Jasona
Smash Ace
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
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