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Yeah I second this. I've tried this shield break set-up dozens of times and they have plenty of time after the explosion of up-b to roll out or just outright escape. However this set-up does break shields with one go, but it doesn't really matter since the set-up doesn't work in the first place.I get it, but calling it a "shieldbreak setup" when it really won't work in an actual game is dishonest. It was funny to see but you'll just get stomped if you think it's a thing you can actually ever use.
Hmm it's very hard to give advice on this tbh. Not much really stands out but I do feel you may need to work on your movement game. You seemed to be very sluggish and it looked like you were fighting against the kart dash rather then working with it. This really becomes prominent when you do side-b --> u-air. You seem to delay your u-air a good amount after the essential hit and it leaves your options very open ended. Also your defense game could use some work, but that's really hard to get into atm.I have problems with peach mainly
I have just this vid atm
https://youtu.be/iOvuxvmZ3l4
Btw, vicegrip, ive been trying to contact you to play online
I mean I guess? But again, it relies of your opponent to be really bad and have no experience in the mu. Every character is fast enough to shield the up b and then chase your landing since the endlag once you hit the ground is so immense. And the hammer isn't actually that quick. It comes out on frame 8, meaning almost every character has something that can challenge it.
I get it, but calling it a "shieldbreak setup" when it really won't work in an actual game is dishonest. It was funny to see but you'll just get stomped if you think it's a thing you can actually ever use.
The issue with Peach is there's really no way to approach no floating and her forward air destroys Bowser Jr. The trick in that matchup is to space forward and back airs, they have enough disjointed range to get hits in. Other than that you're only real options are to try baiting into up tilt and upsmash or toss mechakoopa around if peach is camping. It's just so hard to get followups on peach, it's not a good matchup..I have problems with peach mainly
I have just this vid atm
https://youtu.be/iOvuxvmZ3l4
Btw, vicegrip, ive been trying to contact you to play online
Yeah I usually won't throw it out a lot in serious matches, but against certain opponents with poor recoveries it's a pretty safe and lazy edgeguarding option. That huge explosion covers a lot of options and can be placed close enough to the wall to be untechable. I've also lately been pulling off some footstool-dair resets-up b combos but you have a few other followups there as well.When I use up-special on the stage, it's usually on non-FD so I can edge-cancel the landing on a platform. And I also make sure to do it so my opponent is behind me since the hammer hitbox starts behind you really fast.
I am 99% sure the amount of button input does not change if koopas get their kart back. also make sure to specify that it is due to knockback, and not damage when you say "stronger" attack.First things to note about this move.
Getting hit out of it with certain attacks can cause you to fall helplessly. You also are left with only a body hitbox, meaning anything that hits you in this state will do increased (1.12x) damage. However, If you are hit by a stronger attack OR stay in the air for long enough any additional inputs will reform your kart. Depending on you're opponent this may be inadvisable to use, but unless you are offstage it is rather difficult to get killed out of when used properly.
? I just meant that you get the kart back when you press anything, you can get hit and not press anything and you're still out of your kart.I am 99% sure the amount of button input does not change if koopas get their kart back. also make sure to specify that it is due to knockback, and not damage when you say "stronger" attack.
Ahh, my misread.? I just meant that you get the kart back when you press anything, you can get hit and not press anything and you're still out of your kart.
I'll fix up the other part though, thanks!
No worries. It's little tricks like that and kart cancelling that make the character for me. Great aerials, but mostly just great mixups on approaches, good mobility, and mind games.Ahh, my misread.
Some nice traps and walling, Also some pretty good baits into smash attacks. Not sure why he just fell into that hammer at the end. It's kind of a scary matchup because of the difficulty KOing and ease in getting KOed by Lucario.. solid play on your end but he was terrible against mechakoopashttps://www.youtube.com/watch?v=dtd-8hsE5Ig
https://www.youtube.com/watch?v=w1v_3vc9A6k
Here's some gameplay versus Shiny, a nearby Lucario in Washington who was able to take a match off Zero's Sheik in tournament about a month back. We matched on For Glory about 2 weeks ago and the connection was incredibly smooth and fun to play. Any comments ideas and input is appreciated!
Thanks mate now I have something I can work on as i play you don't know how much I appreciate this. Also is there a guaranteed way to get mech--->footstool? I've been experimenting with it and that was one of the few times I actual could land it properly.Hey man, yup I try and finish the write-up within a month when people ask me for critiques. Thanks for the patience, here ya go! Here's what I saw:
In general with your kart do you make sure to jump cancel every time? I thought I saw a couple in there that were not jump cancelled. The best way to improve the speed of your Jr. around the battlefield to to jump cancel every time you use kart (unless you have a specific spacing reason to use slower start-up version) and to cancel the kart from the air by using side b at JUST the perfect height above the ground so that you can land and kart immediately withoutt any reelback. It takes some practice but the speed you gain overall is definitely worth it.
at :29 you did Kart>uair to fair, but mewtwo was at a great % to do the full early % kart combo which is Kart>uair>uair>land to uair>fair.
at 1:29 you had a nice usmash read on his tech, perfect response, I think I woulda been looking for a jab lock opportunity after that nair but he did tech and teching in place is AWFUL in this game. When you tech you should always tech roll somewhere cause teching in place just sets you up to get hit...just like you did to him.
at 1:49 you should have been sharking his shield with two uairs to create pressure which may have lead to him being hit by either an uair or the mecha or both. I think you simply did a misinput here. In gernal though i think you need to work on your uair sharking game when someone is on a platform. When someone is on a platform every Jr. Should be able to pressure with at least 2 uairs in most situations like that. having a falling mecha in those situations (like this one) just adds ridiculous pressure that doesn't usually end well for them.
at 3:02 you had VERY nice usmash reads. You read his getup, then you guessed correctly that he was scared to getup and you read the roll. If you think they will jump from the ledge you can use fair to beat out that option as well. Jr. has one of the best, if not THE best ledge coverage options in the game. All of us can improve our ledge coverage game. (ledge coverage separate from edge-gaurding. Jr is good at that too but his ledge coverage is godlike if we can pull it off well like you did here).
at 7:09 you go for the kart to up B kill combo, however it is too early and didn't connect. Even if it did connect it wouldnt have killed. Always be aware of the %'s and when the combo works. However I can't fault you too much for going for it that early cause it's still good damage if the combo hits but doesnt kill. I tend to save that combo just for the kill tho so the opponent doesnt get too many chances to expect/survive the combo. If I think the combo won't kill, i just go for standard kart>uair hit that works at almost all %'s.
at 8:07 you should have pivot grabbed here.
at 9:01 you had very impressive followups. utilt is like the best option for additional followups after that low % kart>dair<fair/bair hits. Utilt followup only tends to reliably work on floatier characters and it is very DI dependent however. Other character you gotta end that combo with a jab or dtilt usually...or opt to kart at them again after the fair/bair hits to try and get something else going.
Overall very nice gameplay! General tips I have are that your up B's are good, however most of the time you land unsafely. I recommend not trying to gimmick people with hammer when trying to land safely back to the stage. When you up B, 90% of the time you should be looking for a stage ledge or a platform ledge to cancel on or land safely on. Also I think you use most of Jr's tools, however I do not think you utilize pivot throw enough (pivot grab is amazing on jr.), you do not use ariel spinout at all (at least in this set, look at 4:41 to see an opportunity you should have used ariel spinout to challenge his options there) and after you kill them experiment with regrabbing your mechakoopa so that the explosion won't hurt you. Sometimes that can lead to them being hit by the mecha explosion after the invincibility wears off and you don't have to worry about getting rid of it b4 it explodes.
Hope that helped! Sry I took so long, but yup i shoot for within the month when people ask me specifically.
Ya sure thing! lemme know when it's up.HeyViceGrip , when my set gets uploaded to YouTube, may I get critique as well? I am always open for criticism as I am constantly looking to improve.
Thanks mate now I have something I can work on as i play you don't know how much I appreciate this. Also is there a guaranteed way to get mech--->footstool? I've been experimenting with it and that was one of the few times I actual could land it properly.
Here it is. I definitely do a lot of unsafe things, especially like how I lost the last game. This is against the #1/#2 player in the state. (Him and another guy keep switching on the PR)Ya sure thing! lemme know when it's up.