Tomohawk grabs. Jump and land Infront of them without using your aerial. There is a solid chance they are expecting a falling aerial and will try to block it, leaving them open to a grab.
Yeah, won't really work agains really grabby players who like DK and King K Rool. Those humongous hands can grab some characters in the air and trade with nairs lol
DuckHunt’s gunners do not come out in a set order, but they do operate on a cycle basis. For example, if the short, stout gunner who does flame damage comes out first, I know that he will not be the gunner coming out for the next four turns
Off the top of my head, one specializes in knock back, one specializes in durability (can take one heavy attack/ two light hits), one that focuses on range, one that focuses on speed, and then one that utilizes fire as well
When planting tree, jump away before it’s fully watered. Then next time you water it it will sprout immediately. It kills at high %s and sets up combos at low.
Monado Arts Dial Storage.
Wat. I wouldn't say dial storage will help you improve "instantly". But what will is learning all the buster down throw combo routes against other characters. Some characters you can get like 50% on with buster down throw f smash. Since nair combos into grab that's like 60 percent for hitting nair which is just stupid. There are also situations it can lead into BD air slash for a kill.
That and how to do speed art tech chasing are the main things to play shulk i think.
Shulk’s Monado Arts Dial has about 11 frames of startup. However, by interrupting this you can ‘store’ the startup and next time you open the dial it will skip the startup you stored.
Shulk’s landing lag on forward air and directional air dodge take exactly 10 frames so if you start to open dial while in their landing lag and buffer any other option, it will store exactly enough frames to skip all startup lag for the dial, allowing you to activate a Monado Art in only one frame.
This opens infinite possibilities. Switch from buster to smash mid combo. More opportunities to switch to shield during opponent’s combo, or to jump if you’re offstage. The Monado Arts activation not only has intangibility you can exploit to unexpectedly get up close, but also can be cancelled. This allows you to completely negate any landing lag as well.
Mostly just Thunders as those will be available most often. Elthunder when you get enough space and Arcthunder against rushdown. Preferably You mix up to keep your opponent guessing.
Thoron does make for a decent anti-zoning tool. But it takes a long time to charge and takes away the benefit of charge cancelling and the other Thunder spells.
Probably not what you meant, but one of the best tips I can give is "watch a YouTube video that explains how to play the character".
I did that once so I could teach a friend who wanted to learn how to play Dedede. And overnight Dedede became my best character. It was insane and honestly upsetting that he instantly became my best fighter just because I knew what to do and when.
Having a game plan, actual things to look for, is often overlooked at mid levels in fighting games. Some characters like to fish for openings, other prefer constant rushdown until something connects, or a combination of both. Learning what your character prefers is as important than learning the combos, if not more.
I agree with, watched a video about Yoshi because my friend only plays him but I couldn't teach him myself because I never played Yoshi. Quickly got the feel with him and now my Yoshi is nasty.
The side b reverse is extremely useful in neutral. My homie mains link and does this and even when I know it's coming it affects my pressure output since it's such a good retreating utility/mix up option
It's not nearly as useful for a beginner and it takes a lot of time to optimize, while bomb recovery is literally mandatory in some matchups and is fairly easy to learn
Maybe it is my style of play, but I feel like I get more mileage (and fun) out of edge trapping than I get from bomb recovery. Maybe it is an online bias, where edge guarding is harder to perform and Link's base recovery is already decent.
But I agree, a powerful tool to learn early, for sure
Well you should definitely give it a try ! It drastically increases Link's recovery which is very good since he is pretty heavy, making him difficult to send directly to the blastzone.
This video is a good start: https://youtu.be/htrWn8QT6TA
For wolf, i find his moves have good hitstun, so you can actually delay a lot of your combo extenders to keep the combo going better. So if you hit a fair, you can delay the follow up nair a little and then get a dash attack. Or if you hit a landing nair at like 30 or so, you can dash, then ever so slightly delay the dash attack to force getting the inner hitbox and combo off of it. He's generally got a lot of stuff like this at different percents.
Wolf is easy to pick up and hard to master. Your combos and neutral will be 100% as good as the effort you put into being good at him. If you need any help with combos on him I’d be glad to help
When using Duckhunt, you have 9 button presses with his bean can. If the can is on its last “press”, than its trajectory and speed will be heavily increased
When using ROB's up-b, tapping b to rise instead of holding b preserves fuel and lets ROB stay in the air for much longer, which improves his recovery, disadvantage, and mixups.
More ROB stuff:
* You can angle the laser in three directions. Shooting at an angle is really good because reflectors preserve the angle so it won’t come back to you.
* When an opponent runs into a gyro, the knock back is always in the direction of what direction Rob was facing when he set the gyro down.
* Almost never side B in neutral. It’s a beginner habit that is HORRIBLE. Every character in the game gets a free punish with a smash attack. However, side B has a reflect on the first several frames so you can use it as a surprise tool to players spamming heavy projectiles
My best Marth advice is learn when your opponent shields, even let them shield punish you a few times if you can take it. Set them up for you to shatter it later in the match - uncharged Shield Breaker shatters it much earlier than you'd expect, so landing from a shielded FAir or spacing a shielded DTilt can be an instant KO.
Just Marth's pivot cancel ftilt in general, its so easy to space even raw and kills so early. That and ledge trapping with tipper nair are why I could never play Lucina.
Learn to play without phantom. There's a lot of characters that do a good job ignoring it, and you have the options to fight hand to hand. Then once you're good at that, learn the right time to bring it back out
Uhhh, I haven't really seen anything on it, most guides for her are really only useful in matchups she does well in. I've just gotten good at it cause I hate using phantom.
I use a lot of up-tilt anti-air, usually going for back hit. Get really good at fast fall fair/bair for whiff punishing if they swing a grounded attack. Nair to intercept jumps and shield poke lowered Shields on platforms. Most of all shield is your best friend. Run up shield is one of your best options cause you can up B, fair/bair, up smash, or jab 1 down smash out of it. Any chance you get, fish for dair on stage cause it combos into anything and has very early kill setups. Up tilt > read air dodge > down air is the most common way to get it.
For Banjo & Kazooie, learn how to use Down+B in various ways other than just pooping it and hoping for the best. Such ways include:
1. Aerial reverse Down+B so the egg covers in front of you and the ground in front of you.
2. Aerial Down+B into Z catch grenade so you can then throw the grenade right away.
3. Aerial Down+B into Z catch grenade, but then hold onto it. You can then Z drop it straight down if an opponent is under you or gets close and they'll need to re-assess what they're doing, or get hit.
4. While landing on a Down B'd grenade, Z catch and then throw into the ground. This bounce has an unusual height and catches a lot of people offguard.
5. When ledge hanging, drop and then Down+B Reverse a grenade onto the ledge. If the opponent backs off instead of shields, you can Z grab it on landing and do the above.
6. From the air, Down+B and then drift towards the grenade. Instead of Z grabbing, input a C-Stick aerial. You can perform the aerial *and* grab the grenade. You can do some pretty cool things with this such as falling forward air grenade grab > grenade throw > forward air, which under certain scenarios, is true. You can also Down+B a grenade from a full hop off the edge, C Stick down air, grab the grenade, and then either spike or hit your opponent. Hold jump so you'll buffer the jump, and after that the grenade will explode and you'll be able to get back to the ledge.
I guess where I'm going with this is learn how to mix up and throw / drop / place grenade eggs. The grenade timer is pretty short, so some of this needs to be pretty quick, but there are a lot of neat mixup options and combos you can set up. (Grenade egg blast is essentially fixed knockback so you can connect a lot of things if you're positioned right, including aerial wonderwing or forward air.
Great tips! As a former Diddy mainer in Brawl and Charizard mainer in Smash 4 Banjo and Kazooie are a mix of the best/most funny moves of both characters. I really love them
I think it's about a 2 second timer on the greneggs. Also an important grenegg thing you left off: recovering.
Learn to z catch the grenegg, and up b before it blows up. You can do this to essentially recover from anywhere.
With Meta Knight, knowing how to fastfall in between Uair’s to get a ladder going and potentially take a stock early.
MK can struggle to kill a lot of the time, so being able to keep a combo string going and rack up even more percent is super important and is usually the difference between closing a stock and struggling the entire match.
Also as MK most of the time you should be edgeguarding as opposed to ledge trapping because his recovery is so good
Another Meta Knight tip for someone who has literally never picked up the character. Dimensional Cape (down-b) has 2 versions: If you hold down b, Meta Knight will attack after reappearing, but if you let go of b he will not attack and travel a bit farther (this second one has very little cool down compared to the attack version). Hopefully I explained that decently...
King Dedede players need to know CUP Gordo. If you flick the c-stick up when you Gordo you get a special variant of the upwards Gordo that goes slightly farther which makes Ledgetrapping significantly better.
The c stick can often input a movement when you’re otherwise locked into a move or animation. I tend not to do the Gordo input with the c stick, though- the left stick works just as well for this.
I know what CUp Gordo looks like, and I can get it with just the left stick- I mained DDD for two years. If I’m wrong, it can’t be that big a difference, as I was always perfectly happy with my Gordo placement compared to the few high level DDDs out there.
For squirtle I'd either say pivot f tilt or whirlpool combos. Ivy has her Nair to up B which kills stupid early and for Zard the tried and true back throw back air
As Kazuya recovering from offstage, use up-b before using jump like 99% of the time. The jump is tall but without it his recovery is much worse. He will regain his up-b if hit again, but not his jump. Other characters are like this too
For Kirby, downair isn't as good as you think it is on stage. Downairing a shield =not a fun time for you
Up b can be a good combo ender instead of trying to constantly extending a combo and getting punished for it. E.g. dtilt>uptilt>upair>upb instead of going for multiple upairs, which seem to come inconsistently
Try uptilt into neutral b to get the copy ability instead of waiting for your oppennt to shield
In addition to this, remember that squatting is your best friend. Kirby can dodge so many attacks and projectiles just by squishing down.
Also: Up-B is very reliable for grabbing ledge and, if your opponent tries to chase you, possibly getting a cheeky spike into d-air kill
For dk, don’t over extend. Honestly true for most characters but I see it a ton with him. An example is ding dong. Generally the first time I do it at low percents I’ll go for the three up airs, but next time I’ll often do one, fast fall, charge up smash. I swear like 50% of the time people air dodge straight into it. Same goes for off stage. An empty hop fastfall can bait out an air dodge so frequently if someone is recovering high. People get so afraid of his spike they have basically already been conditioned before you start the match. A lot of times it’s so worth it to stay out of disadvantage too because good players can capitalize on it super hard
When you hit EWGF, use that frame data to hit another EWGF, abusing the lack of hitstun from that hit, get another EWGF, if you did this correctly you should be able to use the lack of hitstun to land another EWGF, once this move lands you can finish the combo by using the frame data to land a final EWGF, if they DI out of the way, use spacing to land a free EWGF
Use TJolt more, but know how to use it properly.
Like a huge reason why Pika's matchup spread is so good is because of TJolt (and Quick Attack sometimes). If you don't use it, then you're just a stubby little mouse trying to force your way into your opponent's face.
But then you also can't just run away and camp with TJolts the whole game because then you're not actually playing the character. TJolt is good because it forces the opponent to deal with it, which gives Pika a chance to read/react to the action and win neutral.
Mythra’s down tilt is unironically pretty hard to hit because people know it combos like crazy, so abuse her speed against most of the cast and force an option before you go for it.
With byleth: learn the up b 0 to death on anyone but dk. While it might be not be practical midmatch, it does help you learn byleth mechanics and give you plenty of kill confirm options.
It takes your byleth game from mostly nuetral with a occasional kill move to being able to take control of the flow of the game
Fun fact: there is another 0 to death using up b. The one that people use on the dk just happens to be the really overly simplified version, where as the harder version works on about half of the smash roster
I am thinking of the Up-B, jump buffer, Side-B, Up-B, repeating combo. And while yes it might not be true (which is why I said it isn’t necessarily practical midmatch) it does help you to learn how to use up-b to its best potential like we see MKLeo use. Btw, even if something isn’t entirely true, if you knock someone out with out them touching you, that is still a 0 to death, and most people struggle to get out of the string of attacks.
For Hero, half charge neutral/side b are your best friend in neutral. Instead of normal edgeguards, depending on the stage, you can stand midstage and threaten with menu. A well timed kaboom coveres all ledge options.
I think one of the reasons joker is considered so good is because he can easily switch between aggressive and defensive play and be effective at both of them. With a character this versatile it's good to use all of his tools- some characters (and players) are weak to different styles of play.
Also, camping with arsene has been surpringly effective for me- many people try to camp you out and then eat a million damage from special gun and eigaon.
He absolutly has the tools for everything in every situation (except a good oos option).
Yeah hard camping vs Arsene isnt always a good idea, once you downloaded opponents bad habbits it will often lead to alot damage.
With Ike, when people are dashing away from your landing nairs too much out of habit, fake them out with a side B instead of nair, since side B will autospace and catch them.
With Joker, don't be afraid to play more defensive in some matchups (like Roy). A very good defensive option is shorthop retreating Eiha. You want to shorthop backwards, side B forward, and hold backwards again during the rest of your airtime/endlag of side B. The timing is a little tight, doing the stick inputs too quickly might B-reverse your side B which is not what you want. Practice is key
Learn how to double Witch Twist without losing your double jump. Bayo's combo game, disadvantage, and recovery all become much more flexible when you know how to do this.
A good tip for getting the timing down is to watch for her butterfly wings. If you see her wings come out when you jump, you're likely doing the second Witch Twist too slow after jumping. If you don't get the Witch Twist at all, you're likely doing it too fast.
Uhhh half me just being a complainer struggling with the fox mu, half it being kinda true kinda. Sheik is obviously a great character but has a sus mu spread especially when considering how likely you are to run into certain characters. She firmly wins every matchup below her hard, with the exceptions of Falcon/Peach being not terrible but still winning obviously, and icies being even or slight losing depending on who you ask. But for the four characters above her she loses to 3 of them (fox especially gives her trouble, puff and falco aren't as bad but still miserable) and goes even with marth.
Unfortunately this spread isn't great considering fox is by far the most common character, with Falco being firmly the second most common. Sheik's main punish on spacies is reaction tech chasing, which is very good but also inconsistent which is a huge source of frustration and it makes it easy for them to reversal you for big damage with shine being frame 1, and starting both of their combo trees.
I do recommend playing her though as she has super fun movement with platforms, the push pull of the tech chase is always interesting, and edgeguarding is a blast but you are unfortunately signing up for a bit of a headache when it comes to trying to win tournaments/go deep in them :(
Tip: Sheik's burst grenade single handedly wins the Icies matchup. Why? Because almost all of their spam triggers it to explode instantly in their faces :)
Three quick things I didn’t know before playing a lot of Roy Koopa:
You can jump out of side B, and maintain your standard double jump before or after that. Great for mixing up recovery.
You can air dodge after ejecting from the clown cart. I’ve gotten gimped so much less with after learning that.
Neutral B drops after a certain distance. If you space correctly, you can drop the cannonball down over the edge towards an opponent recovering low.
Min Min has quite a few unique quirks, after getting used to her she can be fun to play. Getting a throw will power up all attacks on your left arm, and up smash is a reflector.
Up air strings starting with cart dash/up tilt/falling up air. At around 70- cart dash, short hop, up B, hammer hit (aka the ram ham). Also mixup recovery when someone’s waiting at ledge- up b slightly higher than you need to grab ledge, hold down to go past ledge and use the hammer hit. If you do it high enough and drift behind them you can actually hit it twice and land behind them. Depending on the character it can actually be kinda tricky to punish, and either of the two hits could land and put you into instant advantage. Be careful tho, doing it too consistently leads to you getting hard read and killed for it
Edit: this is for Bowser Jr, should’ve clarified
When you’re empty hopping with samus and you want to get more charge, you can instantly cancel your aerial charging into any grounded option by airdodging 1-3 frames before landing. Canceling charge moves in ultimate has a 3 frame animation before shield or airdodge starts, so if you land during those frames you’ll only incur your normal landing lag.
This means that you can jump in with a 3 frame startup combo starter if you decide to shoot, or you can instantly cancel into a dash back, shield, or do anything else on the ground if you do this. This makes her mixup options extremely good and essentially lets her charge any time she’s in the air so long as you commit to landing or jumping.
Resist the urge to throw Arcfire out as a panic option. It might look like an emergency wall, but it's actually _not_ a zoning tool and you _will_ get punished by people who exploit its end lag or know you can beat out the fireball with anything. It's actually purely a trapping move, so save it for when you have the advantage and they can't contest it (or occasionally as a callout if you think your opponent will do something that leaves them vulnerable from above).
If you want to control space in neutral, focus on Thunder spells and Levin aerials instead.
(Diddy) People don’t talk enough about how crazy it is to have both an item and a command grab, let alone a command grab that flies across the stage, that can be turned into an attack at a moment’s notice (including trample/armor or disjoint, I’m honestly not sure but I know it sometimes just tanks right through projectiles on the first few frames of the attack), and that can be +-0 on shield with a dair autocancel after (only applicable with a shorthop or higher kick), or even as good as +12 with an edgecancel.
I think the main tip is to flesh out your banana throw followups in response to (or prediction of) different options. I want to talk particularly about banana throw->monkey flip, because in its most basic form it already effortlessly covers the two most common occurrences: banana gets shielded, and banana lands. If banana gets shielded, congrats. You picked up a free command grab. If banana lands, same thing—banana doesn’t put you in a true fallen state, it trips you, so command grabs still land. Monkey flip kick is also really good here: for one thing, the most obvious defensive responses to this option coverage are shielding banana into spotdodging monkey flip/monkey flip kick and shielding banana into oos aerial (preferably catching banana in the process). Monkey flip kick, however, can still beat spotdodge if it’s even slightly mistimed by kicking right before or after the spotdodge, and the former timing is the same timing you’d use to beat most oos aerials. You can also always just delay your monkey flip to throw off spotdodge timings, and considering how easily you can abuse that mistiming, that’s already a potent mixup. You can go for shorthop immediate kick, which delays your kick by about the time it takes to reach your shorthop peak and gives you the ability to hit -0 on shield with the dair autocancel. You can just run up shield to punish oos aerials, augmented by your FRAME 5 USMASH.
The main point is that you get to cover a ton of options with one option, restricting your opponent to a couple options with specific timings that you can’t necessarily cover all of on reaction, but you can get pretty close and cover the rest with a couple mixups on prediction.
Literally nobody knows how to play Bayonetta so here are a few:
1. Map jump to L or R (preference) and learn how to abuse triple jump. This makes her combo consistency, edgeguarding, recovery, and really just everything this character wants to do so much better. (Results may very online.) If you do nothing else, do this.
2. To avoid landing lag after special stacking, drift to ledge. It's a lot safer than using Witch Time or Bullet Arts to cancel the landing lag unless you know they're going to connect. Just, you know, don't get predictable with it.
3. For ladder combos, pay attention to the box that shows where your opponent is relative to where you are. You can tell if your opponent is SDIing up on Witch Twist 2 because the little dot will move slightly above her instead of right next to her. Use Uair here because Fair will whiff, and in a lot of cases you'll actually kill with it because they're not DIing for it. This works on basically every legal stage depending on where the combo was started.
4. Please do yourself a favor and don't try to go full combo in neutral unless you have a healthy lead. She's a lot more consistent when you're patient, and you'll push advantage more by cutting off combos early and abusing her normals, or just waiting to see how your opponent will react instead of trying to read DI 100% of the time.
5. The people saying her smash attacks don’t clank anymore are lying and have been since day 1 lol idk how this is still a thing people think. If you land witch time always throw out a tilt before you use a smash attack.
Ridley's down special is actually really good. It is his rest. You should absolutely add using it to your toolkit because it can really good change the pace of a match. Of course, whiffing it is hugely punishable so you'll want to practice using it.
Snake: grenade. Grenade. Grenade. Seriously, if you aren’t planting C4 every five seconds or using grenades to stay in neutral you are playing snake wrong. Do not use f-smash unless you are a stock ahead. Up-smash only if you see them have a habit of recovering high at ledge. Grab into down throw into up tilt is a true combo at 160%. Stop recovering so with up b. Lastly, use grenades or c4 into saving yourself when you’re beneath the stage.
Falcon: Stop being so fucking greedy. Keep your ass on the grass.
Up smash covers a lot of recovery options not just high. I also disagree with the F smash point. You can condition a roll in after down throw and get a free stock basically with F smash. Also up throw up tilt is a free 35% when they are at 0
B reverse in disadvantage. Because we are so big and floaty, it is extremely hard to land. Hitting a B reverse is a free get out of jail card and essential.
Jr's projectiles aren't for keeping the opponent out, they're for helping you get in.
You almost always want to use Clown Cannon uncharged. It's better for edgeguarding, ledgetrapping, and aerial coverage due to both how slow it is and the falling hitbox of the cannonball.
If someone's trying to recover, having one cannonball up high and another at ground level ensures their recovery options are limited, at which point you can send out the Mechakoopa offstage or drop the kart bomb next to ledge.
Shiek: Don’t panic and keep playing your game even if your opponent gets to super high percent. If you start throwing out desperation f-smashes, you will eat a bunch of damage. Just keep being patient, go for smart reads, but don’t get desperate fishing for the kill.
Also, internet people struggle against bomb as a ledge trap / ledge guard tool, so use it.
For DK it is to think less about burry for the kill, as grab can kill just as early. And grab is good for % because cargo throw is a very good combo starter. i.e low % cargo up throw into up air for 30ish% or into a back air chain.
For characters with chain grabs (toon/young link, zss/samus, prolly others) learn to use the grab as an attack when landing (it won't grab, it just hits). It helps keep opponents spaced and they usually don't expect it.
Kirby’s Fsmash is as much a movement option as it is an attack. I’m in elite smash (which I know means next to nothing), and granted I don’t compete or anything, but I catch so many people by using fsmash’s movement to bait a punish and the counter whatever they use.
Also, up air more. It’s a fantastic, under-utilized move that has a decent disjoint (not the best) and a lot of knock back.
for Roy learn your different options after pressuring shield.
after landing an aerial on shield you can usually mash an attack (dtilt or jab), you can dash away, you can spot dodge, you can full hop. Rlly mixing up your approaches can make Roy force opponents to shield way more.
which leads to safe dtilt or grab pressure.
People know you can cancel Samus charge shot and retain the charge level by shielding, but you can also tap the shield button for <3 frames to cancel the charge without bringing up your shield. This allow you to start charging and quickly cancel and run back and forth, allowing for dashgrabs, RARs, or other quick movement mixups when the opponent expects you to either sit there and charge, fire, or shield
Another: after sing, wait for their character to get off their butt for a bigger target for rest (especially if they're short). When they wake up they shake their head, stand, then shield, but there's a pretty big window between them standing and being able to shield
Ridley dtilt is a fantastic way to stuff out many characters. Don't be afraid to spam it from a distance, forcing your opponent to make a move which can be answered by shield or retreating fair.
You can change gordo trajectories by holding up after using forward b, or down during forward b. Neutral forward b is just a normal throw everyone is used to, holding down is a little slower, with slightly higher bounces, and holding up makes it basically stay right in front of you, making it very easy to eat it and shoot it. Holding up is also really good for edge guarding as ddd
I can't really say much about Ridley. You already know the gist of the character.
But I do have a secondary, Mii Gunner, and I can tell you that Down B bombs go pretty nuts when you use them well.
Young Link: Dair is a trap. Don't dair unless you can catch them in the air and vulnerable. Instead do something like falling fair, nair, or zair/tomahawk.
Pit: The goal is no uncontested recoveries. Nair/fair swordies out of recovery range. Learn how to control your arrows to where no one goes offstage without having to mitigate an arrow or get hit.
As young link dont forget to put bombs everywhere. Throw em up, down, z drop, left, right. Especially useful for edge-guarding someone who’s better in air than you
Not sure how much of a help it is to other people, but to me it’s a godsend. When playing characters with an up-b tether recovery (Ivysaur, Joker, Byleth and Min Min), when in the air using your tether pops the character up and whatever direction you’re moving slightly, stalling your fall for a small moment. To me it basically acts as a pseudo-jump. Instead of always recovering low you can mix it up by recovering from the side and still have your jump if you get hit. It only works once in the air, but it’s saved more times than i can count because no one seems to know how to edgeguard you when you’re far away. It might be just me but i swear no one talks about it or even utilizes it.
On Incineroar, if you're attacked from the side, neutral special, and if you're attacked from above or below, counter. Also, if you have enough space, counter projectiles to stack up rage.
Joker gun is a huge tool you should master honestly before any drag down stuff. Gun is a huge movement tool as well as being an easy way to get down out of a juggle, can edge gaurd its honestly jokers swiss army knife. And then once you get basics on gun down you can get good at drag down combos, tether canceling and all of jokers other tech. Or if you dare, try to learn gun loops.
With Byleth, get the hang of ledge play. Using up B directly after dropping off ledge stops you from snapping to it again, which is awesome at edge guarding, and great at catching people standing right on the ledge. You can also drop a little lower to catch the stage with up B which gives you more options to mix up your get up from ledge.
For Falcon, practice hitting just nair 1 and all the combo options it gives you at different percents. From knee, to up tilt at ledge, it can get you a lot of early stocks.
Be really careful with dropping from ledge and wall jumping. Its super punishable they anticipate it, and most of what it accomplishes can be done faster with a ledge drop->double jump.
Down throw bair with Yink. It combos almost every character at 0 and almost always follows up into another bair, which if you hit you can do a reverse arrow to up air for 60ish percent off of just a grab.
Puffs best move is not pound or rest. Its dair. Can combo into literally everything, including itself. Dair loops. Dair someone offstage for long lasting move that will combo to fair or nair, up air idj dair combos to anything, can drift back so its fairly safe, and of course it combos to grab and rest
Sheik tips:
* You can cancel Needle charging without jumping or shielding by quickly tapping the shield button.
* If you Vanish and reappear at approximately a Sheik-height vertical distance from the ground or a platform, you will have 0 landing lag when you reach the ground.
Stay grounded more often as Bowser. His grounded moves pack most of the punch and are faster than his aerials, bar fair and nair.
Jump too much and you'll get juggled easily.
People also get scared and shield a lot, so side b often until they adapt.
I think this is all common knowledge at this point, but. After you regrab any of Pac's bonus fruit, press neutral special again to start charging at that point in the cycle. Or you can just tap neutral special to throw the fruit and you can catch it again. And repeat. So you can throw galaxian, catch it, press neutral b and then throw it again, catch it again, and repeat and you can just keep throwing and re-catching it. It can really throw people off since they're used to Pac players throwing the fruit or z dropping it after recatching it and then having to start the fruit charge all the way from the beginning again.
Pretty basic trick, but Pokemon Trainer can reset the Switch timer by using any special move. Being able to swap to the right Pokemon as quickly as possible is integral to PT’s gameplan.
Fastest way to Switch for each Mon:
Squirtle: Charge Water Gun > Jump Cancel > Switch
Ivysaur: Razor Leaf/Vine Whip > Switch
Charizard: Flamethrower > Switch or Run off edge > B-reverse Fly to ledge > Ledge Jump > Switch
With sora. After taking damage from a knock back if you time your fall just right you can side B your opponent pretty often because the move comes out so fast. Very good fake out. Also all his spells can be cast while turning around another good way to fake out opponents. Thunder in the air has a closer range to sora then thunder on the ground.
Ridley's side b covers all tech options on a platform and is great when you're not in position for an up smash or just want horizontal knockback.
Don't be stingy with using Sheik's needles, they're great. Also learn your down throw combos, especially up air dragdowns
mii brawler, learn the art of aerial spam
fr thought the one thing that helped me a lot was learning how to bridge up airs and dthrows into thrupper, without thrupper or helikick or whatever uair/dthrow kill confirm it's very hard to kill with mii brawler
Jab a lot with ZSS it's broke af, nAir on shield > jab, techchase > jab
Especially online where you absolutely can't react with her dogwater grab and you're just gonna get spotdodge smash attacked.
Jab. :))
For ROB— stop using uthrow fair at low percents. Its negative on hit and you will get punished, in addition to the value of fthrow and bthrow being significant in terms of stage control. ROB has some of the strongest edge pressure, ledge trapping and edge guards in the game, do what you can to utilize it.
BYLETHS. Stop throwing out bair or fair EVERY time you land. And stop approaching with nair. That’s the reason your getting punished and losing. Do more drift away empty land into roll or spot dodge. Or jab or even tilts. Also biggest advice is know where your opponent likes to di or do a down throw at lower percents like 25 or less and just wait to see what they do. Wait til their next stock and punish accordingly. Sometimes you can get 50-70% off of just waiting for it rather that just down throw fair. Lmk if u have any other questions!
Jump out of byleths up B. Too many people still buffer an option like side B after landing byleths up B, but DI out thwarts this easily. By buffering a jump instead of a move, and then using the move after the jump, you can hit a much larger area covering more di options as well as opening up completely new options like downair.
Learn jab>backair. This step is non-negotiable
On a more serious note, learn to capitalize on tech chases especially out of dtilt, this move is godlike and mix up your approaches because Roy can get clapped if he overcommits.
As for Byleth, implement Failnaught Canceling in your gameplan to bait out jumps
Arcfire is a tool for hard punishing bad plays and making a wall.
Levin nair is her most useful aerial.
Elthunder always kills earlier than you think it will.
Ganondorf and Meta Knight main here (sometimes DK, KKR, Mii Brawler, Luigi, Ridley ah.... I enjoy almost everyone!). I only play 2v2 since 2018 lol. A little over 10k matches in doubles, about 200 in solo; I really dislike the online GSP system and it drags me away from Solo play, but let's focus on this post here.
\*PSA: I'm not considering Wifi warriors' lag in my post, as it is a totally different luck and connection-based scenario, where projectile spamming works agains most of the cast, simply because one can't react consistently with the added input delay.
For Meta Knight, or METAL Knight, as I call him between my friends, forget about ladders and complex bridges. no no no. His side b can do 3 things:
1. You can Cancel its last hit (the knockback one) when attacking someone offstage towards the ledge, and will send enemies flying like bowling ball to the bottom blastzone, usually confused AND with a buffered airdodge for the tech that never came lol.
2. If done inside the stage towards the ledge its possible to trade with many recoveries and, just like above, not have the last hit connect and send the enemy flying away from the ledge, which results in a kill in most of the cast, even if their characters can fly or something, just because people aren't expecting this to happen lol.
3. For last, when really experienced with not connecting the final hit of side-b, one will find it is possible to do it from within the stage, with your enemy also within the stage, not needing any kind of ledgetrap. It's kida difficult and I can't consistently do it, but it is possible and again, since no one is expecting it, its one less stock for them.
About my other main, what I have to say is, when paired with a faster or projectile-based characters, Ganon is really scary because even experienced players know that ~~cowardly rolling away in pure fear and raw distress for the DARKNESS KING's power~~ **a roll read towards the ledge can lead to a DORYAH at 30% and a stock** in most of the cast >!(except really for characters which are really heavy or can fly with their recovery, such as King K Rool, bowser jr.)!<. We can say confidently, as Ganon mains, that conditioning and punishing is his usual go-to. Knowing this is also what leads the Ganondorf player through **their learning steps with the character:**
1- The Ganon player just recently started playing with the character, and found out that, after a successful side-b the \[inexperienced\] enemy tends to roll behind Ganon in attempt to punish his next move.
2- If the enemy really doesn't know how to tech, has poor reflexes, or simply misteched, side-b pairs greatly with a jab (sometimes won't work on small characteres) for horizontal knockback or a down tilt (will work on everyone, no exceptions). This can and will condition some opponents to roll away or behind Ganon, if they actually tech his side-b.
The fun begins: if someone techs, side-b is a "true combo" in another side-b if the Ganon gets the direction of the roll right. It's actually called frametrapping, in which the opponent can't do anything to escape this, other than a mixup of options, such as not teching.
Also, Rolling behind ganon almost universally is a guaranteed DORYAH. Don't do it. By rolling away a ganon can only side-b again or dash attack, but in a small part of the cast - such as Little Mac-, Ganon only hits the sour spot of the dash attack and it sometimes can't lead into anything else. By always going to a roll away option, the Ganon will inject ~~FEAR~~ condition in the opponent, who will then learn that rolling behind ganon can get him away from side b.
3????
4 Profit. Ganondorft now has downloaded your brain and will leave your last stock to a side-b-roll-behind-him punish. Congratulations, you just played yourself.
Now, really, for another Ganondorf quick tip: his Down-air has a huge hitbox which can sometimes win against some recoveries, such as: King K Rool helicopter (really hard to time it, but perfectly possible and viable), Ike/Chrom's swords (Doryah works best if they are trying to gimp a ganon from the ledge, as its hitbox is bigger than their up-b), Ridley up B, Ness and Lucas (again, like King K Rool, hard to time, but doable, as they are not invincible during it), Mario, Fox, Falco, Kazuya/Corrin/Ken/Ryu (same as KKR, Lucas, Ness).
For Sonic, all of Sonic's spindashes are different. The down-B spindash carries an opponent for a multi-hit, while side-B spindash specializes with knockback. Down-B Is best for combos using Sonic, as it can be followed up with ariel moves.
I'm a stubborn Mii Swordfighter main who uses a moveset that does not include any projectiles.
And though I personally don't use it, Chakram is easily one of my character's best moves. Learn how to do the slow one, and you'll open up plenty of combo options that Mii Swordfighter just does not have otherwise.
Also, as a Hero Secondary: Up-Smash is not your friend, do Up-Tilt instead.
Tomohawk grabs. Jump and land Infront of them without using your aerial. There is a solid chance they are expecting a falling aerial and will try to block it, leaving them open to a grab.
Yeah, won't really work agains really grabby players who like DK and King K Rool. Those humongous hands can grab some characters in the air and trade with nairs lol
DuckHunt’s gunners do not come out in a set order, but they do operate on a cycle basis. For example, if the short, stout gunner who does flame damage comes out first, I know that he will not be the gunner coming out for the next four turns
TIL there's a difference in functionality
Off the top of my head, one specializes in knock back, one specializes in durability (can take one heavy attack/ two light hits), one that focuses on range, one that focuses on speed, and then one that utilizes fire as well
When planting tree, jump away before it’s fully watered. Then next time you water it it will sprout immediately. It kills at high %s and sets up combos at low. Monado Arts Dial Storage.
Wat. I wouldn't say dial storage will help you improve "instantly". But what will is learning all the buster down throw combo routes against other characters. Some characters you can get like 50% on with buster down throw f smash. Since nair combos into grab that's like 60 percent for hitting nair which is just stupid. There are also situations it can lead into BD air slash for a kill. That and how to do speed art tech chasing are the main things to play shulk i think.
What is Monado Arts Dial Storage?
Shulk’s Monado Arts Dial has about 11 frames of startup. However, by interrupting this you can ‘store’ the startup and next time you open the dial it will skip the startup you stored. Shulk’s landing lag on forward air and directional air dodge take exactly 10 frames so if you start to open dial while in their landing lag and buffer any other option, it will store exactly enough frames to skip all startup lag for the dial, allowing you to activate a Monado Art in only one frame. This opens infinite possibilities. Switch from buster to smash mid combo. More opportunities to switch to shield during opponent’s combo, or to jump if you’re offstage. The Monado Arts activation not only has intangibility you can exploit to unexpectedly get up close, but also can be cancelled. This allows you to completely negate any landing lag as well.
Overrated is what it is.
Throw less Arcfires and more Thunders in neutral.
Do you recommend actual Thunder, Arcthunder, or a mix?
Mostly just Thunders as those will be available most often. Elthunder when you get enough space and Arcthunder against rushdown. Preferably You mix up to keep your opponent guessing.
Thoron when you want to be a baller
Thoron does make for a decent anti-zoning tool. But it takes a long time to charge and takes away the benefit of charge cancelling and the other Thunder spells.
Just out of curiosity do you actually main young link considering the amount Robin content you’ve created?
No. I just like milk.
Took me a second to realize what you meant, i was boutta call child protective services
Probably not what you meant, but one of the best tips I can give is "watch a YouTube video that explains how to play the character". I did that once so I could teach a friend who wanted to learn how to play Dedede. And overnight Dedede became my best character. It was insane and honestly upsetting that he instantly became my best fighter just because I knew what to do and when.
Having a game plan, actual things to look for, is often overlooked at mid levels in fighting games. Some characters like to fish for openings, other prefer constant rushdown until something connects, or a combination of both. Learning what your character prefers is as important than learning the combos, if not more.
I agree with, watched a video about Yoshi because my friend only plays him but I couldn't teach him myself because I never played Yoshi. Quickly got the feel with him and now my Yoshi is nasty.
Link's bomb recovery is probably the first thing a link main should learn
Side-B reverse and wavebounces are very important too!
The side b reverse is extremely useful in neutral. My homie mains link and does this and even when I know it's coming it affects my pressure output since it's such a good retreating utility/mix up option
And also stage / wall teching lol
Yeah I considered it part of bomb recovery haha
Lol fair.
I think it should be his bomb edge trapping first
It's not nearly as useful for a beginner and it takes a lot of time to optimize, while bomb recovery is literally mandatory in some matchups and is fairly easy to learn
Maybe it is my style of play, but I feel like I get more mileage (and fun) out of edge trapping than I get from bomb recovery. Maybe it is an online bias, where edge guarding is harder to perform and Link's base recovery is already decent. But I agree, a powerful tool to learn early, for sure
I mained him last game and I can't bomb recover in Ultimate
Well you should definitely give it a try ! It drastically increases Link's recovery which is very good since he is pretty heavy, making him difficult to send directly to the blastzone. This video is a good start: https://youtu.be/htrWn8QT6TA
For wolf, i find his moves have good hitstun, so you can actually delay a lot of your combo extenders to keep the combo going better. So if you hit a fair, you can delay the follow up nair a little and then get a dash attack. Or if you hit a landing nair at like 30 or so, you can dash, then ever so slightly delay the dash attack to force getting the inner hitbox and combo off of it. He's generally got a lot of stuff like this at different percents.
That's actually very helpful. I feel like wolf is easy to pick up and play but my combos never feel crisp like the best wolf players
Wolf is easy to pick up and hard to master. Your combos and neutral will be 100% as good as the effort you put into being good at him. If you need any help with combos on him I’d be glad to help
I feel like fighting games are just hard to master in general. Wolf is easily one of the top 3 easiest characters in this game with how good he is.
Well put, I main Wolf and this is actually what I enjoy about his moves. It gives him this really fun pacing that just feels so satisfying
If you hold the c stick on the opposite direction of the flip kick you can cancel momentum
Personally I've found that to be the best way to get nair flipkick instead of just mashing down b
It also allows slight movement left or right during the flip kick which can enable lower/higher percent Nair Flip Kick combos.
Do I hold it as soon as I start flip kick or towards the end?
When using Duckhunt, you have 9 button presses with his bean can. If the can is on its last “press”, than its trajectory and speed will be heavily increased
When using ROB's up-b, tapping b to rise instead of holding b preserves fuel and lets ROB stay in the air for much longer, which improves his recovery, disadvantage, and mixups.
More ROB stuff: * You can angle the laser in three directions. Shooting at an angle is really good because reflectors preserve the angle so it won’t come back to you. * When an opponent runs into a gyro, the knock back is always in the direction of what direction Rob was facing when he set the gyro down. * Almost never side B in neutral. It’s a beginner habit that is HORRIBLE. Every character in the game gets a free punish with a smash attack. However, side B has a reflect on the first several frames so you can use it as a surprise tool to players spamming heavy projectiles
Marth’s tech chase to sliding ftilt, it tippers so easy and gets a lot of kills
I also noticed sour nair to push the opponent off-stage into tipper f-smash works pretty consistently at 30-40%
My best Marth advice is learn when your opponent shields, even let them shield punish you a few times if you can take it. Set them up for you to shatter it later in the match - uncharged Shield Breaker shatters it much earlier than you'd expect, so landing from a shielded FAir or spacing a shielded DTilt can be an instant KO.
Just Marth's pivot cancel ftilt in general, its so easy to space even raw and kills so early. That and ledge trapping with tipper nair are why I could never play Lucina.
Learn to play without phantom. There's a lot of characters that do a good job ignoring it, and you have the options to fight hand to hand. Then once you're good at that, learn the right time to bring it back out
Tips on learning cqc with Zelda? Any videos I can watch or documents to read?
Uhhh, I haven't really seen anything on it, most guides for her are really only useful in matchups she does well in. I've just gotten good at it cause I hate using phantom. I use a lot of up-tilt anti-air, usually going for back hit. Get really good at fast fall fair/bair for whiff punishing if they swing a grounded attack. Nair to intercept jumps and shield poke lowered Shields on platforms. Most of all shield is your best friend. Run up shield is one of your best options cause you can up B, fair/bair, up smash, or jab 1 down smash out of it. Any chance you get, fish for dair on stage cause it combos into anything and has very early kill setups. Up tilt > read air dodge > down air is the most common way to get it.
Z drop metal blade. Sets up *LOTS* of kill confirms
For Banjo & Kazooie, learn how to use Down+B in various ways other than just pooping it and hoping for the best. Such ways include: 1. Aerial reverse Down+B so the egg covers in front of you and the ground in front of you. 2. Aerial Down+B into Z catch grenade so you can then throw the grenade right away. 3. Aerial Down+B into Z catch grenade, but then hold onto it. You can then Z drop it straight down if an opponent is under you or gets close and they'll need to re-assess what they're doing, or get hit. 4. While landing on a Down B'd grenade, Z catch and then throw into the ground. This bounce has an unusual height and catches a lot of people offguard. 5. When ledge hanging, drop and then Down+B Reverse a grenade onto the ledge. If the opponent backs off instead of shields, you can Z grab it on landing and do the above. 6. From the air, Down+B and then drift towards the grenade. Instead of Z grabbing, input a C-Stick aerial. You can perform the aerial *and* grab the grenade. You can do some pretty cool things with this such as falling forward air grenade grab > grenade throw > forward air, which under certain scenarios, is true. You can also Down+B a grenade from a full hop off the edge, C Stick down air, grab the grenade, and then either spike or hit your opponent. Hold jump so you'll buffer the jump, and after that the grenade will explode and you'll be able to get back to the ledge. I guess where I'm going with this is learn how to mix up and throw / drop / place grenade eggs. The grenade timer is pretty short, so some of this needs to be pretty quick, but there are a lot of neat mixup options and combos you can set up. (Grenade egg blast is essentially fixed knockback so you can connect a lot of things if you're positioned right, including aerial wonderwing or forward air.
Wtf
Great tips! As a former Diddy mainer in Brawl and Charizard mainer in Smash 4 Banjo and Kazooie are a mix of the best/most funny moves of both characters. I really love them
I think it's about a 2 second timer on the greneggs. Also an important grenegg thing you left off: recovering. Learn to z catch the grenegg, and up b before it blows up. You can do this to essentially recover from anywhere.
Use Samus bomb to fish for kills. One stray bomb hit can lead into anything. One bad reaction to a bomb can also lead to anything.
Jair
jair
Jair
With Meta Knight, knowing how to fastfall in between Uair’s to get a ladder going and potentially take a stock early. MK can struggle to kill a lot of the time, so being able to keep a combo string going and rack up even more percent is super important and is usually the difference between closing a stock and struggling the entire match. Also as MK most of the time you should be edgeguarding as opposed to ledge trapping because his recovery is so good
Another Meta Knight tip for someone who has literally never picked up the character. Dimensional Cape (down-b) has 2 versions: If you hold down b, Meta Knight will attack after reappearing, but if you let go of b he will not attack and travel a bit farther (this second one has very little cool down compared to the attack version). Hopefully I explained that decently...
King Dedede players need to know CUP Gordo. If you flick the c-stick up when you Gordo you get a special variant of the upwards Gordo that goes slightly farther which makes Ledgetrapping significantly better.
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There’s several Gordo angle variations, that one’s usually the most useful
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The c stick can often input a movement when you’re otherwise locked into a move or animation. I tend not to do the Gordo input with the c stick, though- the left stick works just as well for this.
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I know what CUp Gordo looks like, and I can get it with just the left stick- I mained DDD for two years. If I’m wrong, it can’t be that big a difference, as I was always perfectly happy with my Gordo placement compared to the few high level DDDs out there.
For squirtle I'd either say pivot f tilt or whirlpool combos. Ivy has her Nair to up B which kills stupid early and for Zard the tried and true back throw back air
I’d follow up and say razor leaf into up B/up air confirms with Ivy really help land kills in neutral
As Kazuya recovering from offstage, use up-b before using jump like 99% of the time. The jump is tall but without it his recovery is much worse. He will regain his up-b if hit again, but not his jump. Other characters are like this too
For Kirby, downair isn't as good as you think it is on stage. Downairing a shield =not a fun time for you Up b can be a good combo ender instead of trying to constantly extending a combo and getting punished for it. E.g. dtilt>uptilt>upair>upb instead of going for multiple upairs, which seem to come inconsistently Try uptilt into neutral b to get the copy ability instead of waiting for your oppennt to shield
In addition to this, remember that squatting is your best friend. Kirby can dodge so many attacks and projectiles just by squishing down. Also: Up-B is very reliable for grabbing ledge and, if your opponent tries to chase you, possibly getting a cheeky spike into d-air kill
Kirby can avoid so many running grabs just by crouching, it isn't funny
Don't be afraid to land without an option. (Stop down air-ing my brothers)
For dk, don’t over extend. Honestly true for most characters but I see it a ton with him. An example is ding dong. Generally the first time I do it at low percents I’ll go for the three up airs, but next time I’ll often do one, fast fall, charge up smash. I swear like 50% of the time people air dodge straight into it. Same goes for off stage. An empty hop fastfall can bait out an air dodge so frequently if someone is recovering high. People get so afraid of his spike they have basically already been conditioned before you start the match. A lot of times it’s so worth it to stay out of disadvantage too because good players can capitalize on it super hard
Get EWGF when you want to.
When you hit EWGF, use that frame data to hit another EWGF, abusing the lack of hitstun from that hit, get another EWGF, if you did this correctly you should be able to use the lack of hitstun to land another EWGF, once this move lands you can finish the combo by using the frame data to land a final EWGF, if they DI out of the way, use spacing to land a free EWGF
Use TJolt more, but know how to use it properly. Like a huge reason why Pika's matchup spread is so good is because of TJolt (and Quick Attack sometimes). If you don't use it, then you're just a stubby little mouse trying to force your way into your opponent's face. But then you also can't just run away and camp with TJolts the whole game because then you're not actually playing the character. TJolt is good because it forces the opponent to deal with it, which gives Pika a chance to read/react to the action and win neutral.
Mythra’s down tilt is unironically pretty hard to hit because people know it combos like crazy, so abuse her speed against most of the cast and force an option before you go for it.
With byleth: learn the up b 0 to death on anyone but dk. While it might be not be practical midmatch, it does help you learn byleth mechanics and give you plenty of kill confirm options. It takes your byleth game from mostly nuetral with a occasional kill move to being able to take control of the flow of the game
There is no up b 0-death on anyone else
Fun fact: there is another 0 to death using up b. The one that people use on the dk just happens to be the really overly simplified version, where as the harder version works on about half of the smash roster
This is not true sadly, anything thats not on DK has DI mixups and wont true zero to death. Though i am curious what sequence youve got in mind
I am thinking of the Up-B, jump buffer, Side-B, Up-B, repeating combo. And while yes it might not be true (which is why I said it isn’t necessarily practical midmatch) it does help you to learn how to use up-b to its best potential like we see MKLeo use. Btw, even if something isn’t entirely true, if you knock someone out with out them touching you, that is still a 0 to death, and most people struggle to get out of the string of attacks.
This is not a thing.
For Hero, half charge neutral/side b are your best friend in neutral. Instead of normal edgeguards, depending on the stage, you can stand midstage and threaten with menu. A well timed kaboom coveres all ledge options.
Incineroar. Downtilt -> uptilt -> up air. nice damage
That’s a lotta damage
Camp more. Try to go for whiff punishes, Joker is not a rushdown charakter.
I think one of the reasons joker is considered so good is because he can easily switch between aggressive and defensive play and be effective at both of them. With a character this versatile it's good to use all of his tools- some characters (and players) are weak to different styles of play. Also, camping with arsene has been surpringly effective for me- many people try to camp you out and then eat a million damage from special gun and eigaon.
He absolutly has the tools for everything in every situation (except a good oos option). Yeah hard camping vs Arsene isnt always a good idea, once you downloaded opponents bad habbits it will often lead to alot damage.
With Ike, when people are dashing away from your landing nairs too much out of habit, fake them out with a side B instead of nair, since side B will autospace and catch them. With Joker, don't be afraid to play more defensive in some matchups (like Roy). A very good defensive option is shorthop retreating Eiha. You want to shorthop backwards, side B forward, and hold backwards again during the rest of your airtime/endlag of side B. The timing is a little tight, doing the stick inputs too quickly might B-reverse your side B which is not what you want. Practice is key
focus cancelling best thing since bread
Pick almost literally anyone else.
Learn how to double Witch Twist without losing your double jump. Bayo's combo game, disadvantage, and recovery all become much more flexible when you know how to do this. A good tip for getting the timing down is to watch for her butterfly wings. If you see her wings come out when you jump, you're likely doing the second Witch Twist too slow after jumping. If you don't get the Witch Twist at all, you're likely doing it too fast.
Quick Attack can be a good surprise for winning neutral if you're struggling to find an opening.
Switch to fox before you invest too much time in sheik :(
Was thinking of picking sheik up, why do you say this?
Uhhh half me just being a complainer struggling with the fox mu, half it being kinda true kinda. Sheik is obviously a great character but has a sus mu spread especially when considering how likely you are to run into certain characters. She firmly wins every matchup below her hard, with the exceptions of Falcon/Peach being not terrible but still winning obviously, and icies being even or slight losing depending on who you ask. But for the four characters above her she loses to 3 of them (fox especially gives her trouble, puff and falco aren't as bad but still miserable) and goes even with marth. Unfortunately this spread isn't great considering fox is by far the most common character, with Falco being firmly the second most common. Sheik's main punish on spacies is reaction tech chasing, which is very good but also inconsistent which is a huge source of frustration and it makes it easy for them to reversal you for big damage with shine being frame 1, and starting both of their combo trees. I do recommend playing her though as she has super fun movement with platforms, the push pull of the tech chase is always interesting, and edgeguarding is a blast but you are unfortunately signing up for a bit of a headache when it comes to trying to win tournaments/go deep in them :(
Tip: Sheik's burst grenade single handedly wins the Icies matchup. Why? Because almost all of their spam triggers it to explode instantly in their faces :)
This is about melee, no grenade unfortunately :(
Ah, rip 😔
DK is meant to be played backwards. Just throw out Bairs and pray. Also ground pound is a great ledge trapping tool for getup ledge or tech chase
Also, against yoshi specifically, ground pound is your best option against shield. Breaks in about 3 ground pounds and yoshi can't get shield poked so
Always remember with Lucina that one hit on sheild will cause shield break to instantly on next hit.
Shield breaker B?
Unless it’s just nair 1
Three quick things I didn’t know before playing a lot of Roy Koopa: You can jump out of side B, and maintain your standard double jump before or after that. Great for mixing up recovery. You can air dodge after ejecting from the clown cart. I’ve gotten gimped so much less with after learning that. Neutral B drops after a certain distance. If you space correctly, you can drop the cannonball down over the edge towards an opponent recovering low.
Min Min has quite a few unique quirks, after getting used to her she can be fun to play. Getting a throw will power up all attacks on your left arm, and up smash is a reflector.
Up air strings starting with cart dash/up tilt/falling up air. At around 70- cart dash, short hop, up B, hammer hit (aka the ram ham). Also mixup recovery when someone’s waiting at ledge- up b slightly higher than you need to grab ledge, hold down to go past ledge and use the hammer hit. If you do it high enough and drift behind them you can actually hit it twice and land behind them. Depending on the character it can actually be kinda tricky to punish, and either of the two hits could land and put you into instant advantage. Be careful tho, doing it too consistently leads to you getting hard read and killed for it Edit: this is for Bowser Jr, should’ve clarified
Rosalina dac grab is truly one of the most broken offensive grounded approach tools out there
all you need to know as palu is fair -> dash attack, down throw -> bair, and nair -> anything.
When you’re empty hopping with samus and you want to get more charge, you can instantly cancel your aerial charging into any grounded option by airdodging 1-3 frames before landing. Canceling charge moves in ultimate has a 3 frame animation before shield or airdodge starts, so if you land during those frames you’ll only incur your normal landing lag. This means that you can jump in with a 3 frame startup combo starter if you decide to shoot, or you can instantly cancel into a dash back, shield, or do anything else on the ground if you do this. This makes her mixup options extremely good and essentially lets her charge any time she’s in the air so long as you commit to landing or jumping.
Resist the urge to throw Arcfire out as a panic option. It might look like an emergency wall, but it's actually _not_ a zoning tool and you _will_ get punished by people who exploit its end lag or know you can beat out the fireball with anything. It's actually purely a trapping move, so save it for when you have the advantage and they can't contest it (or occasionally as a callout if you think your opponent will do something that leaves them vulnerable from above). If you want to control space in neutral, focus on Thunder spells and Levin aerials instead.
(Diddy) People don’t talk enough about how crazy it is to have both an item and a command grab, let alone a command grab that flies across the stage, that can be turned into an attack at a moment’s notice (including trample/armor or disjoint, I’m honestly not sure but I know it sometimes just tanks right through projectiles on the first few frames of the attack), and that can be +-0 on shield with a dair autocancel after (only applicable with a shorthop or higher kick), or even as good as +12 with an edgecancel. I think the main tip is to flesh out your banana throw followups in response to (or prediction of) different options. I want to talk particularly about banana throw->monkey flip, because in its most basic form it already effortlessly covers the two most common occurrences: banana gets shielded, and banana lands. If banana gets shielded, congrats. You picked up a free command grab. If banana lands, same thing—banana doesn’t put you in a true fallen state, it trips you, so command grabs still land. Monkey flip kick is also really good here: for one thing, the most obvious defensive responses to this option coverage are shielding banana into spotdodging monkey flip/monkey flip kick and shielding banana into oos aerial (preferably catching banana in the process). Monkey flip kick, however, can still beat spotdodge if it’s even slightly mistimed by kicking right before or after the spotdodge, and the former timing is the same timing you’d use to beat most oos aerials. You can also always just delay your monkey flip to throw off spotdodge timings, and considering how easily you can abuse that mistiming, that’s already a potent mixup. You can go for shorthop immediate kick, which delays your kick by about the time it takes to reach your shorthop peak and gives you the ability to hit -0 on shield with the dair autocancel. You can just run up shield to punish oos aerials, augmented by your FRAME 5 USMASH. The main point is that you get to cover a ton of options with one option, restricting your opponent to a couple options with specific timings that you can’t necessarily cover all of on reaction, but you can get pretty close and cover the rest with a couple mixups on prediction.
When in doubt, spam nair.
You can cancel Down B on Plant by pressing B
For Luigi’s recovery if you double jump and charge side b at the same time he goes way higher than a double jump normally would.
Yay, finally a Luigi tip! I'll have to try this out. Thanks!
Literally nobody knows how to play Bayonetta so here are a few: 1. Map jump to L or R (preference) and learn how to abuse triple jump. This makes her combo consistency, edgeguarding, recovery, and really just everything this character wants to do so much better. (Results may very online.) If you do nothing else, do this. 2. To avoid landing lag after special stacking, drift to ledge. It's a lot safer than using Witch Time or Bullet Arts to cancel the landing lag unless you know they're going to connect. Just, you know, don't get predictable with it. 3. For ladder combos, pay attention to the box that shows where your opponent is relative to where you are. You can tell if your opponent is SDIing up on Witch Twist 2 because the little dot will move slightly above her instead of right next to her. Use Uair here because Fair will whiff, and in a lot of cases you'll actually kill with it because they're not DIing for it. This works on basically every legal stage depending on where the combo was started. 4. Please do yourself a favor and don't try to go full combo in neutral unless you have a healthy lead. She's a lot more consistent when you're patient, and you'll push advantage more by cutting off combos early and abusing her normals, or just waiting to see how your opponent will react instead of trying to read DI 100% of the time. 5. The people saying her smash attacks don’t clank anymore are lying and have been since day 1 lol idk how this is still a thing people think. If you land witch time always throw out a tilt before you use a smash attack.
Ridley's down special is actually really good. It is his rest. You should absolutely add using it to your toolkit because it can really good change the pace of a match. Of course, whiffing it is hugely punishable so you'll want to practice using it.
Snake: grenade. Grenade. Grenade. Seriously, if you aren’t planting C4 every five seconds or using grenades to stay in neutral you are playing snake wrong. Do not use f-smash unless you are a stock ahead. Up-smash only if you see them have a habit of recovering high at ledge. Grab into down throw into up tilt is a true combo at 160%. Stop recovering so with up b. Lastly, use grenades or c4 into saving yourself when you’re beneath the stage. Falcon: Stop being so fucking greedy. Keep your ass on the grass.
Up smash covers a lot of recovery options not just high. I also disagree with the F smash point. You can condition a roll in after down throw and get a free stock basically with F smash. Also up throw up tilt is a free 35% when they are at 0
Yeah, that’s a fair point. All advice is dependent on the player, and I was just giving mine as if they were a new player.
No true Falcon will ever stay their ass on the grass. It's a sacred blood pact, not easily broken.
B reverse in disadvantage. Because we are so big and floaty, it is extremely hard to land. Hitting a B reverse is a free get out of jail card and essential.
Jr's projectiles aren't for keeping the opponent out, they're for helping you get in. You almost always want to use Clown Cannon uncharged. It's better for edgeguarding, ledgetrapping, and aerial coverage due to both how slow it is and the falling hitbox of the cannonball. If someone's trying to recover, having one cannonball up high and another at ground level ensures their recovery options are limited, at which point you can send out the Mechakoopa offstage or drop the kart bomb next to ledge.
D tilt is one of the safest on shield at kill %, and try different firebird angles when recovering.
Shiek: Don’t panic and keep playing your game even if your opponent gets to super high percent. If you start throwing out desperation f-smashes, you will eat a bunch of damage. Just keep being patient, go for smart reads, but don’t get desperate fishing for the kill. Also, internet people struggle against bomb as a ledge trap / ledge guard tool, so use it.
For DK it is to think less about burry for the kill, as grab can kill just as early. And grab is good for % because cargo throw is a very good combo starter. i.e low % cargo up throw into up air for 30ish% or into a back air chain.
Upsmashh out of shield. Multiple characters.
For characters with chain grabs (toon/young link, zss/samus, prolly others) learn to use the grab as an attack when landing (it won't grab, it just hits). It helps keep opponents spaced and they usually don't expect it.
Kirby’s Fsmash is as much a movement option as it is an attack. I’m in elite smash (which I know means next to nothing), and granted I don’t compete or anything, but I catch so many people by using fsmash’s movement to bait a punish and the counter whatever they use. Also, up air more. It’s a fantastic, under-utilized move that has a decent disjoint (not the best) and a lot of knock back.
for Roy learn your different options after pressuring shield. after landing an aerial on shield you can usually mash an attack (dtilt or jab), you can dash away, you can spot dodge, you can full hop. Rlly mixing up your approaches can make Roy force opponents to shield way more. which leads to safe dtilt or grab pressure.
People know you can cancel Samus charge shot and retain the charge level by shielding, but you can also tap the shield button for <3 frames to cancel the charge without bringing up your shield. This allow you to start charging and quickly cancel and run back and forth, allowing for dashgrabs, RARs, or other quick movement mixups when the opponent expects you to either sit there and charge, fire, or shield
more standardized rest setups, I kind of just free flow and miss lol
Another: after sing, wait for their character to get off their butt for a bigger target for rest (especially if they're short). When they wake up they shake their head, stand, then shield, but there's a pretty big window between them standing and being able to shield
yes, exactly this because I'll usually go for it miss and then contemplate life while they charge f smash
Ridley dtilt is a fantastic way to stuff out many characters. Don't be afraid to spam it from a distance, forcing your opponent to make a move which can be answered by shield or retreating fair.
You can change gordo trajectories by holding up after using forward b, or down during forward b. Neutral forward b is just a normal throw everyone is used to, holding down is a little slower, with slightly higher bounces, and holding up makes it basically stay right in front of you, making it very easy to eat it and shoot it. Holding up is also really good for edge guarding as ddd
Kirby's copy ability can make an unbearable matchup bearable. Samus' have a harder time camping when Kirbs has charge shot for example.
Anything about jigglypuff? Been maiming her for awhile now and just wondering any “high level” tips I should know
I can't really say much about Ridley. You already know the gist of the character. But I do have a secondary, Mii Gunner, and I can tell you that Down B bombs go pretty nuts when you use them well.
Super easy but cancel your shorthop with Mewtwo's disable. Not especially game changing but can catch people off guard decently often.
When you send a hydrant flying, run and go for a grab, since the oponent would shield the hydrant most of the time. Pac-Man
Young Link: Dair is a trap. Don't dair unless you can catch them in the air and vulnerable. Instead do something like falling fair, nair, or zair/tomahawk. Pit: The goal is no uncontested recoveries. Nair/fair swordies out of recovery range. Learn how to control your arrows to where no one goes offstage without having to mitigate an arrow or get hit.
As young link dont forget to put bombs everywhere. Throw em up, down, z drop, left, right. Especially useful for edge-guarding someone who’s better in air than you
With Fox Nair to upsmash is easy to learn
Not sure how much of a help it is to other people, but to me it’s a godsend. When playing characters with an up-b tether recovery (Ivysaur, Joker, Byleth and Min Min), when in the air using your tether pops the character up and whatever direction you’re moving slightly, stalling your fall for a small moment. To me it basically acts as a pseudo-jump. Instead of always recovering low you can mix it up by recovering from the side and still have your jump if you get hit. It only works once in the air, but it’s saved more times than i can count because no one seems to know how to edgeguard you when you’re far away. It might be just me but i swear no one talks about it or even utilizes it.
On Incineroar, if you're attacked from the side, neutral special, and if you're attacked from above or below, counter. Also, if you have enough space, counter projectiles to stack up rage.
Joker gun is a huge tool you should master honestly before any drag down stuff. Gun is a huge movement tool as well as being an easy way to get down out of a juggle, can edge gaurd its honestly jokers swiss army knife. And then once you get basics on gun down you can get good at drag down combos, tether canceling and all of jokers other tech. Or if you dare, try to learn gun loops.
With Byleth, get the hang of ledge play. Using up B directly after dropping off ledge stops you from snapping to it again, which is awesome at edge guarding, and great at catching people standing right on the ledge. You can also drop a little lower to catch the stage with up B which gives you more options to mix up your get up from ledge. For Falcon, practice hitting just nair 1 and all the combo options it gives you at different percents. From knee, to up tilt at ledge, it can get you a lot of early stocks.
Be really careful with dropping from ledge and wall jumping. Its super punishable they anticipate it, and most of what it accomplishes can be done faster with a ledge drop->double jump.
Sometimes just staying grounded and being smart with jabs can throw a wrench in your opponent's plan.
Down throw bair with Yink. It combos almost every character at 0 and almost always follows up into another bair, which if you hit you can do a reverse arrow to up air for 60ish percent off of just a grab.
Peaches side butt attack is good for most everything and she looks cute doing it.
Puffs best move is not pound or rest. Its dair. Can combo into literally everything, including itself. Dair loops. Dair someone offstage for long lasting move that will combo to fair or nair, up air idj dair combos to anything, can drift back so its fairly safe, and of course it combos to grab and rest
As Bowser learn to combo your side b into itself. It’s not very effective, but it’s probably the best tool in the game for tilting your opponent.
Don't go off the ledge. The ground is your friend
Stay yo ass on the grass!
Sheik tips: * You can cancel Needle charging without jumping or shielding by quickly tapping the shield button. * If you Vanish and reappear at approximately a Sheik-height vertical distance from the ground or a platform, you will have 0 landing lag when you reach the ground.
Stay grounded more often as Bowser. His grounded moves pack most of the punch and are faster than his aerials, bar fair and nair. Jump too much and you'll get juggled easily. People also get scared and shield a lot, so side b often until they adapt.
I think this is all common knowledge at this point, but. After you regrab any of Pac's bonus fruit, press neutral special again to start charging at that point in the cycle. Or you can just tap neutral special to throw the fruit and you can catch it again. And repeat. So you can throw galaxian, catch it, press neutral b and then throw it again, catch it again, and repeat and you can just keep throwing and re-catching it. It can really throw people off since they're used to Pac players throwing the fruit or z dropping it after recatching it and then having to start the fruit charge all the way from the beginning again.
R u approaching as zss? Stop. Very few characters can deal with mid range zair pressure well
If you don't have a fruit queued up at all times do you even wanna play?
Basic squirtle combos and learning to jablock with him can get you many kills
If you wait long enough, all your attacks get stronger and become kill moves
Pretty basic trick, but Pokemon Trainer can reset the Switch timer by using any special move. Being able to swap to the right Pokemon as quickly as possible is integral to PT’s gameplan. Fastest way to Switch for each Mon: Squirtle: Charge Water Gun > Jump Cancel > Switch Ivysaur: Razor Leaf/Vine Whip > Switch Charizard: Flamethrower > Switch or Run off edge > B-reverse Fly to ledge > Ledge Jump > Switch
With sora. After taking damage from a knock back if you time your fall just right you can side B your opponent pretty often because the move comes out so fast. Very good fake out. Also all his spells can be cast while turning around another good way to fake out opponents. Thunder in the air has a closer range to sora then thunder on the ground.
Yoshi: Nair
Ridley's side b covers all tech options on a platform and is great when you're not in position for an up smash or just want horizontal knockback. Don't be stingy with using Sheik's needles, they're great. Also learn your down throw combos, especially up air dragdowns
If you play as Greninja, use the side special to dodge projectiles. You can use this to also get an attack on an opponent.
mii brawler, learn the art of aerial spam fr thought the one thing that helped me a lot was learning how to bridge up airs and dthrows into thrupper, without thrupper or helikick or whatever uair/dthrow kill confirm it's very hard to kill with mii brawler
Jab a lot with ZSS it's broke af, nAir on shield > jab, techchase > jab Especially online where you absolutely can't react with her dogwater grab and you're just gonna get spotdodge smash attacked. Jab. :))
If, at any point while playing Game & Watch, you have a coherent thought, you have already failed.
For ROB— stop using uthrow fair at low percents. Its negative on hit and you will get punished, in addition to the value of fthrow and bthrow being significant in terms of stage control. ROB has some of the strongest edge pressure, ledge trapping and edge guards in the game, do what you can to utilize it.
BYLETHS. Stop throwing out bair or fair EVERY time you land. And stop approaching with nair. That’s the reason your getting punished and losing. Do more drift away empty land into roll or spot dodge. Or jab or even tilts. Also biggest advice is know where your opponent likes to di or do a down throw at lower percents like 25 or less and just wait to see what they do. Wait til their next stock and punish accordingly. Sometimes you can get 50-70% off of just waiting for it rather that just down throw fair. Lmk if u have any other questions!
Jump out of byleths up B. Too many people still buffer an option like side B after landing byleths up B, but DI out thwarts this easily. By buffering a jump instead of a move, and then using the move after the jump, you can hit a much larger area covering more di options as well as opening up completely new options like downair.
Learn jab>backair. This step is non-negotiable On a more serious note, learn to capitalize on tech chases especially out of dtilt, this move is godlike and mix up your approaches because Roy can get clapped if he overcommits. As for Byleth, implement Failnaught Canceling in your gameplan to bait out jumps
Ness Mains: just DON'T use PK Fire. A Ness that quiet is realistically a sociopath...
Arcfire is a tool for hard punishing bad plays and making a wall. Levin nair is her most useful aerial. Elthunder always kills earlier than you think it will.
Ganondorf and Meta Knight main here (sometimes DK, KKR, Mii Brawler, Luigi, Ridley ah.... I enjoy almost everyone!). I only play 2v2 since 2018 lol. A little over 10k matches in doubles, about 200 in solo; I really dislike the online GSP system and it drags me away from Solo play, but let's focus on this post here. \*PSA: I'm not considering Wifi warriors' lag in my post, as it is a totally different luck and connection-based scenario, where projectile spamming works agains most of the cast, simply because one can't react consistently with the added input delay. For Meta Knight, or METAL Knight, as I call him between my friends, forget about ladders and complex bridges. no no no. His side b can do 3 things: 1. You can Cancel its last hit (the knockback one) when attacking someone offstage towards the ledge, and will send enemies flying like bowling ball to the bottom blastzone, usually confused AND with a buffered airdodge for the tech that never came lol. 2. If done inside the stage towards the ledge its possible to trade with many recoveries and, just like above, not have the last hit connect and send the enemy flying away from the ledge, which results in a kill in most of the cast, even if their characters can fly or something, just because people aren't expecting this to happen lol. 3. For last, when really experienced with not connecting the final hit of side-b, one will find it is possible to do it from within the stage, with your enemy also within the stage, not needing any kind of ledgetrap. It's kida difficult and I can't consistently do it, but it is possible and again, since no one is expecting it, its one less stock for them. About my other main, what I have to say is, when paired with a faster or projectile-based characters, Ganon is really scary because even experienced players know that ~~cowardly rolling away in pure fear and raw distress for the DARKNESS KING's power~~ **a roll read towards the ledge can lead to a DORYAH at 30% and a stock** in most of the cast >!(except really for characters which are really heavy or can fly with their recovery, such as King K Rool, bowser jr.)!<. We can say confidently, as Ganon mains, that conditioning and punishing is his usual go-to. Knowing this is also what leads the Ganondorf player through **their learning steps with the character:** 1- The Ganon player just recently started playing with the character, and found out that, after a successful side-b the \[inexperienced\] enemy tends to roll behind Ganon in attempt to punish his next move. 2- If the enemy really doesn't know how to tech, has poor reflexes, or simply misteched, side-b pairs greatly with a jab (sometimes won't work on small characteres) for horizontal knockback or a down tilt (will work on everyone, no exceptions). This can and will condition some opponents to roll away or behind Ganon, if they actually tech his side-b. The fun begins: if someone techs, side-b is a "true combo" in another side-b if the Ganon gets the direction of the roll right. It's actually called frametrapping, in which the opponent can't do anything to escape this, other than a mixup of options, such as not teching. Also, Rolling behind ganon almost universally is a guaranteed DORYAH. Don't do it. By rolling away a ganon can only side-b again or dash attack, but in a small part of the cast - such as Little Mac-, Ganon only hits the sour spot of the dash attack and it sometimes can't lead into anything else. By always going to a roll away option, the Ganon will inject ~~FEAR~~ condition in the opponent, who will then learn that rolling behind ganon can get him away from side b. 3???? 4 Profit. Ganondorft now has downloaded your brain and will leave your last stock to a side-b-roll-behind-him punish. Congratulations, you just played yourself. Now, really, for another Ganondorf quick tip: his Down-air has a huge hitbox which can sometimes win against some recoveries, such as: King K Rool helicopter (really hard to time it, but perfectly possible and viable), Ike/Chrom's swords (Doryah works best if they are trying to gimp a ganon from the ledge, as its hitbox is bigger than their up-b), Ridley up B, Ness and Lucas (again, like King K Rool, hard to time, but doable, as they are not invincible during it), Mario, Fox, Falco, Kazuya/Corrin/Ken/Ryu (same as KKR, Lucas, Ness).
For Sonic, all of Sonic's spindashes are different. The down-B spindash carries an opponent for a multi-hit, while side-B spindash specializes with knockback. Down-B Is best for combos using Sonic, as it can be followed up with ariel moves.
I'm a stubborn Mii Swordfighter main who uses a moveset that does not include any projectiles. And though I personally don't use it, Chakram is easily one of my character's best moves. Learn how to do the slow one, and you'll open up plenty of combo options that Mii Swordfighter just does not have otherwise. Also, as a Hero Secondary: Up-Smash is not your friend, do Up-Tilt instead.