copy and pasted from the “Super Smash Bros. Online.” Thread in Fighting Games Discussion: [X]
to Seany_Boy:
You can L cancel any of the Air A’s of any character. This is useful to more characters than others. For example, Samus’ Air B+A, if you land this near the ground, it takes her some time to get up. L-canceling takes care of this. Fox’s Air B+A, same thing. DK’s Air D+A, same thing. Also when FF with any Airial A’s, your character has some recovery animation, L canceling takes care of this also.
If you want combos, play something like MvC2. If you want depth, play SSB/SSBM. This game is very deep. Exploit each characters wieght/fall recovery/knockback trajectory/speed/power/etc to gain the upperhand. There is also items which each character can utilize to his/her advantage. Also the ingenious KO system, forcing you to play offense with a “King of the Hill” strategy. SSB is more balanced than, SSBM, IMO. Each and everyone had a chance, the victor depends on the player. Technically, SSB doesn’t have a combo system, but it does have what most other games lack: skill.
to Seany_Boy:
I never said he was, either. Any skilled Ness player can zone well with his SH xx Air D+A xx FF. His throws are legendary with PK fire. his PK thunder is better in SSB. Lasts longer, longer projectile, better knockback, and his PK thunder third jump is way longer than SSBM’s.
lacking directional influence in SSB is due to the awkward physics in SSB. around 30-50% damage, knockback trajectory -> fall recovery is lengthen, due to the physics. Yoshi unfortunately gets raped by this. :\
You see, this game is very deep due to the mind games, like your example you have given. I often get punked by edge-guarding Ness’ (SH, double jump xx Air D+A xx FF = air raped :). This is considering, Ness in this case, is At 120%+ damage, and I’m at less than 10%. The game takes a complete 180 degree turn and fucks you in the ass when you get spiked like that. You see, regardless of the damage %, he still has a fighting, if not situationally equal, chance at KO’ing me. That’s what makes this game so fun, different, and deep.
to Mummy-B:
Accepted.
when you get over to the states.
My characters roster: Pikachu, Ness, Falcon, and Link/Yoshi (in that order).
Link is great, in the right hands of course. He is a projectile whore, juggle whore, and his dash A ;smash F+A; and tilt D+A has excellent juggle/knockback trajectory.
Abuse his boomerang (B). A few tips:
a very good juggle : B+Hold DF (1 secs or so, until his releases the boomerang), dash A, tilt U+A.
The boomerang richochet’s off the ground into the on coming jump-in, projectile, or idle opponent. What the “Hold DF” does is elongate the distance in which the boomerang travels (full distance). This is good for reaching far away opponents, lingers longer on screen, fast+hard hitting unpredictable projectile. If they get hit, follow up with a dashing A -> tilt U+A. good to set up the Smash F+A or Smash U+A.
Keep this bad boy moving at all times. You never know when it will save your ass from time and time again by interrupting an opponent who is juggleing/persueing/wall rapeing you when it recoils back, giveing you the chance for a counter hit. This is good since Link can be slow at times. Also, it gives free damage, mutiple hits with the opponent, and not to mention the high priority of the first “charged” hit. When I say “charged”, i’m referring to the first Hit with the projectile, when it usually gives lots of knockback.
HOLD+(any direction) at all times when throwing. ellogates the distance, which is always good. Remember that it homes in on Link, so keep on your toes when the boomerang recoils. Great mind games, screws with the direction of the opponent. Try throwing in the opposite direction, roll to the other side of the oppnent, tilt D+A / tilt U+A (juggles to put in air), by this time the boomerang should be heading back, SH xx air D+A + boomerang hits (this cancels the smash factor of the air D+A), follow up with another air D+A FF (or the first D+A’s second stab) for smash damage racking.
Bombs, bombs, bombs.
Keep a bomb handy. Usually, I jump over the opponent, throw the bomb up, land on the other side and try my best to keep him under the bomb’s fall area. Since the bomb wasn’t “smash thrown”, it will bounce off the opponents head, causeing an interruption and/or bouyancy of the opponent, which then you can grapple them, hold, let bomb bounce at least once more/or let it explode on them, throw. Then follow up with whatever you have at your disposal, usually a nicely throw boomerang (B+Hold direction toward opponent) or smash F+A.
play some “mine” games. whore the fact it doesn’t immediately explode when thrown regular, ground floor level. Try and make them pick one up, and then smash throw another one, causing both to explode = damage racking. or make them drop it by a well placed B+Hold Direction. fun fun fun for all.
Spin attack, not so good.
Fffeh, i barely use his SSB version spin attack. Shitty lag, shitty priority, too linear range. Only use when edge guarding, creating some space, or the “flashy” factor. other than that, don’t waste your time with it. n00bs whore this move, which is why they are “n00bs” in the first place.
His A’s are all A+'s, with a few B’s.
lots of priority on all of them. Though, some linger, which seems like forever to recover. His Air U+A / air D+A has this, thankfully, L-canceling will take care of it. Tilt’s are not too shabby, play with his tilt F+A, Smashes differ. His smash D+A lingers too long, leaves him open for attack. His smash F+A is has amazing range + amazing knockback, and his smash U+A is fast, but limited range.
Rolls
When in a ground fight, his rolls are really good. B+Roll is good for escaping swiftly, his F+Roll is good as well. I like to mix it up a bit, when upclose, I F+Roll, block xx grapple hook, or whatever works best.
Grapple hook is good, but dont’ abuse it. Start up lag and recovery lag. though, his throw+B is grand.
character specifics strategies I won’t get into since it really depends on the player.
His Recovery
Yeah i know, he sucks ass at recovery, that’s why you never play near the edge. Play “King of the Hill” style and knock them away silly from the center of the stage.
to Mummy-B:
Yeap, it’s called edge guarding. That’s what makes this game deep and enigmatic. No matter what the conditions are, there is always a way to turn the tides in your favor.
SSBM is a x10 improvement from SSB. Losts of modes to play, lots of things to do. They tried thier best to balance out the characters (Making Kirby extremely shitty, his dash A fucking sucks balls and it whiffs most of the time, shitty arial A’s, made him clumsy on all his moves, his recovery is excellent though; Ness plays more awkwardly, pk thunder sucks, his air D+A has lost all it’s SSB priority, smashes have odd range; marth is overpowered; etc…), with the sacrifice of the old characters glory days from SSB.