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walking away and spacing

Jasona

Smash Ace
Joined
Nov 7, 2003
Messages
975
Location
northest MD (21001)
not being able to WD makes me sad. i can't get anywhere quickly. after i thought about that and mashed some buttons, i stepped back into walking and dash-dancing. thats where i'm at now. brainstorming how walking and dashing small distances could help me
alot of my strategy needs to change now. there had been some fear whenever i used a jab or ftilt, because undr often powershielded and grabbed. getting dash grabbed after undr powershields an ftilt was especially disheartening. i couldn't think of any way to vary the approach to mindgame my way out of his response. usually i'd just ftilt from whereever i chanced to be. now, i can max the distance. or even get just out of my ftilts range and if he tries to dash grab me, he'll run into an unspent ftilt. last time that happened it was mostly an accident, but its good to know. the jab has more range than i thought. maxing that out will be fun. i'd like to get it down to a single motion. turn-walk-turn-jab in a flash. mostly for shock value. interrupting someone with a really quick attack
another cool idea is to walk to sweetspot range of the zair. see or predict someone SH an aerial. dash/walk to sweetspot range, turn and shuffle a zair. has priority, gets damage and gets distance for preping guns
charge blast will be fun now too. only way i can figure to hit someone is against a wiffed attack. i've been playing with the idea of stopping a charge just before it would be blinking to hide it. great counter attack, especially since i can't count on it hitting from a powershield
also noticed that there are times when my spacing lets me mess with undr's roll game. i can sometimes keep the distance so great that with little effort one of his rolls intended to go around could land him in front of me and put him in a bad spot. in a similar situation i caught him on his roll and ran towards where he rolled from, switching the distance to his new spot. messing with the roll was never an option before
dash-dancing and canceling a skid will be weird. not going to be much use if i can't vary the DD distance at least a little.

if walking and turning into an a move is fast enough, this could be crazy fun. space to jab to space to ftilt. if that could be made fast, lolz. mindgames. will he go for the distance or will he close in. plus i could easily get the distance i need to walk away and SH a homing before diving right back in. finding the best distance to SH a homing would be sweet. if i could learn the timing for following up the uncharged blast, then i could mix it up between that and homing. crazy pressure
i've been looking for ways to use the dashing usmash. it'll always connect if the shield is damaged enough, but i'm never close enough or at least not consistently close enough to use that option when there is opportunity. if i could find a way to stay close enough to repeatedly peg a shield or combine a homing and a jab at the right time to prep a shield for the dashing usmash, i'd be set. gotta find a two-hit way to noticeably shrink a shield, even if it only works when the shield is slightly damaged already. its gotta be fast too, so that i can quickly follow it up. like the charge blast/homing to jab
how close do i need to be to someone to powershield into an up+b? how far do they extend their hitbox into their attack? whats my up+b range? the move is a brick wall
another cool trick i want to work on is to be close enough to throw in a turn around, jump back and through them and fair. could pop them out of a shield or bust up a dodge. depending on the distance when i land, i may get to work on the speed and practicality of jab-walk away to max dist-jab. really cool if i could make it nearly as fast as jab-cancel-jab

i don't know. just thinking out loud on a sick day
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
I think walking away is a better idea than rolling away. I'll do that sometimes. I'll walk away and then come back at my opponent with a dash attack. Remember, if you use your dash attack late, you'll end up behind your opponent, which means you have more options to choose from. That's the sad thing about Pit, though. He never ends up behind his opponent, so a dash attack for Pit is only good if your opponent isn't expecting it. Otherwise, Pit can be shield-grabbed. I think I ought to start walking more than rolling, though. Oh, and I know from experience that Samus' d-air is good. D-air while DI'ing the opposite direction from your opponent. You can't get grabbed.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Dude... it's always so hard to read your posts. >_<

You can shield to cancel a skid.

Super Missiles do considerable damage to shields, enough to guarantee a dtilt follow up. Homing missiles do that too, but Super Missiles may get you a more desired result. Shoot Super Missiles as soon as Samus begins to fall from her short hop to get a perfect cancel.

Screw Attack will hit whatever your jab will. It also works well if your uair won't reach your opponent in time and you feel like you want to squeeze in another 12%.

In your last thought, are you trying to say: approach your foe, rar ff fair, land behind foe? It sounds very interesting. It definitely sounds safer if it hits a shield/dodge. Genius.

As for your whole general thought, retreating with a dashing shield is almost the exact same thing as rolling. Rolling has some vulnerability frames on startup... about 3-6 frames I think. Because Samus' roll is sooo slow, your dash will probably leave you vulnerable for the same amount of as a roll by the time you get out of your foe's range. The shield merely stops you so you can perform whatever you want. This only works well for retreating though, so don't try getting behind your opponent with this.
 

Undrdog

#1 Super Grimer!
BRoomer
Joined
Aug 24, 2004
Messages
5,587
Location
Aberdeen
I think walking away is a better idea than rolling away. I'll do that sometimes. I'll walk away and then come back at my opponent with a dash attack. Remember, if you use your dash attack late, you'll end up behind your opponent, which means you have more options to choose from. That's the sad thing about Pit, though. He never ends up behind his opponent, so a dash attack for Pit is only good if your opponent isn't expecting it. Otherwise, Pit can be shield-grabbed. I think I ought to start walking more than rolling, though. Oh, and I know from experience that Samus' d-air is good. D-air while DI'ing the opposite direction from your opponent. You can't get grabbed.

Eh, I also use Pit's DA to nail people who are off or even below the edge.

As for ending up behind your opponent...? Not cool. If Sauna tried that to me he'd most likely get killed.


Super Missiles do considerable damage to shields, enough to guarantee a dtilt follow up. Homing missiles do that too, but Super Missiles may get you a more desired result. Shoot Super Missiles as soon as Samus begins to fall from her short hop to get a perfect cancel.
Not when powershielded. Or better yet, reflected back at twice the speed. =P
 

DelxDoom

Smash Lord
Joined
Sep 9, 2006
Messages
1,555
mixups with bombs, jabs, grabs, and tilts. bombs pretty much give you a bit of Snakesque nade defense haha
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
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Temple University, Philadelphia
Eh, I also use Pit's DA to nail people who are off or even below the edge.

As for ending up behind your opponent...? Not cool. If Sauna tried that to me he'd most likely get killed.

Because of Pit's godly bair/lightning fast smashes?


Not when powershielded. Or better yet, reflected back at twice the speed. =P
No attack is safe upon powershield.... =S















... 'cept maybe GnW's turtle.
 

Pi

Smash Hero
Joined
Feb 5, 2008
Messages
6,038
Location
Lake Mary, Florida
Another reason why brawl is so slow
yes, walking is great, especially because samus' F-tilt is so good.

All her tilts are good, actually.

also try DB and if they approach right U-tilt them.



Also, why is up angled and down angled F-tilt not have diminishing damage in training, but does in real brawl ._.
 

Orichalcum

Smash Journeyman
Joined
Oct 16, 2006
Messages
444
Location
Europe
I dont know if this is the right place but it includes walking as spacing. I found a new way to kill at LOW %. its so ****ing basic yet i see none do this except the samus i played to day. near edges (edgeguard situation maybe) MC homing missile WALK fsmash. WIN LOL. its so dumb unoriginal but effective and works very often. easy kills at 80%. if they cant evade the missile they are pretty much done for if they dont have very nice di or recovery. heck call me a noob or whatever but its just too funny to do. try it yourself, the hitstun of the missile is sufficiet and the fsmash guaranteed with proper spacing
 

n00b

BRoomer
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Apr 19, 2002
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why walk when you can dash pivot cancel reverse sliding fsmash?
 
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