air. It's important to pull the bomb first due to the speed of the combos execution. As well, if they are able to reset and shield at the boom smack, you can either grab out of their shield OR get grabbed by then due I the nearness from the boom smack while the bomb blows up and breaks you free to do more Hoodrat stuff with your YL friends.
BOMB SPIN: Throw 2 bombs in quick succession straight up to hit one another-each falling at an arc. While they fall, hit a neutral grounded up b spin attack. Chances are they will either jump into a bomb, or if they go for YL directly,fall into the spin. Just some good timing mix ups on projectiles with sword attacks. The bombs will interrupt if fallen on YL, so do not move from the initiation spot. If the opponent is caught in the up b, the bombs will either hit the ground or be exploded by the edge of the spin. Awesome double background explosion while they get OJ Simpsoned.
USB PORT: "Up B Spin": So have you ever sent a player flying in another direction by hitting a weird angle and causing 1% damage by the up b on ground by accident? Well the mechanics to control that is simply to step to the side of a player in air where they WILL land, starting the up b, and if they land on the midpoint of the edge of the sword to YL, they will be sent on the opposite side of the landing. Great for regaining spacing or tossing off stage. Works best on Spaceys and other low weight classes.
Please share some videos of anything newly learned or advance upon my tricks in the comments below! Shugyy OUT! *teleports to nudist beach *