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I do think that the bucket should be absorbing more things, honestly. Keep it to energy, sure, but I don't understand why things like Charizard's side B (or even mario's forward smash) don't count.bucket should absorb all projectiles get ready for stitchface bucket
*Toon LinkIdk if theyre camping right then its pretty hard to get in that range but whatever. He still needs better tools to deal with camping in general since basically everyone can dd camp him and make his life hard. The fact that he has trouble with bad chars like link just bc he cant deal with a dumb strategy is sad and honestly really weird
what the ****, i thought i hit editso i tried getting dash attack->dacus in a real match
ive come to the conclusion that its not recommended at all to do, unless you get one hell of A READ
(fixed lmao)
HOWEVER, one situation where it absolutely destroys in is if the opponent is shielding close to the ledge - do dsah attack->dacus, and their shield will either wither down so that its barely there, OR it will break, because dacus cant push you off the ledge, it stops you so the usmash hits the opponents shield
one other thing i liked using it for is as a "get away" move - if you feel like you'd be better trying to get away from the opponent, dash attack->dacus pushes you pretty far from the opponent even if you hit theyre shield, i feel like the combo ends quick enough so that they wont be able to punish you very well
That 'not getting much out of throws' thing is very reasonable, but I personally still love gaining-ground rather than simply getting a potential chance to 'hit' an opponent again. It's the same reason I mostly avoid Zard Dthrows and stuff too, I just find 'guaranteed room' to be more valuable of a positional advantage than 'forced techs' and things like that.Throw game
Pivots, WD ftilt, while ftilt stays out forever, it also means that you're stuck there forever and a character with the air mobility of Wario really preys upon that.
His dtilt is absolutely a problem for WD -> things and sometimes it stuffs Up-B OOS. It is safe on sheild and coupling that with a jab mixup (which jab2 will put you in hard knockdown), means bad things for the GnW player.
You couple that with how absolutely vulnerable GnW is where he is trying to land. My ground movement in this MU absolutely facilitates what I do in the air because:
I'll explore pulling back WD back ftilt and pivot ftilt a lot more into my game vs Wario and I'm sure there is even more I can look at once I review some more.
What are more ways that I should be attempting to come back onstage from the ledge?
[Up-Smash] just seems unreliable and not nearly as fun as other options. Kind of unnecessary, in a way.