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Post by Indigo on Dec 12, 2014 6:19:21 GMT
That's called the one inch punch. And I'm not sure if I want to get into Project M...
Today was pretty cool, had some good fights with another Pit main. I went edgy with Pittoo and we had some intense rivalry matches with lots of arrows clashing and stuff, every match was really close.
Playing as Pittoo makes me feel so cool.
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Post by Stove on Dec 12, 2014 12:51:26 GMT
That's called the one inch punch. And I'm not sure if I want to get into Project M... Today was pretty cool, had some good fights with another Pit main. I went edgy with Pittoo and we had some intense rivalry matches with lots of arrows clashing and stuff, every match was really close. Playing as Pittoo makes me feel so cool. Oh, I'm not going to play it competitive. Remembering to press a shoulder button nearly every time I land and doing the ever useful but awkward wave dashing just isn't my thing. I'll just play with friends.
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Post by Stove on Dec 16, 2014 22:55:33 GMT
I've been practicing with Bowser/Dedede/Shulk now almost exclusively. Bowser and Dedede don't have much combo potential, but I'm slowly getting better with predictions with them. As for Shulk... I severely underestimated the Jump Art. Jump art with Fairs is insane for edgeguarding and nets some really good early KOs. Also decisive monado arts are bad in my opinion because being able to switch arts on the fly is incredibly useful. Nair is god. Also with the monado arts you can cancel the landing lag of any aerial. It's pretty cool, though it's only really useful for back-air since his other laggy aerials aren't really used close to the ground. Back-throw to Back Slash is a really good follow up, especially since Back Throw turns your opponent away from Shulk. With Buster, this combo works after around 50% depending on the character, and does 38%. It's incredibly good when it works, and is a semi-reliable way to get a back slash off. Also Down-Smash is really good at guarding the ledge.
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Post by Indigo on Dec 17, 2014 5:36:01 GMT
I've been practicing with Bowser/Dedede/Shulk now almost exclusively. Bowser and Dedede don't have much combo potential, but I'm slowly getting better with predictions with them. As for Shulk... I severely underestimated the Jump Art. Jump art with Fairs is insane for edgeguarding and nets some really good early KOs. Pretty much. With Jump and his aerial range, he's basically the best edgeguarder in the game.Also decisive monado arts are bad in my opinion because being able to switch arts on the fly is incredibly useful. It sucks a bit for Shield, but it's preference mostly, the stronger buffs with normal negatives and more time can be more rewarding, but it's more restricted, too.Nair is god. Also with the monado arts you can cancel the landing lag of any aerial. It's pretty cool, though it's only really useful for back-air since his other laggy aerials aren't really used close to the ground. His N-air is by far one of the best attacks in the game (and F-air), probably only ROB's own N-air competes.Back-throw to Back Slash is a really good follow up, especially since Back Throw turns your opponent away from Shulk. With Buster, this combo works after around 50% depending on the character, and does 38%. It's incredibly good when it works, and is a semi-reliable way to get a back slash off. This is good. I prefer doing it from U-throw, though, you have a really good angle to cross them up, can delay it more, and it's usually safer.Also Down-Smash is really good at guarding the ledge. And it's the best roll-punishing move in the game.
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Post by Stove on Dec 20, 2014 0:26:45 GMT
F~~~ rolling. No really, I'm sick of how stupidly good rolling is in smash 4.
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Post by Indigo on Dec 20, 2014 1:04:55 GMT
Nah, they're not that bad.
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Post by Stove on Dec 20, 2014 1:32:50 GMT
Nah, they're not that bad. It's not...if you predict it. But when the computer trolls you with their prediction prowess, it's annoying.
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Post by Indigo on Dec 20, 2014 1:42:28 GMT
Make up your mind pls
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Post by Stove on Dec 20, 2014 4:00:06 GMT
Okay, here's my opinion. I suck at fighting roll spam, so I hate it. It's not that bad, I'm just terrible against it.
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Post by Stove on Dec 20, 2014 5:53:52 GMT
Man...I've been using Pac-Man some recently. His specials have some serious versatility. Like, ALL of them. Neutral B is probably the best chargable projectile in the game. Key is awesome, being a piercing, strong projectile. Melon is hard to avoid and is disruptive, same with Galaga. Pudding(?) is a combo starter, and the rest are good, quick things to throw out. Down-B's water can be useful for stage control, stopping approaches, and even gimping, along with being a really deadly projectile. Side-B is good for a double strike of pain by using it with Down-B, is a deadly recovery option, KO move, and edgeguarding tool. And Up-B...Up-B suprised me with its versatility. It's actually extremely good at restricting opponents options. A well placed Up-B can cause an opponent to eat a Down-Smash no matter what they do. You can bait opponents into using it and Side-B/Down-B them, or place it on the ground to protect yourself from air attackers...it really has a lot of interesting uses, not to mention the attack itself is decent and has insane recovery distance. Literally the only bad thing about Pac-Man is his garbage grab. Like, his grab is the laggiest in the game easily, and has a deadzone at point blank. He's a top-notch zoner though, with incredible aerials (his back-Air is brawl dedede/Kirby levels of good) and solid tilts. His throws are good too even. His Down Throw makes room for Side-B/Dash attack follow ups, and has a really good KB trajectory at the edge that trolls Mario and Mac.
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Post by Stove on Dec 23, 2014 0:36:22 GMT
Game&Watch sweg. Dat windbox
Also perfect pivoting is really useful. I've been using it with characters with a large perfect pivot like Luigi and Shulk; it's really good for spacing smash attacks.
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Post by Stove on Dec 24, 2014 22:35:11 GMT
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Post by Stove on Dec 28, 2014 21:41:24 GMT
It's growing. Also Speed Mode looks to be the go-to mode for EVERYTHING for Shulk. Speed Shulk's Perfect Pivot is so good that a PP'd Speed Mode F-Smash reaches 1/3rd of Battlefield.
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Post by Indigo on Dec 28, 2014 22:08:11 GMT
*holds shield*
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Post by Stove on Dec 28, 2014 22:53:12 GMT
Okay, then what? Not like Shield's going to get you any damage.
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Post by Indigo on Dec 28, 2014 23:20:39 GMT
I don't think Speed is the mary sue art like you say (and not like Speed is going to get you much better damage than Shield), but either way, I meant as in blocking. That's a cool trick but even with that distance, approaching with a smash attack, like his especially, isn't a good idea. I really prefer his pivot grab because it goes through blocking and crosses up, and if they dodge it, they probably won't be able to punish. The perfect pivot is good though, just that it's probably better on paper than in practice.
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Post by Stove on Dec 28, 2014 23:28:40 GMT
I don't think Speed is the mary sue art like you say (and not like Speed is going to get you much better damage than Shield), but either way, I meant as in blocking. That's a cool trick but even with that distance, approaching with a smash attack, like his especially, isn't a good idea. I really prefer his pivot grab because it goes through blocking and crosses up, and if they dodge it, they probably won't be able to punish. The perfect pivot is good though, just that it's probably better on paper than in practice. Shield- referring to shielding as well, not the shield art. What does shielding a PP-FSmash do for you? Unless you perfect-shielded it, you're not getting a punish off. Why would I be referring to Shield Art then? Don't brainfart, Clax. Also, I can vouch for Perfect Pivoting's usefulness. It's too difficult to be useful on the 3DS though. Speed does almost everything offensively. It allows for reliable combo strings (Buster is good at it, but it can be DI'd/Shielded/Airdodged), improves mobility, gives suprise kill options, is amazing for positioning with perfect pivots, makes his grab better...I didn't say it's perfect, but it gives more advantages and options than any other art. The only thing it can't do is improve survival (that's Jump/Shield's domain). Yes, Smash will help you KO more reliably, and Buster is better for getting damage, but Speed can do both of those without the drawbacks of those two arts. You can rack up damage easily with speed without worrying about the opponent doing extra, and Speed can be better for KOing at high %s because you have less of a danger of being KO'd. Tell me that it isn't the best art/Mary Sue art. Tell me how.
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Post by Indigo on Dec 28, 2014 23:35:02 GMT
You capitalized Shield mang. How are you not going to punish it on block? Even without perfect shielding, most characters can run up and grab him afterwards. And that's if Shulk hit with the tip of F-smash's range. It's among the worst F-smash recoveries in the game.
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Post by Stove on Dec 28, 2014 23:45:03 GMT
You capitalized Shield mang. How are you not going to punish it on block? Even without perfect shielding, most characters can run up and grab him afterwards. And that's if Shulk hit with the tip of F-smash's range. It's among the worst F-smash recoveries in the game. Okay, let's say you're right. (I can't test it, but I'm pretty sure it's impossible to punish unless your opponent is a fast character.) Shulk still has all the other advantages I stated (PP Speed FSmash is a suprise thing anyway.)
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Post by Indigo on Dec 28, 2014 23:57:55 GMT
Speed doesn't have reliable combos. Easier follow-ups, but able to be air dodged all the same. And that's only horizontally, he loses his aerial game, and becomes more predictable because of it (just block when th. If you're knocked off, it hinders your recovery. Since you can't do real combos, it does lower your overall damage if you spend a lot of time in it. Hitting more is good but the lack of damage adds up. It's a great art and probably his best offensively and approaching some characters, but it's not all about offense, and it's different for match-ups.
It has the least downsides really, but I find Jump is better for all-purpose. Still, Shulk is better when you make good use of all his arts to keep from being predictable.
Trust me though, his F-smash is easy to punish, and it's one of the changes many people have wanted, to make his F-smash safer on block if you perfectly spaced it.
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