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Oh also forgot to mention here that I double eliminated oracle on saturday
Soooooo yeah I'm kind of sort of getting more results
Soooooo yeah I'm kind of sort of getting more results
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Roy: Avoid being baited by his DD game and wait until a bomb hits him before going in, can use the boomerang to cut off the areas that he can DD in and put him towards a corner (much easier to pin down/harder to get baited into a grab). If he corners you and puts up his shield (anticipating a pre-emptive bomb toss that he can wd oos -> punish) then just hold on to your bomb and wait, toss the bomb if he panicks and does something OOS or otherwise just enjoy the free shield damage he causes himself until your bomb is about to explode. For combos: vertical juggles with uair chains, usmash etc. work super well. uthrow -> uair works afaik, as does uthrow -> up+b at killing %s (same with most chars that have a similar weight class to Roy except uthrow -> usmash doesn't combo on Roy iirc), afaik you can dthrow cg him at like.. 40? To nearly 100 or something. Or at least I've had success doing so. I need to play vs Roy more to optimise punishes on him but that's a rough idea of what I go for.I need help in the Sonic and Roy matchups. Any tips on what to do vs them? I get overwhelmed by Sonic's speed and Roy just feels like a toon link counter to me >_>.
I'll see if i can get some vids this saturday of my PM Toon Link in the tournament. Hopefully I can get better than 4th unlike last tournament, where I got 4th, I know I can, but I need to learn those 2 matchups.
CROUCH CANCEL!I need help in the Sonic and Roy matchups. Any tips on what to do vs them? I get overwhelmed by Sonic's speed and Roy just feels like a toon link counter to me >_>.
I'll see if i can get some vids this saturday of my PM Toon Link in the tournament. Hopefully I can get better than 4th unlike last tournament, where I got 4th, I know I can, but I need to learn those 2 matchups.
When your facing an opponent that is still alive at above 180% you should try and land a b-air which will kill at those high percents.So I just finished reading this entire thread from top to bottom, and I managed about three-and-a-half Post-It notes worth of info (they're easier to stick around my TV for quick reference).
I've been really digging into Toon Link research for the past month, and I've got a couple of tournaments coming up this month that I'm hoping to test that knowledge with. However, I do have a super noobish question: how do Z-drop a bomb so it doesn't explode? I've been trying to figure it out for the past couple of days with no joy.
Toon link has no bad match ups. Just match ups that he doesn't dominate.This isn't a definitive end-all be-all MU spread, this is a snapshot of "now."
Too many people are reluctant to talk about MUs, and I understand the meta is very young for a lot of chars, but some of the MUs have been figured out to some extent.
I've been trying TL out and he's pretty tough to use, I just can't figure out how to play him.
My priority list usually goes something like this:When are arrows useful over bombs or arrows?
Down throw can go into fsmash. It depends on the other character's characteristics and percent, along with DI, but at the right time, it's not as hard as it may seem.Playing as TL, I have a few questions, feel free to redirect me to somewhere.
What throws should I be going for in situations? I most ALWAYS go for downthrow, and either tech chase, ftilt, utilt or upsmash. Is it possible to downthrow into fsmash??
I noticed bthrow and fthrow don't have that much KB at all, so they work to set up tech chases on faster fallers.
When are arrows useful over bombs or arrows?
Is the dair meteor useful at all?
It was not purposely... Haha. I was in a hurry.Edit your posts, don't double post. Keep in mind that I'm not a pro TLink or anything.
Post 1 - Zair can be used for quick spacing after airdodging through somethings and getting to the ground. It can be used as a sort of alternative to a wavedash if you're running and want to stop while having a hitbox out.
Post 2 - It's called ledge canceling (or is it edge canceling?), You just have to slide off the edge during the endlag of the move.
Have you got it recorded?I have before. And succeeded. It's not easy. But it's hilarious when it happens.
Throws: dthrow is the most universal throw for punishes - it can CG a lot of chars (semi-FFers like MK/Roy/Diddy in particular) and has good followups on anyone who is not too heavy (e.g. Samus). vs not-Samus floaties you can do dthrow -> FJ double bair -> bair -> bair/uair depending on DI and dthrow -> dair to kill (replace with up+b/uair when dthrow -> dair is at a % where the spike will hit which is roughly 110%), mid-weights you want to dthrow -> usmash at 0 and then do dthrow -> bair at like 30+ and then dthrow -> uair when it combos (typically at 40-60), at like 70-80 you can go for dthrow -> fsmash and finally at higher percents go for dthrow -> up+b. You can combo fastfallers/semi-FFers with uthrow -> usmash/uair (usmash doesn't work on like Roy/Falcon iirc) and kill with uthrow -> up+b, or you can do uthrow -> usmash double hit -> regrab on spacies at 0.Playing as TL, I have a few questions, feel free to redirect me to somewhere.
What throws should I be going for in situations? I most ALWAYS go for downthrow, and either tech chase, ftilt, utilt or upsmash. Is it possible to downthrow into fsmash??
I noticed bthrow and fthrow don't have that much KB at all, so they work to set up tech chases on faster fallers.
When are arrows useful over bombs or arrows?
Is the dair meteor useful at all?
Apparently I'm the worst. Thanks!I did at the top of my last post. <_<;
I actually agree with these mu numbers... I could barely make any changes. I might fill in the spaces that you don't know, but I'm lazy right now. Maybe later?Wario - 6:4
Mario - 4:6
Peach - 6:4
Wolf - 4:6
Fox - 45:55
Falco - 45:55 (maybe 4:6)
ICs - 7:3
Sheik - 55:45
Link - 55:45
Ganon - 65:35 (maybe 7:3)
Mewtwo - 6:4
Lucario - 6:4
Squirtle - 55:45
Ivysaur - 5:5
Charizard - 6:4
Samus - 6:4
ZSS - 45:55
Lucas - 6:4
Pit - 5:5
Kirby - 55:45
MK - 5:5
Ike - 6:4
Marth - 6:4
Olimar - 5:5
ROB - 55:45
G&W - 65:35
Snake - 5:5
Sonic - 55:45
Others: idk
Not reaching up to the bomb is simply a matter of poor timing. It'll come along with just a little bit of practice. It's easier than it looks.Just a quick question, is there different AGT lengths? Because when I am practicing, i always appear to AGT, but sometimes i don't up b into the bomb. I read in this thread that you are supposed to save your 2nd jump, is that required or does it just make it easier. Thanks for any help!
*Edit* Also, do we have a time frame on when we will get wall grapple as tink? I feel that will really help his recovery from really low, where it suffers (from what I have read). *Edit*