Vex (Ganondorf) vs. Tornado (Pacman)
http://www.twitch.tv/mvg_league/v/5760427
best of 3, 21:00 into the stream recording.
Vex (Ganondorf) vs. Tornado (Pacman)
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Overall good play and great job not giving Ganon roll punishes. You held your ground and didn't do obvious defensive options.
After you take a stock on battlefield, setting up a trampoline underneath one of the platforms and waiting on the other side royally screws over most approaches since the trampoline bounces people above the platform. Something to keep in mind. I would spam trampoline a lot vs. Ganon, there's not much he can do about it.
I wouldn't expect the stage spikes to work often offline
I hate to be tat guy; but could I get a bit of feedback? I have a french tournament this weekend and would love to step up my game before I head in there. I really want to be the overseas guy who comes in and steals all of their money. The fact that there isn't a Pac player in the country should help me, but I want to be as prepared as I can be.
Doing this now. Sorry I didn't get to it before the tournament.
Vs Villager
:05 - hm, never thought of that method to stop Lloid.
It doesn't damage the hydrant as we see though, which ca
be good and bad.
:16- 26 -> That's what we need to do when we're close.
We beat Villager in CQC IMO. Having Key ready to launch
Villager's hydrants is good.
:31 - odd...That may have been a good time to let the Key rock. I don't
think Villager's Utilt would've launched it.
:42 - Trampoline OP. Our personl get out of jail free card is nice.
Everyone needs to hardwire "They're on top of me? Trampoline!!" into
their minds because there's basically nothing they can do about it.
In the next little neutral interaction, I would consider placing a trampoline
between the two of you. If you do, Villager can't run behind Lloid as easily, leaving
you an easy heal. If there's no trampoline, be careful because Villager can bait it
and try to punish.
1:02 - little early on the trap. You probably should've jumped the first water spout and then
jabbed, but I know it's hard to guage sometimes. Regardless, it did its job since Villager
avoided the ledge completely.
1:04 - now on this punish, I would suggest you wait on the ground and cover retreating to the ledge. You had a Key ready to punish long
range landing, and the ledge was Villager's only somewhat safe option.
1:08 - I probably would've gotten hit by that too. I like the effort
to cover Villager's get up options.
1:12 - sneaky key while villager was distracted, good.
1:37 - nice setup with the dthrow to the red trampoline. That fair covered everything.
1:56 - needs to get patched. It's INFURIATING. Beautiful play up until that point.
2:14 - you were probably trying to avoid it, but having your hydrant on SV's platform sucks if you're not with it
2:17 - and that's why. Good conversion after you get hit though.
2:32 - nice Fair to Fsmash, it's a pretty safe setup.
You told me this too, but you fair to nair a lot as well. We've got to mix it up.
2:50 - If that was planned, brilliant. Having the hydrant water cover your getup.
3:24 - Try not to shield Lloid if you can avoid it. If it misses, cooldown is longer for villager.
That being said, don't risk some defensive move that villager can read. Your shielding was fine there,
but I wanted to point that out.
Like at 3:00, villager could've grabbed you. You wouldn't have died though, so I respect the shield option. Getting grabbed >
smash attacked off of a read. Jumping up to the platform would've been best IMO.
3:37 - sneaky. Almost worked too. I need to keep that one in mind.
4:06 - trying to pop balloons with Dair's weak hits? never thought of that.
4:20 - Brilliant. This has become my most reliable stock closing method ever since you brought it up.
Yoshi
4:38 - In the case of a hydrant drop like that at 0%, I go for Uair -> Trampoline.
As you experienced, Fair doesn't have that much stun at low %.
4:58 - You get a good Fsmash after this, so good. In most cases, if you're both getting
pushed by hydrant water, trampoline.
5:09 - I love that setup. I would try to start it a little closer to the opponent though.
5:21 - You wanted the trap badly. With how Yoshi was recovering, it would've caught him if he faded back.
Since he didn't, it was pretty risky since you ended up right next to him.
5:43 -
I know it's tempting, but resist. Landing a grab there wouldn't even KO.
5:51 - Good apple. I thought that was about to turn ugly with Yoshi getting some
dumb rage KO on you.
6:02 - Good.
6:10 - why no second Utilt? Expecting an AD?
6:27 - I'm so glad Yoshi didn't U air you because that was beautiful
Solid play after.
Vs Samus (Hman)
Charge shot scares me, not going to lie. I tend to run at samus at the start and plant a hydrant
so that the water will interfere with her some.
:08 - he probably could've Up B OoS there
:15 - try U air after those hits, it goes straight into trampoline.
:24 - ouch, getting grabbed vs Samus sucks.
:29 - Based trampoline gets it in
:37 - if they sit in shield like that, run off and trampoline. Also, don't mash the jab. Do 1 and 2
and make sure you're hitting before doing 3.
:41 - I can't say for certain if it would've hit, but I would've gone for Dair. It
puts the opponent in an awful spot afterwards. The low stun of fair bites you again.
:46 - IDK about that apple, it was hopeful.
:48 - that's the right idea, but you were a little slow on the action. When you go for pellet shield,
always aim up at the end so at least you don't get smash attacked.
In neutral, I'd recommend more of an air assualt vs Samus. Put hydrants close to her but don't launch
them so that the water will interfere with her game. Throw strawberries and Apples from above. She can't
cover those angles like you can.
1:12 - great mixup.
1:25 - good pellet shield there.
1:31 - like here, aim up at the end just in case. Our 2% is nice,
but charge shot still does 26%. I wouldn't let Samus charge it up.
1:41 - after either of her missiles hit hydrant, Nair should launch.
1:48 - as you saw, the super missles go over the grounded pellet. I would've kept healing instead of charging fruit there,
but that's just me.
1:52 - I may be dreaming, but I would've gone for Dthrow -> Fsmash or something like that lol.
The moving platform is silly.
1:55 - why did you put your hydrant there?
3:30 - X_x
Yeah, try what I said about using the hydrant water to disrupt her ground game and
assualt her with strawberries and apples primarily.
If she keeps shooting missles, heal. If she starts charging, go over there.
Seige is a good pick. Less room for her to run. The statues stop her projectiles
but our piercing ones go on through.
5:02 - in that situation, do what he did. Run off, jump back and bair.
5:36 - trampoline, you know this.
5:47 - that's what I meant about aiming up. You ate Uair, but you didn't eat charge shot.
5:52 - I'm sure you went for the
tech. Get those.
5:56 - ...hm, gotta keep that in mind.
You had the apple in hand and did the double z drop instant launch trick...on the other side of the stage.
Couldn't you have do that on top of samus?
6:23 - good option select with the SH fair.
6:32 - an alternative to pellet if you feel a charge shot coming is fruit. It's safer and all of the fruits will absorb
a shot for you.
6:46 - I usually don't notice stale moves in this game, but I think her shooting the statue
refreshes her moves. Don't let her get fresh charge shot.
6:49 - that would've worked if he didn't decide he was done. I like the attempt.
Nice melon gushing
7:57 - why did you throw the hydrant there? she wasn't close.
8:42 - excellent
Nice bell conversion after.
Overall vs Samus, try what I said. Control the ground more with stationary hydrants and trampoline while attacking
from the air. She has great horizontal projectile game. Vertical? Not so much.