Swann
Smash Journeyman
I think Ivy has the worst shield in the game right now.
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As a general rule when edgeguarding other tethers, don't think too hard about it and just grab ledge. Wait for them to actually land onstage, then dair -> uair (or vine whip if you can't reach with uair). Kills off the top and gets you a ton of solar beam charge in the process, and is difficult to escape unless they edge cancel or you mistakenly get up as they strafe back to the ledge.http://youtu.be/5q5CU1psh0Y
Playing against someone who knows how to ledge guard tethers... Tethers are so bad now. I also realize that I'm not very good at ledge guarding tethers.
Other things to note from this set: F-Smash might very well be our best onstage killing move for practical purposes. That said d-smash is still arguably more practical/safer most of the time, even if it has slightly less KB.
Things I noticed I was doing wrong: Terrible habit of DIing toward the stage when getting carried off. Not full-hop f-airing enough.
Anything else guys?
So my experience is that FD and stages with sparse platform coverage make the most useful stages with respect to seed bomb. Seed bomb lets us "check" an area of space and heavily punishes disrespectful strats like run in->grab or dash attack. In some stages, seed bomb's usefulness is limited because of platforms (BF) or because there isn't always room to commit to it safely (GHZ, FoD), but on FD, much of those restrictions are lifted. Against Marth in particular, seed bomb means:>You played on FD and yet I saw exactly zero seed bombs
Hmm, I figured my main problem would be how to keep Marth out of my zone, and doing a 1 second long move that hits 2 seconds later wouldn't really help in that area. Was I wrong ?
So I didn't know the percentages (I've noticed that the first two throws seem inescapable but I have decent luck after that), but I generally think something along these lines.>You didn't wiggle->airdodge out of fthrow chains
I tested this a bit because I didn't even know this was possible. The only times it's not possible to do this is below 11%, or if you DI down+away. Thing is, I usually go for the down+away DI : it sets up a tipper fsmash, so I eat 20% and an edgeguard, but at least the combo ends.
What DI do you go to ? Just away ? In ?
Okay, that makes sense. I personally would have tried to position myself so I could put out a dtilt hitbox where he would land, which would stymie WL attempts AND aerial commitments. This strategy is very good in general and you should probably be trying to implement it all the time, especially against people who like to be in the air.>You approached or moved without respecting marth (19:40-:43 for a particularly obvious example)
That was an attempt at an usmash to counter the incoming obvious fair, I was just too slow and got hit before the hitbox was out. Usmash, dtilt and bair are literally the only moves I know how to beat Marth's fair with.
I'd really think about this and why it's not good against Marth even though it's amazing against some other characters (big guys or guys without burst movement especially).>You kept doing the same dash away->toward movement pattern before you committed to something
Yeah that just happens sometimes, it's OK. Don't dwell on it, that's something you can work on every time you fight Marth! Make sure you DO dwell on your gameplan so you are less likely to forget about it. I still forget about my gameplan fairly often and I think it's something everyone struggles with to some extent.>You weren't able to keep stage control and continually let marth take space
Yeah that's kind of a problem. I'll work on that. I planned to use bairs and ftilts to push him out of the center of stage but apparently I forgot everything about my battle plan as soon as I started getting bopped :/
Yeah it really it difficult but it's possible!! Sometimes you don't have time to position yourself correctly and you just have to settle with putting him in an uncomfortable situation (seed bomb!), but other times you can definitely do stuff like run up->shield->nair, perfect tipper fair, WD back fsmash, preemptive bair, empty hop->WL ftilt/dtilt, or run behind pivot grab (risky but oh so nice when it works).>You didn't capitalize on his aerial timings (he always SH late aerial in neutral; falling aerials; fairs after getting hit if under pressure)
It's so damn haaard x)
Be confident. As soon as you do that dtilt you should be priming yourself to do the followup you want. Make sure you can act out of dtilt on hit confirms on the first possible frame. This might be something we need to test because I am PRETTY sure that dtilt is always a guaranteed followup but it might not be at all percents?>You are either too slow or too greedy on your punish followups (getting faired after popping him up with dtilt)
Yeah I have a really hard time comboing Marth for some reason. It feels like he receives less hitstun than anyone else, when I know for a fact that it's bull. So I go for slow followups when I should hurry the f up and get things done...
Looking for advice and stuff =3
https://www.youtube.com/watch?v=J_VtOUmxOPY vs S_F3 (Ike)
https://www.youtube.com/watch?v=DbyTPJhAI7I vs Zefklop (Charizard)
https://www.youtube.com/watch?v=9FCicl8ctpo vs Satanpuuuu (Sonic)
https://www.youtube.com/watch?v=8OA4Xbu52zQ vs Zefklop (Charizard)
That second set vs Zefklop is my new favorite set of myself btw. Everything goes the way I planned except for like 2 SDs and it feels so good
Yeah I have no idea why I kept going for bair after fair when a DJ nair, DJ uair or down B would've been better. Bair ends combos, it doesn't extend them, there's really no reason to go for that move during a combo haha. As a rule of thumb, I try to follow PPMD's teachings, which say something along the lines of "every single time you win the neutral game, you should convert into either a kill, or at least a 50% combo plus positional advantage".Really like how you baited Zefklop on your first kill in the second set...something I need to try to do more. A lot of times you got for fullhop fair -> bair and I'm curious whether you think uair would be a good option to try instead of bair. I'm also curious why you didn't ban BF against charizard? Personally I hate that stage against combo heavy characters bc I feel like the platforms set them up for so many tech chase opportunity. Also I think in general vs Charizard you could use more seed bombs to keep them grounded...every time you used it it worked really well! (Esp the kill in game 2) I think in game 3 you could have used other options from ledge...he kept up the pressure on ledge and you never elected to use ledge jump-> nair which gives you some invincibility or to ledgejump onto the upper platform. Loved the RL -> dsmash game 3. One thing that I think would help overall is sometimes going from your rushdown style to just playing super patient and walling charizard out. Can really mess w peoples heads. Esp characters that have to approach like zard. Needs more dthrow against zard also, sets up for so much. In game 4 first stock you tried for fair-> uair when you were both offstage...I think seed bomb in that situation is better for like 8 reasons lol.
Well the thing is, Sonic doesn't have a single ground move that beats razor leaf, so he's forced to approach Ivy from the air as long as RL is out, but he doesn't have a single aerial he can shffl or a special that goes up then down really fast, so hitting something that's right next to the razor leaf is pretty difficult for him. Therefore, by dashing right after I RL, I essentially cut all of HIS approaches while gaining stage control. As far as I'm concerned, it's not really approaching even if I'm going forward haha, my goal is mostly to push him to a ledge where he won't be able to DD and then I'll be able to actually approach him.Against Sonic...you keep approaching him, mostly with fair, and to be honest I see no reason to ever try to approach Sonic. They can DD bait us too well and we aren't fast enough to catch them with stuff...I think you played better this set when you were walling with bair/dtilt and setting up for kills w uair rather than trying to rushdown. 4:18 - 4:25 is IMO how you should play vs Sonic the whole time. Note that as soon as he's near edge and you go for a nair towards him, you get punished. If you just stayed put and bair'd on reaction to him approaching, he would be screwed.
haha I'll tryOk now do my vids
Yeah it's a huge problem of mine. I'm trying to teach myself to not shield when I get nervous. The bananas still mess me up so hard I will try clanking them next time.The first thing I notice is that you seem to shield pretty often, and though you don't really get punished for it, I don't see you punishing RT for landing a move on your shield either. I think at some point RT kinda figured out how to make you shield and was running circles around you because of this. Basically I see you shield every time RT has a banana in his hands. Granted, it's a pretty frightening projectile, but shielding it doesn't really achieve anything tbh. I usually try to clank it, if possible with a jab, but I'm not really all that happy with this answer either. In any case, try to shield reactively rather than preemptively, that way you may be able to perfect shield it, and you'll be moving better and keep some of that precious shield health for later.
Yeah it was input error. Trying to do a slight fade back neutral B to get him to approach. Pretty sure it was still a bad idea even if it had worked, people can react to me charging solar beam and punish too easily.At 3:50 you gave up a LOT of stage control and let him recover from the platform. Were you that afraid of peanuts ? (I'm pretty sure it was an input error haha)
I agree, we can combo Wario pretty well and I guess I was too scared of his conversions (I feel like I gave him maybe 5 openings total game 1 and he converted on 3 of them) to risk overextending during the combo and kind of just reverted to bair spam. Do you ever think there are match ups where Ivy pretty much HAS to spam bair to win? When I don't know how to play a matchup or I get bopped trying to rushdown, I usually revert to bair spam and sometimes it ends up being correct? Idk basically I'm saying if Hbox can be a god based off bair spam...maybe it's legit? Though I agree that PPMD's principle is better and Ivysaur has the power to get 0-deaths so that's something I will start striving for.I saw a lot of bairs in the neutral in that set. And sure it walls Wario out but you keep chipping 10% here, 10% there whereas he gets 40-50% every time he finds an opening in your wall. Bair doesn't combo into anything and is pretty weak to a few specific things like dash dances and running shields : you shouldn't really be relying on it in the neutral, unless the opponent is at a percentage or a position where bair will set up an edgeguard.
Yo, lemme get in on this Skype group. My skype is PapaSSBPM, I'm adding you now.Btw we have a skype group, add me or anyone you've seen post regularly here if you want in. My skype tag is trekiros :V
Could you explain this more in depth? You're saying if the enemy is right at the edge of the ledge, we can jump from ledge and do and uair to spike them?At 6:04, This can be a free kill for you. If the opponent is literally sitting at the edge, you can kill him with a swift uair from the ledge. It's a tech I know, but haven't seen much use with. That would be an optimal place to use it though.
Alright, let's talk about juggles :VIke is hard. Something I noticed is a fall with nair like 100%. And he caught onto that pretty quick. When I am falling like that and he's right below me, what other options can I mix in? Anything else you guys notice?
Err, the goal is to get the sweetspot, so it's not really a tech so much as a situational move that you might get yourself killed doing if you haven't practiced it. It's sort of like ledgedashing in that way. I do it just by dropping off the ledge and then moving into the opponent and doing uair very quickly in an attempt to get them off or get the stock. It's sort of like ledge jump fair or nair, except that you might end up suiciding trying it.Could you explain this more in depth? You're saying if the enemy is right at the edge of the ledge, we can jump from ledge and do and uair to spike them?