The Real Sykes
Smash Apprentice
Ahh pure genius, wish i thought of that lol
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I need to work on edgeguarding samuses, it's hella annoying when they somehow sneak by my edgeguardsEdgeguarding. If she goes low in preparation to jump -> up-b from below without bombs, then try to intercept early with a dair. If she starts bombing repeatedly from a distance, jump out towards her and try to bair/fair the bomb lag. If she stops bombing to avoid this (which a lot of people will do), you can often accept just the reduced distance she gets and jump back and grab the ledge, and often it will be enough for an edgehog kill.
I'm not that good at the rest so I'm not that comfortable giving advice there. I would personally try to get above her and approach with dairs though, because from the side or below doesn't seem like it would work very well to me. But yeah Samus is pretty decent vs Mario.
Letting samus recover isn't a terrible thing and you can easily KO her regardless. I wouldn't go for any gimps but if there's an opportunity then go for it. Just time your edgehogs and intercept her recovery, she has a huge weak spot during her cooldown of the upb.Which attacks would you say are best for hitting her out of her recovery?
Make it seem like they can hit you with their dair, but then dodge out of the way and then come back and hit them (beware the utilt if they reach the ground though). But yeah generally I wouldn't try to take Kirby's dair head on with Mario.So I'm fairly new to competitive smash, playing in a small local tourney this weekend, and I know the best three players besides me all play kirby. So, I've got a few questions about Mario v Kirby
1. How should I approach a kirby who's above me and likes to fast fall into dair? At high %s I just up-smash and thank them for the free kill, but at low percents I at best trade and end up in the same spot. Do i just get out of there and try to engage at a better angle?
Pretty much anything will kill (usmashes/grabs) or set up an edgeguard (aerials) at 100%. If you know kirby is going to side smash you just bait it and then when it misses jump and dair -> grab them or something. Basically if you know what they are going to do make sure you come up with a plan against that tactic.2. What should my go-to be when kirby's at like 100%? I know kirby's just going to side-smash repeatedly when I'm at a high %, but I'm not sure what the best way for me to finish him off is?
Grab is good anytime you can get it. You can grab them out of a dair even if it hits btw, and you should also be able to grab them if you hit their shield with other aerials besides dair.3. I've always had trouble figuring out when to grab, so when should I try to work it in? I feel like after I dair and they shield works reasonably well, but I don't really know, and I know I need to use it more.
Can't resist: roughly 84'000 different knockbacks (4*1000*12+3*1000*12).How many different knockback levels are there to uair? Is timing the only determinant?
1) Follow their DI with a standing/retreating dair.What options do I have when someone DIs behind my dair?
Others will know this better, but here's what I think.General advice on ledge guarding pika?
Lol, I love youCan't resist: roughly 84'000 different knockbacks (4*1000*12+3*1000*12).
NairWhat options do I have when someone DIs behind my dair?
i'm not sure if you're being ironic intentionallyThe Star King's remark is valid, however ballin is just nitpicking. I was only talking about the general conditions.
No. Shield pushing =/= knockback.there's nonzero knockback on shield
Knockback refers to the distance traveled AFTER the DI window. Are we not allowed to say Fox's shine has "set knockback" anymore because DI exists? loli didn't mention DI before either
No. I'm guessing you're thinking of reverse trajectories (e.g., weak knockback forwards vs weak knockback backwards), but that is a universal traits of hitboxes, not extra kinds of hitboxes (e.g., Fox's shine's left and right trajectories come from only one hitbox).also on the "serious" conversation - there are definitely at least 4 "kinds" of hitbox for uair.
it's just a different "kind"No. Shield pushing =/= knockback.
the distance traveled after the DI window can be greatly affected by DI ... (walls, ground)Knockback refers to the distance traveled AFTER the DI window. Are we not allowed to say Fox's shine has "set knockback" anymore because DI exists? lol
conceptually i'd think of those as separate because they do different things. i mean, there is some dividing line between the "normal" part and the "reverse" part, right?No. I'm guessing you're thinking of reverse trajectories (e.g., weak knockback forwards vs weak knockback backwards), but that is a universal traits of hitboxes, not extra kinds of hitboxes (e.g., Fox's shine's left and right trajectories come from only one hitbox).
*sigh* only you would say this for the sake of disagreeing, seriously. The game doesn't treat the two remotely alike. It doesn't use the knockback formula at all. The trajectories of the moves don't matter. % of shielder doesn't matter. It's just not even close to the same.it's just a different "kind"
Wall is a good point (there's also crouch canceling), but standing/air/lying on ground don't affect knockback - lying on the ground affects % dealt, but knockback is calculated with the % after being hit (this is a fact, don't try to argue about this)the distance traveled after the DI window can be greatly affected by DI ... (walls, ground)
ooh that's another one - standing vs air vs lying on the ground knockback
The dividing line is which part of the "hurtbox" the recepient is hit on (left or right). So no, not separate hitboxes.conceptually i'd think of those as separate because they do different things. i mean, there is some dividing line between the "normal" part and the "reverse" part, right?
You know I'm just ****ing with you, right?*sigh* only you would say this for the sake of disagreeing, seriously. The game doesn't treat the two remotely alike. It doesn't use the knockback formula at all. The trajectories of the moves don't matter. % of shielder doesn't matter. It's just not even close to the same.
I thought about mentioning ceilings / walls just being in the way (without DI) too .Wall is a good point (there's also crouch canceling), but standing/air/lying on ground don't affect knockback - lying on the ground affects % dealt, but knockback is calculated with the % after being hit (this is a fact, don't try to argue about this)
Ah, I understand. Although I think I misspoke before anyway. Mario's uair has only one hitbox that is rotated in a circle, right?The dividing line is which part of the "hurtbox" the recepient is hit on (left or right). So no, not separate hitboxes.
use platforms to avoid the laserspam. learn how high his jumps go. a full c-jump to the side is perfect for the side platforms on dreamland. use high jump and doublejump with two fireballs for a distance edgeguard. if he's off the stage and below you edgeguard him with a non-fastfall dair when his firefox isn't out yet! once you got him do everything too keep him in the air with uair, fair, bair or upb. don't spam fireballs. a few well placed fireballs work much better on the most fox players. his uair is one of his best countermoves for a combobreakerSorry for the double post, but any advice on the Fox matchup? I have trouble getting in.