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FlyingVe

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Everything posted by FlyingVe

  1. I warned you, I was an actual smash pro, so I can talk all day about that game.

  2. Depending on range you could. However, 3C>2B>5C>(JC) is more stable and gives you a nice hit-confirm off 3C. Damage is a smidge lower though.
  3. Pretty much everything Ragna does leads into a double or single BE. Ragna has lots of potential combos, but none are as good as double BE. There is some variety in how you end your BE, since there are many tricks that can be used. Also, try as hard as you can to stick 3C in your BnB, then you can end with 5D>22C for better damage (usually) and oki.
  4. Thanks again. I pretty much only play characters I like, but usually get bored with God tiers. We should play SSF4 again, that was fun to play people who weren't... um... ranked match people...

  5. NP, it was just more stuff I remembered. Your write up looked pretty good to me. I wish we could play offline, I hate internet Mu.

  6. With some characters, the dash start up is faster than the dash, so by canceling dash startup into dash start up, they can actually move faster. This is called a Fox-Trot. This also, lets a character use their regular moveset while dashing. Marth has a great Fox-Trot, it lets him run faster and use his godlike pokes. You can also use this technique to extend your range by doing immediately canceling dash startup with a move. This is basically like a Kara in other FG's. Whew... I could keep going... but I might need a jumping off point. Told you you'd regret asking. (huff)(puff)(huff)

  7. I forgot to mention. Wavedashing also lets you move backwards, while facing forwards. Using this you can ledge-hog by sliding of ledges. Slide into a back air, bait pokes, the list goes on. In short wavedashing lets you move in whatever fashion you want. Another common tactic is the dash dance. You can cancel the start-up of a dash with another dash or an attack or jump. By dashing rapidly back an forth you get a dash dance. From a dash dance you can pretty much do whatever you want as you can dash in either direction of jump (and Wavedash by extension), attack, or grab. If you watch pro's they are almost always dash dancing.

  8. His tilts have great range and speed, and if you hit with the tip, amazing knockback. Up.tilt combos into itself for something like up.tilt x N > fwd.air. dwn.air is a huge spike, and fwd.smash is one of the best punisher/combo enders in the game. dwn.tilt is a fun move. Because it hits so low, it gets under shields alot. So you can mix people up during SHFFL pressure with dwn.tilt and grab. If you hit with either go into a chaingrab or Ken Combo. If they jump to dodge the dwn.tilt, you have them in the air where you want them.

  9. It occurs to me that this might be clearer if used in terms of a character you know, like Marth (I did a stint with him). Marth is an absolute monster, he has amazing range, damage, poke speed, and combo-ability. Also, his grab rang is annoying. Think of him like Ragna on crack. His best tools are his fwd.air, fwd.tilt, dwn.tilt, up.tilt, fwd.smash, up.air, and dwn.air. (Gee that's almost his whole moveset). The best of these his his fwd.air. It's super fast, huge, and leads into devastating combos. A common marth strat is to SHFFL fwd.air at the max range of the sword, it's ver tough to deal with. And when that hits, it combos into more fwd.air. This is called the ken combo and is basically an instant kill. SHFFL fwd.air xN>(ledge)>SHFFL dwn.air.

  10. Hmm... Where to start, I guess with Wavedashing. I assume you know how to do it, and that it produces a slide. Waverdashing is effectively the ultimate mindgame and footsie tool in Smash. It's somewhat similar to barrier canceling a dash in BB. What it lets you do is alter the direction of your character at a whim. I could dash into the range of a poke, Wavedash out, and the Wavedash back in for a grab. Because you can pretty much wavedash whenever it ultimately winds up producing a footsie game not unlike SF. In many cases it has other applications, like with Luigi it's actually faster than running. SHHFL, or shuffle, stands for Short-Hop Fast-Fall L-Cancel. The name pretty much explains it, this lets you do jumps with basically no recovery. It's an important spacing tool for characters with good short hops and air pokes.

  11. Ouch, MewTwo is terribad, and in Melee playing low tiers is non viable (100-0 matchups actually exist). You right, there is a big difference between competitive smash and casual smash, and that's actually part of the games charm. It can be enjoyed at both levels. Brawl on the other hand... :vbang: I had to ask, because I've been talking to people before and mentioning MCM and SHFFL-L and then realized they had no idea what I was talking about. At the high level, smash is all about footsies. Wavedashing is uber deep, I can delve into it if you care, but it's a pretty deep hole. Personally I main Samus, and by most players account I play like a jerk with her (in a very Tokido sort of fashion). But Samus is only middle high tier, so I picked up Falco too. But I can really play with most of the cast decently.

  12. It's all good, it's something that isn't obvious to people who transition from other games. There are very few stupid questions, but there are plenty of stupid statements.
  13. I don't wanna keep talking smash in BBG, too many idiots think a game is only legit if it has life bars. Anyways, I have to ask, did you really play smash, or just play casual. I ask because alot of people think they know how to play that game, but really don't.

  14. Once a month this question gets asked... 22C picks the opponent up off the ground, so that had to have been knocked down earlier in the combo. Usually this mean that you have already hit them with 3C or 2D earlier in the combo. So you cannot do it in your example. Wether and what you can follow the 22C with depends on how long the combo was prior to that hit.
  15. I read you wanted to make a Gadget finger guide, but don't have a Capture Card. Want help? I've got one.

  16. Jin's C DP will only punish is he does the follow up, which, he should only do if he has meter.
  17. Also, I'd like to add, that as long as that staff is flying around, it's really annoying for Mu. Setting steins locks her in place, if she gets hit by the stick, the steins don't fire, and if she tries to dodge it, she isn't setting steins, it's a win/win for Litchi. Also, watch out for empty jump and other non-contact mixup during oki. People get hit by these way to often. Lastly, there's a spot just outside Mu's 5B/2B range that's really good for litchi. Your pokes at that range are much better than Mu's 5C and you can dominate her at that spacing if she can't backdash.
  18. Yeah, it's definitely not a great matchup, just don't underestimate how annoying you can be with A's and B's, the mere fact that Noel is so fast is something to exploit against Tager.

  19. In short, they nerfed the important ones, and that's what counts. @LunaKage: I also can't wait for you to push D less...
  20. Same here, I don't handle Noel as well as I could yet with Mu. And yeah, netplay is lolz. I wish we had CS netcode back, that was so much better. I played SSF4 with ScarletxRabbit and friends the other day, and their netplay makes me jealous. Or better yet, Arksys should license GPPO. Also, I didn't mean to sound like a jerk, sorry if I came off that way.

  21. I just looked at an SSF4 tier list, I found where all my characters sat, and my heart sank a bit... Also, 6-4 match-ups are alot harsher in that game than BB.

  22. Really? I mean he's a great player, but I go about even with my characters, and I figured Axis could pull it out. I guess, that's netplay vs real life though (it is a big deal). Like I said, I have more success zoning Leonil than rushing him down (my usual approach). Also, don't take this the wrong way, but you don't really play the Tager matchup all that well. Everybody has those, for me it's lambda/Hazama, fuck those characters.

  23. Thanks, but Juri is really, bad. She has some severely limited options, and is only good with her corner game. I don't really know why I play Mu, I tend to favor Mid-range characters, but I think it's mostly that I find Mu to be a very interesting character to play, she has very distinct strengths and weaknesses. Most people that player find her kind of awkward, and her damage output sucks at an almost Rachel level (Mu's super is her saving grace), so to win you really have to leverage those traps. Also, Nero is low tier? That surprises me, but again, I only wish I could play the game. I know people bitch about Sion being OP. How balanced is the game on the whole?

  24. DP is always a decent choice as it's invulnerable. Just be careful with it, you will get slammed for the recovery, and Jin's isn't very fast. Use your fastest moves. In this case 5A should be sufficient. Also, you can react to him going into the followup and block, then punish hard.
  25. Leonil = [5C>2C]xN + ID Still, he's pretty good though. His approach is about as bad as mine, so I usually zone him, he doesn't like that as much.

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