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Wonderwing can be grabbed if timed right like OoS, but also watch how he uses it to recover or as a combo breaker. If shielding, can also do a turnaround punish like some other enemy burst options; turnaround f-smash, skewer if lucky (shorthop turnaround skewer OoS for better frame advantage & positioning), and u-tilt works too with how unsafe it is on shield. Overall, watch out for him using Wonderwing when he’s in any form of disadvantage, a neutral mixup, and even advantage like when he puts you in a tech chase or if you miss tech. |
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Wonderwing can be grabbed if timed right like OoS, but also watch how he uses it to recover or as a combo breaker; if he does it predictably as a horizontal recovery, can grab him with an off stage SPR followed by an aerial to kill or gimp (Wonderwing is 18 frames of startup). When shielding, you can also do a turnaround punish like some other enemy burst options; turnaround f-smash, skewer if lucky (shorthop turnaround skewer OoS for better frame advantage & positioning), and u-tilt works too with how unsafe it is on shield. Overall, watch out for him using Wonderwing when he’s in any form of disadvantage, a neutral mixup, and even advantage like when he puts you in a tech chase or if you miss tech. |
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Banjo d-throw buries like K Rool's, but for not as long, so can escape quick. Banjo knows this though, so he may position to attack in the air, or u-smash if you wait too long. Mix up your timing, tho mashing fast followed by airdodge can work sometimes, especially if at high %. |
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Banjo d-throw buries like K Rool's, but for not as long, so can escape quick. Banjo knows this though, so he may position to attack in the air, or u-smash if you wait too long. Mix up your timing, though mashing fast followed by airdodge can work sometimes, especially if at high %. |
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While Banjo can edgeguard with fair (which is surprisingly safe on shield compared to his other aerials), he gets more out of ledgetrapping with his projectiles which can also gimp. With a lingering grenade, time your ledge getup; not too early or too late. If he does a fullhop grenade, can getup and shield it, then attack from below if quick enough. If you're both on stage and he does a fullhop grenade, can fullhop nair/fair or shorthop uair his blindspot. |
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While Banjo can edgeguard with fair (which is surprisingly safe on shield compared to his other aerials), he gets more out of ledgetrapping with his projectiles which can also gimp. With a lingering grenade, time your ledge getup; not too early or too late. If he does a fullhop grenade, can getup and shield it, then attack from below if quick enough. If you're both on stage and he does a fullhop grenade, can fullhop nair/fair or shorthop uair his blindspot. |
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When Kazooie uses eggs to camp you out, make a plan of approach if Banjo's in the lead, whether in the air or from the ground. Eggs don't do much damage on their own, so remain calm while shielding or timing your approach, but still space well with your attacks. Flickshot Plasma may work to counter-camp if you have enough space, but remember he has Wonderwing to get through your wall. If you're aligned with Banjo while he's in Breegull Blaster mode, it can be possible to skewer him. |
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When Kazooie uses eggs to camp you out, make a plan of approach if Banjo's in the lead, whether in the air or from the ground. Eggs don't do much damage on their own, so remain calm while shielding or timing your approach, but still space well with your attacks. Flickshot Plasma may work to counter-camp if you have enough space, but remember he has Wonderwing to get through your wall. If you're horizontally aligned with Banjo while he's in Breegull Blaster mode, it can be possible to skewer him. |
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While is likely to beat our dair, Banjo’s uair is the weakest of his aerials, making it easier to land from above, especially on platform stages. If you have the opportunity to recover this way, do so to avoid his ledgetrapping. Banjo’s dair hits us under a platform that he lands on with it, so be ready to shield underneath. |
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While is likely to beat our dair, Banjo’s uair is the weakest of his aerials, making it easier to land from above, especially on platform stages. If you have the opportunity to recover this way, do so to avoid his ledgetrapping. Nair can be better for dealing with his uair than dair though still, with the hitbox starting below and coming out a little faster. |
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Exploit his recovery. His up B is like a mix of Charizard and Sonic's; can triple jump, use a spring, and uses side B to recover. Going off the edge may be risky if he recovers high with side B, so can wait to Plasma camp him or catch his landing, and if he’s at a lower altitude when using side B to recover, can catch him with SPR if timed right. If he uses up B on stage, try to anti-air him up high or wait to catch his landing. When he recovers low, he's more vulnerable to aerials, spikes, or gimps. |
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Exploit his recovery. His up B is like a mix of Charizard and Sonic's; can triple jump, use a spring, and uses side B to recover. Going off the edge may be risky if he recovers high with side B, so can wait to Plasma camp him or catch his landing, and if he’s at a lower altitude when using side B to recover, can catch him with SPR if timed right. If he uses up B on stage, try to anti-air him up high or wait to catch his landing. When he recovers low, he's more vulnerable to aerials, spikes, or gimps. |
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Neutral: Nairs and other aerials beat eggs in the air, while extending the frames it’s active, but also makes it more punishable. You want to slowly get in, while making them afraid of your burst range, so be sure they will probably start with grenading you. |
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Neutral: Nairs and other aerials beat eggs in the air, while extending the frames it’s active, but also makes it more punishable. You want to slowly get in, while making them afraid of your burst range, so be sure they will probably start with grenading you. |
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p.s. At 70+%, Banjo can do grenade > wonderwing as a kill confirm, so be more wary of grenades at that point. |
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p.s. At 70+%, Banjo can do grenade > wonderwing as a kill confirm, so be more wary of grenades at that point. One thing we can do is use f-air on the grenade because if you’re close enough, Ridley just grabs it, and if you’re not close enough and Ridley hits the grenade, there’s a good chance he won't get hit since fair is a disjoint and the explosion isn’t big enough to hit us. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Banjo’s dair hits us under a platform that he lands on with it, so be ready to shield underneath. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our uair comes out four frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Banjo rapid jab finisher is f-smash punishable. His other normals besides u-tilt is punished by at least nair OoS (some others by our other OoS aerials and shield grab), his gentleman jab & rapid jab finisher/d-tilt/smashes/landing dair/ledge getup attack when shielded is punished by u-tilt should he be at u-tilt > uair kill %, and his 8 hit u-smash when shielded is punished by our f/d-smash or shorthop skewer OoS. |
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Banjo multihits- u-smash (8 hits), nair (8 hits) |
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Besides fair which was mentioned as a safe on shield aerial, all his other landing aerials we can punish with our OoS aerials/shield grab for the most part (his nair is 8 hits), including u-smash OoS if he's still above you. Banjo's neutral B is negative enough on shield for you to forward nair OoS as an approach if that's what it takes to get to him. His grenades are even less safe on shield. |
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Banjo up smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Banjo rapid jab finisher is f-smash punishable. His other normals besides u-tilt is punished by at least nair OoS (some others by our other OoS aerials and shield grab). His gentleman jab & rapid jab finisher, d-tilt, smashes, landing dair, and ledge getup attack when shielded is punished by u-tilt should he be at u-tilt > uair kill %, while his u-smash when shielded is punished by our f-smash, d-smash, or shorthop skewer OoS. |
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Besides fair which was mentioned as a safe on shield aerial, all his other landing aerials we can punish with our OoS aerials or shield grab for the most part, including u-smash OoS if he's still above you. A singular egg from Banjo's neutral B is negative enough on shield for you to forward nair OoS as an approach if that's what it takes to get to him. His grenade eggs are similarly less safe on shield; during point-blank that is. They have to be out of our burst range for their projectiles to be + on shield. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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===== Advantage ===== |
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===== Advantage ===== |
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At zero down throw into forward air isn't true. But down throw into up angle f-tilt will always be. If down throw is unstale, pummeling before throwing, will make the fair true. With max staling, down throw will always combo into fair if the Bayonetta is at 7% minimum. |
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At 0%, d-throw > fair isn't true, but d-throw > up angle f-tilt will always be. If d-throw is unstaled, pummeling before throwing will make the fair true. With max staling, d-throw will always combo into fair if the Bayonetta is at 7% minimum. D-tilt > skewer at 0 to early % can be a nice mixup for those that want to airdodge for bat within. |
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For edgeguarding them, if they have a jump then they have 2 up B's to spend. If they end up right below ledge, there's not much you can do without being risky but if they're diagonal and below when they do the 1st up B, then you can fullhop and fair them as they're doing jump > 2nd up B to position themselves for the ABK to ledge. Fair in general disrupts their recovery well if you hit her between the gaps, and then you can plasma for more damage. |
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Conversely, Bayo only has one side B when off stage, so if you force her to recover underneath the ledge as opposed to from the side, she can't reliably ledge snap. This can give you consistent f-tilts and such if you know when to look out for the ABK. |
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* What you need to look for is those butterfly wings on the double jump, since as long as the Bayo has a DJ they've always got their double up B in their pocket for vertical height and a bonus DJ afterwards; so if you see them, it means that they have lost their DJ and their recovery is now one up B and one side B, given that you don't get hit by the side B. |
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===== Disadvantage ===== |
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===== Disadvantage ===== |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Bayo's Heel Slide, ABK, and Witch Twist require about 2 SDI inputs. Heel Slide has 8 to 10 hitlag frames, ABK has 12 to 13 hitlag frames, and Witch Twist has 3 to 5 hitlag frames for you to perform said SDI's. |
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Bayo's Heel Slide, ABK, and Witch Twist require about 2 SDI inputs. Heel Slide has 8 to 10 hitlag frames, ABK has 12 to 13 hitlag frames, and Witch Twist has 3 to 5 hitlag frames for you to perform said SDI's. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Bayo's f-tilt and f-air have up to three hits like Sora's. |
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Bayo's f-tilt and f-air have up to three hits like Sora's. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Bayo can't do the followup kick from heel slide if the 1st hit is on your shield, making it -25/-26 by default. |
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Our uair comes out six frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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Rapid jab skewer punish applies to her also (also shield drop d-smash after her rapid jab finisher), while her jab 3 on shield is f-smash punishable. Her dash attack crosses you up on shield, so turnaround and punish accordingly. Her other normals (besides final part of her 3 hit u-tilt) and most specials are also punishable by our OoS aerials and shield grab (point-blank neutral B even being f-smash punishable when shielded, along with her f/u-smash which are also mostly d-smash or SH skewer punishable with shield pushback), but remember to shield all three hits of her f-tilt. Her landing aerials besides dair are too safe on shield though, so reset; that said, can catch her landing from up B usage if you act quick enough. |
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Rapid jab skewer punish applies to her also (also shield drop d-smash after her rapid jab finisher), while her jab 3 on shield is f-smash punishable. Her dash attack crosses you up on shield, so turnaround and punish accordingly. Her other normals (besides final part of her 3 hit u-tilt) and most specials are also punishable by our OoS aerials and shield grab (point-blank neutral B even being f-smash punishable when shielded, along with her f/u-smash which are also mostly d-smash, shorthop skewer, or wing blitz forward punishable with shield pushback), but remember to shield all three hits of her f-tilt. Her landing aerials besides dair are too safe on shield though, so reset; that said, can catch her landing from up B usage if you act quick enough. |
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The 3rd & last hit of her nair can actually be OoS punished (is -16). Her neutral B (charged or not) is minus enough on shield to be punished by dash grab, dash attack, jump OoS into SPR, or even f-smash if nearby. Same with extended dash cancel u-tilt if she's at kill confirm %. The landing hitbox of her ABK is also pretty minus on shield (-33). |
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The 3rd & last hit of her nair can actually be OoS punished (is -16). Her neutral B (charged or not) is minus enough on shield to be punished by dash grab, dash attack, jump OoS into SPR, or even f-smash if nearby. Same with extended dash cancel u-tilt if she's at kill confirm %. The landing hitbox of her ABK is also pretty minus on shield (-33). |
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* Although Ultimate Frame Data says her up B is +0 on shield, it doesn't account for the other parts of the move whiffing on the way up which makes it closer from -13 to -17 depending on character height. Ridley can do u-smash and uair OoS against it. |
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Gentlemen jab/rapid jab finisher, f-tilt 2/3, smashes, dair, point-blank neutral B, heel slide (first part), and ledge getup attack are u-tilt shield punished should she be at kill confirm %. If she whiffs a down B counter nearby, skewer punish. |
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Gentlemen jab/rapid jab finisher, f-tilt 2/3, smashes, dair, point-blank neutral B, side B (heel slide), and ledge getup attack are u-tilt shield punished should she be at kill confirm %. If she whiffs a down B counter nearby, skewer punish. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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* u-tilt > double jump uair (85-90%) |
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* u-tilt > double jump uair (85-90%) |
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Major credit to smub, Sapphire, and Zant on the SDI details and some of the neutral stuff. |
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Major credit to smub, Sapphire, and Zant on the SDI details & some of the neutral stuff, and to Paco on our advantage state. |
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}} |
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}} |
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His d-tilt & u/d-smash are 2 hits. Nair is 3-4 hits, grounded up B is 8 hits, u-throw is 9 hits. |
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His d-tilt & u/d-smash are 2 hits. Nair is 3-4 hits, grounded up B is 8 hits, u-throw is 9 hits. |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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Skewer > jab 1 > f-smash |
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His dash attack, f-smash, d-smash, side B, and up B (grounded or landing) are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. The air version of his down B takes 31 frames to come out. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Will mostly use d-tilt and then read what Jr does after, or just fair or nair after the d-tilt. We can also somewhat start advantage by d-throw which leads to many things; fair, f-tilt, dash cancel u-tilt, and bair. I wouldn't try to go for d-throw nair regrabs in this matchup personally, but at mid %, d-throw nair still works. |
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Will mostly use d-tilt and then read what Jr does after, or just fair or nair after the d-tilt. We can also somewhat start advantage by d-throw which leads to many things; fair, f-tilt, dash cancel u-tilt, and bair. I wouldn't try to go for d-throw nair regrabs in this matchup personally, but at mid %, d-throw nair still works. |
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Jr will mix up their disadvantage with mechakoopa, kart dash, or some aerials. Mechakoopa is like a moving Snake grenade, and Jr can break our advantage by holding it and get us hit and then get something off of that, so be wary with it. Mechakoopa also breaks the SPR drag if it is out. |
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Jr will mix up their disadvantage with mechakoopa, kart dash, or some aerials. Mechakoopa is like a moving Snake grenade, and Jr can break our advantage by holding it and get us hit and then get something off of that, so be wary with it. |
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We also still have good anti-airs, like u-tilt which catches some jump-ins and aggressive out of juggle options like Jr dair or nair. With d-tilt we can also still read Jr or follow him from the one u-tilt into maybe another u-tilt at low %, or uair, nair, or fair depending on position. |
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We also still have good anti-airs, like u-tilt which catches some jump-ins and aggressive out of juggle options like Jr dair or nair. With d-tilt we can also still read Jr or follow him from the one u-tilt into maybe another u-tilt at low %, or uair, nair, or fair depending on position. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Clown Kart Dash has around 9% worth of armor when moving, until Jr jumps. Our main moves that beat it are f-tilt (sour or tipper), tipper nair (i.e. retreating nair), bair, and of course Wing Blitz to kill with if he's at high %. Can dash shield against it as a mixup. |
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Clown Kart Dash has around 9% worth of armor when moving, until Jr jumps. Our main moves that beat it are f-tilt (sour or tipper), tipper nair (i.e. retreating nair), bair, and of course Wing Blitz to kill with if he's at high %. Can dash shield against it as a mixup. |
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Remember that Jr side B is 23 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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If you find yourself getting hit by the exploding kart of Jr up B a lot on stage, then you're dropping shield too soon to try punishing his landing. Need to hold shield until it explodes or move away before it does (even if under a platform), and then watch out for his powerful hammer after. Sometimes he uses the hammer to catch you sleeping at ledge as he recovers, so be ready to shield or avoid it. If you’re nearby off stage and he uses up B near the ledge, don’t try and catch his landing with a landing aerial and instead go back to ledge or back away enough from the explosion. |
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If you find yourself getting hit by the exploding kart of Jr up B a lot on stage, then you're dropping shield too soon to try punishing his landing. Need to hold shield until it explodes or move away before it does (even if under a platform), and then watch out for his powerful hammer after. Sometimes he uses the hammer to catch you sleeping at ledge as he recovers, so be ready to shield or avoid it. If you’re nearby off stage and he uses up B near the ledge, don’t try and catch his landing with a landing aerial and instead go back to ledge or back away enough from the explosion. |
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Jr multihits- d-tilt (3 hits), DA (6 hits), f-smash & u-smash (6 hits), dair (8 hits) |
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Jr multihits- d-tilt (3 hits), DA (6 hits), f-smash & u-smash (6 hits), dair (8 hits) |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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If anyone doesn't know this by now, if you hit Jr's body he will take extra damage and if you hit the kart he will take reduced damage, so spacing and knowing your kills should get you far ahead. Up angle f-tilt will allow you to hit the body part of Jr more easily, along with positioning your aerials on him accordingly. |
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If anyone doesn't know this by now, if you hit Jr's body he will take extra damage and if you hit the kart he will take reduced damage, so spacing and knowing your kills should get you far ahead. Up angle f-tilt will allow you to hit the body part of Jr more easily, along with positioning your aerials on him accordingly. |
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For short range moves, quickly count to five when shielding Byleth's nair to be sure you shielded the entire move, as the move itself is like five hits. Everyone talks about Byleth's noob killer down B which can turn around, but also respect their d-smash's shield damage and it being able to hit us under a platform if we have a hurtbox out. Their up tilt leads into combos as well as their uair juggling. Don't challenge their uair, try to airdodge it or go far around them as you fastfall, or go to ledge if necessary. |
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For short range moves, quickly count to five when shielding Byleth's nair to be sure you shielded the entire move, as the move itself is like five hits. Everyone talks about Byleth's noob killer down B which can turn around, but also respect their d-smash's shield damage and it being able to hit us under a platform if we have a hurtbox out. Their up tilt leads into combos as well as their uair juggling. Don't challenge their uair, try to airdodge it or go far around them as you fastfall, or go to ledge if necessary. |
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Byleth can also use their up B as you're up high. Try to airdodge or DI away after the initial hit to avoid a followup. Their neutral B arrow is good at sniping off stage but thankfully, it only shoots at two different points of the animation when it glows yellow or blue, but still something to watch out for, though think we can use plasma against them more easily than they can spam that. |
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Byleth can also use their up B as you're up high. Try to airdodge or DI away after the initial hit to avoid a followup. Their neutral B arrow is good at sniping off stage but thankfully, it only shoots at two different points of the animation when it glows yellow or blue, but still something to watch out for, though we can use plasma against them more easily than they can spam that. |
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Can also use plasma to gimp them off stage before they get their tether recovery out, try an off stage or CLS (crouch ledge slip) aerial before they pull up (though don't get up B grabbed), or if they're slightly above ledge when they begin to tether to it off stage, can do a quick SPR and drag them all the way down, followed by a jump release. They have a tough time landing against us too like we do against them. Other than that, focus more on corner pressure than trying to ledgetrap them. The risk/reward isn't there to engage with their side B and other ledge stalls like fair. |
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Can also use plasma to gimp them off stage before they get their tether recovery out, try an off stage or CLS (crouch ledge slip) aerial before they pull up (though don't get up B grabbed), or if they're slightly above ledge when they begin to tether to it off stage, can do a quick SPR and drag them all the way down, followed by a jump release. They have a tough time landing against us too like we do against them. Other than that, focus more on corner pressure than trying to ledgetrap them. The risk/reward isn't there to engage with their side B and other ledge stalls like fair. |
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When being edgeguarded, their dair can dunk us, so delay a bit when recovering low. When recovering mid, watch out for their fair & bair tipper, nair potentially gimping, and of course their up B if you try to recover high. Mix it up. When on ledge, some moves like their f-smash can't hit us, but their d-smash can (just getup attack versus that), so keep in mind when planking. Is still risky to plank against non-shoto characters though, so just use the fact that Byleth's gotta space their moves more precisely to hit you, so that you can get off ledge. |
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When being edgeguarded, their dair can dunk us, so delay a bit when recovering low; might also be possible to uair them as they're getting into position to dair you, since our uair comes out faster frame wise, but trading is not in our favor here. When recovering mid, watch out for their fair & bair tipper, nair potentially gimping, and of course their up B if you try to recover high. Mix it up. When on ledge, some moves like their f-smash can't hit us, but their d-smash can (just getup attack versus that), so keep in mind when planking. Is still risky to plank against non-shoto characters though, so just use the fact that Byleth's gotta space their moves more precisely to hit you, so that you can get off ledge. |
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If you do an SPR release for an aerial followup, beware of their side B as a get-off-me move, and up B grapple which will spike you. If you catch them with an SPR during a tech chase or something, may be better to just let it drag them off. |
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If you do an SPR release for an aerial followup, beware of their side B as a get-off-me move, and up B grapple which will spike you. If you catch them with an SPR during a tech chase or something, may be better to just let it drag them off. |
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And if they want approach you while you plasma, they will have to jump. They are very slow, so you put them in a pretty bad position as I’ve learned, making your anti-airs more dangerous. |
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And if they want approach you while you plasma, they will have to jump. They are very slow, so you put them in a pretty bad position as I’ve learned, making your anti-airs more dangerous. |
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You can deny Byleth so bad if you wall them well with plasma, tilts, and aerials, and then edgeguard their tether (can also plasma if you jump and shoot it so they have to deal with it outside of tether range). D-tilt is also just longer than all their aerials, so if they get in close and commit to jumping you can also just d-tilt if they try to space bair or fair, or just hit them in the air since they're stuck there. Dash and turnaround d-tilt also applies. |
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You can deny Byleth so bad if you wall them well with plasma, tilts, and aerials, and then edgeguard their tether (can also plasma if you jump and shoot it so they have to deal with it outside of tether range). D-tilt is also just longer than all their aerials, so if they get in close and commit to jumping you can also just d-tilt if they try to space bair or fair, or just hit them in the air since they're stuck there. Dash back and turnaround d-tilt also applies. |
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And again, plasma’s also really good to edgeguard Byleth because of their bad air speed. It just kind of creates a wall that they can't get through; if you hit them far enough of course. |
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And again, plasma’s also really good to edgeguard Byleth because of their bad air speed. It just kind of creates a wall that they can't get through; if you hit them far enough of course. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Their f-smash, d-smash, dair, side B, and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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In neutral, Falcon will either dash attack (-13 on shield) or dash grab (33f of end lag) to approach. He may jab after you shield an aerial, so wait for that and punish. |
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In neutral, Falcon will either dash attack (-13 on shield) or dash grab (33 frames of end lag) to approach. He may jab after you shield an aerial, so wait for that and punish. |
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His side B has 10% worth of armor, but can either lift him off the ground with d-tilt before it comes out, or time a tipper nair (i.e. retreating nair) or f-tilt on it. It’ll armor through the sour versions though. Otherwise just shield the move. Far as what to do after shielding it, either an OoS option (including shield drop u-tilt to catch his landing if he does the aerial version, tho be forward and quick with said option since the move bounces off of shield but has enough end lag), anti-air like up angle f-tilt if they do the aerial version, or step/fullhop back and see if they panic spot dodge or roll back, then see what you can do. If you're at somewhere high % when hit by it and launched higher, can also nair as a get-off-me before he manages to do an aerial followup. |
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His side B has 10% worth of armor, but can either lift him off the ground with d-tilt before it comes out, or time a tipper nair (i.e. retreating nair) or f-tilt on it. It’ll armor through the sour versions though. Otherwise just shield the move. Far as what to do after shielding it, either an OoS option (including shield drop u-tilt to catch his landing if he does the aerial version, though be forward and quick with said option since the move bounces off of shield but has enough end lag), anti-air like up angle f-tilt if they do the aerial version, or step/fullhop back and see if they panic spot dodge or roll back, then see what you can do. If you're at somewhere high % when hit by it and launched higher, can also nair as a get-off-me before he manages to do an aerial followup. |
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Be careful not to swing too much against Falcons that know our character since his movement can be tricky. You need to find a sweetspot of waiting and putting out hitboxes to control space. He usually needs resets or certain platform positioning to get his busted combos out, so keep that in mind so you're not too linear in disadvantage. |
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Be careful not to swing too much against Falcons that know our character since his movement can be tricky. You need to find a sweetspot of waiting and putting out hitboxes to control space. He usually needs resets or certain platform positioning to get his busted combos out, so keep that in mind so you're not too linear in disadvantage. |
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With shielding Falcon Kick, just be aware of its ability to crossup your shield and do a turnaround attack as a punish during its end lag. Also keep the aerial version of the move in mind if they stall above you or do a ledge jump, but can counter with the intangibility of our u-tilt and u-smash if timed right. |
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With shielding Falcon Kick, just be aware of its ability to crossup your shield and do a turnaround attack as a punish during its end lag. Also keep the aerial version of the move in mind if they stall above you or do a ledge jump, but can counter with the intangibility of our u-tilt and u-smash if timed right. |
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For Falcon's risk/reward, don't forget that as soon as you get to around 30%, getting grabbed is better than getting hit by an aerial landing. Mid range at mid %, d-tilts are a bad idea because it lets him jump above you. If you're not sure of an interaction, shield (except at very high % of course). Can fullhop nair to counteract his attempted landing aerials, especially when Ridley's cornered near ledge which can be more reliable than f-tilt or d-tilt when cornered. |
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For Falcon's risk/reward, don't forget that as soon as you get to around 30%, getting grabbed is better than getting hit by an aerial landing. Mid range at mid %, d-tilts are a bad idea because it lets him jump above you. If you're not sure of an interaction, shield except at very high %. Can fullhop nair to counteract his attempted landing aerials, especially when Ridley's cornered near ledge which can be more reliable than f-tilt or d-tilt when cornered. |
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When recovering off stage, even from a dash attack that sends you off at bit at low %, don't airdodge or swing with nair too early or he'll get you with something like dair. |
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When recovering off stage, even from a dash attack that sends you off at bit at low %, don't airdodge or swing with nair too early or he'll get you with something like dair. |
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Falcon’s u-tilt and u-smash have intangibility on the legs. |
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Falcon’s u-tilt and u-smash have intangibility on the legs. |
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Air Falcon Kick can hit us under platforms too, so still shield it there. |
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Air Falcon Kick can hit us under platforms, so still shield it there. |
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Falcon's nair hits require about 2 SDI inputs, both of which have 7 hitlag frames for you to perform said SDI's. |
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Falcon's nair hits require about 2 SDI inputs, both of which have 7 hitlag frames for you to perform said SDI's. |
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His f-smash, neutral B, and down B (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Aside from walling them out with tilts and such, plasma can also be a good mixup for it. |
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Aside from walling them out with tilts and such, plasma can also be a good mixup for it. |
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When edgeguarding, Chrom's up B has no horizontal movement, so can easily hit him from above when he's at the highest point of his move, or 2-frame. |
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When edgeguarding, Chrom's up B has no horizontal movement, so can easily hit him from above when he's at the highest point of his move, or 2-frame. Even just mashing rapid jab at ledge can put him in a bad spot. |
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Chrom up B (-29) has no hitbox when rising, but when descending with it to ledge, will go through any fireballs and punish any f/d-tilt attempt, so be wary. |
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Chrom up B (-29) has no hitbox when rising, but when descending with it to ledge, will go through any fireballs and punish any f/d-tilt attempt, so be wary. |
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His smashes, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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===== Neutral ===== |
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With Cloud's super safe aerials on shield, wait to try and punish what he does after rather than retaliate with an OoS attack, except for nair OoS against his fair if he mistimes it. His dash attack and crossup d-tilt we also punish OoS, and his unrewarding grab game balances out the cheesiness of his safe aerials on shield. Plasma works for counter-zoning his blade beam or to beat him stalling off stage with it as long as you keep your distance, but his blue blade beam goes through plasma. That said, if they have Limit off stage, stuff out their double jump and airdodge so they're forced to use Limit up B, or Limit neutral B to cover themselves if they're already up high. |
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Cloud relies on the use of falling aerials, empty hops, and movement to condition responses. He'll use his safe bair and fair to space and whiff punish while peppering in dash attacks or Side B's to catch jumps or calling out bluffs. Cloud’s mobility is overall better than Ridley; he’s just barely slower on the ground and is much faster in the air. He will outpace Ridley with Limit which can make Cloud hard to pin down. |
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Cloud’s will use Limit charge as a way to force approaches; you don’t want to fully take this bait and rush in to get punished or give up the stage. When Cloud gains Limit, he’s put on a 15 second timer to use it or lose it which can allow you to predict when he'll use it or even wait it out. The higher your %, the more you should be careful with Cloud’s Limit since it’s much scarier when it can kill you. |
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Remember to not give up too much stage control when Cloud's charging Limit and instead approach with spaced moves (d-tilt being the main one that reliably outranges him) or plasma to force an option out of him. On that same token, d-tilt and plasma can keep Cloud jumping for whiff punishes on his fair/bair, though just be aware of his great air speed since he'll jump and hit you with those aerials if you plasma too close. Safe as his aerials otherwise are, they still have some startup; 11 frames for bair and 18 for fair respectively, followed by 30 frames of end lag for bair and 28 for fair. |
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Cloud’s bair is extremely safe, at a minimum of -3 on shield. You should never expect to directly punish a falling bair OoS even if it is badly spaced; it can even be unpunishable on parry if Cloud spaced it outside of jab or grab range. Treat it like other safe moves, watch what they do after and punish that. |
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Cloud’s fair is respectably safe at -6/-7 (depending on sweet or sourspot) but is much more difficult to time safely since it starts high, allowing Ridley to punish with nair OoS if Cloud mistimes it. Cloud’s fair and bair will also be his main combo starters, leading to big damage with cross slash usually. They will stop working around 70%. |
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Cloud can use d-tilt or f-tilt as a mixup after landing aerials on or away from your shield to close gaps or catch you moving in. D-tilt is especially potent since it can crossup and moves faster than you’d expect, but it can be punished OoS easily enough. |
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Cross slash will be Coud’s most damage whiff punisher, as it’s huge and has mixups on shield. Cloud can stop after the 1st or 2nd hit if you block. While this isn’t technically safe, continuing the combo is, so it’s a pseudo mixup depending on how quickly you can react. Cloud is forced to finish the swings when activating hit 3. It's pretty punishable OoS (-24), so you can get a sizable punish. |
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Cloud’s dash attack is a relatively fast move that lets him call out jumps and catch landings. It hits fairly high and is active for a long time. It doesn’t kill super well but it gives Cloud good positioning on hit and is important to discourage jumps and whiffs. It's pretty punishable OoS however. |
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Cloud’s OoS game lives by his up B which is frame 7 and huge. Treat it similar to Game & Watch where you avoid landing on top of his shield or mis-spacing moves at all costs. |
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Blade beam is Cloud’s projectile, a big moving hitbox that acts as a slow wall in the air, or a fastish spacer. The FAF (first actionable frame) isn’t good, so Cloud often can’t follow it. They will generally have to bait with B-reverses or catch you using plasma too close. If they're trying to zone you with it, plasma will work as a counter as long as you keep your distance. |
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While Cloud's aerials are extremely safe on block and do decent shield damage, his grab is so bad and unrewarding that blocking becomes very powerful in a lot of situations, especially if you can parry. Just pay attention and watch for habits or punishable moves like dash attack or the sliding d-tilt. |
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Ridley’s goal is to stay patient and bait whiffs and punish overaggression. The potential reward for Ridley winning neutral is higher than Cloud’s, so you can afford to wait him out and go for more callouts. Ridley’s d-tilt is the only move to reliably outrange Cloud, so you'll want to stay around that range or further. It’s important that you always stay close enough that charging Limit isn’t free, where well placed plasma or a short dash/walk will make Cloud respond. |
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Ridley will want to stay mostly grounded and abuse his speed and d-tilt + plasma to keep Cloud jumping for whiff punishes on his bair/fair. Plasma is great for getting Cloud off the ground, just be aware of his amazing airspeed (and if he has Limit) since he can jump over it and fair/bair you if you do it too close. |
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Cloud’s aerials may be extremely safe but they have some startup. 18 and 11 for fair and bair respectively, followed by 28 frames of end lag for fair and 30 for bair. This combined with needing to be done landing will give you two important advantages, the ability to predict for parries, or challenging them before their move can come out. Parry > d-tilt or f-tilt is a strong option since even if it doesn’t true punish, it will still act as a safe poke and should stuff most buttons. |
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* Our fair stuffs his bair |
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* Our fair stuffs his bair |
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Whiff punishing his aerials as mentioned will condition him to use more empty jumps as a bait for you to whiff, by double jumping before he reaches the ground or drifting back so he can get some setup situations if you get hasty. This is when you can start to call out jumps with nair, fair, or even u-tilt if they are fullhopping. Cloud can beat it with rising aerials, but these are much riskier, like his nair which is smaller now. |
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Whiff punishing Cloud’s landing aerials will condition him to use more empty hops as a bait for you to whiff. By double jumping before he touches the ground or drifting back, he can setup some nasty situations if you get antsy. This is when you can start to call out jumps with nair, fair or even u-tilt if they're fullhopping. Cloud can beat it with rising aerials but these are much riskier. |
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F-tilt angled up can see some use as an anti air, but the angle Cloud attacks from is generally hard for f-tilt to cover while also being easier to whiff punish. It still works great as a ground spacer though. |
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Cloud’s nair is small but potent when it lands, can lead to extensions, but is generally less safe than his other aerials. It's also the only aerial Cloud generally will use when rising. Cloud can also use landing uair like it’s Smash 4 against us. -5 and hits pretty well, can lead into itself or u-tilt and is an ambiguous cross up. Tilting your shield upward when Cloud is jumping can make Cloud hit you slightly higher make his move just a little less safe, any extra advantage helps. |
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Also keep in mind that full Limit lasts only 15 seconds, so you can mix it up between playing defensively (shield plenty & all the way through Limit specials, don't use laggy moves but air-to-airs) or aggressively to stall him out (use your running and jumps to keep him chasing you and waste Limit time), but remember the speed increase he gets from Limit, and watch out for favorites of theirs like bair > blue cross slash; can also break shield if not careful, but when you begin shielding blue cross slash, can spot-dodge to get out of it. |
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Crouching can also make Cloud’s landing aerial timing stricter, removing timing mixup potential and makes it safer on block but makes parry easier. |
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Cloud has an aerial blind spot in his diagonals, allowing us to counter with nair & fair when trying to land, but if still getting uair juggled, hold on to your jumps and don't airdodge directly onto him, especially with his u-smash or if he still has Limit. |
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When Cloud has Limit it’s important to not get flustered. He has stat boosts across the board, so his mixup potential is greatly increased. This can be hard to deal with especially when you consider he now has invincible specials. It's held back by one important factor, a 15 second time limit; this time limit puts the Cloud on the offensive if he wants to use his limit, making him more predictable. Cloud will be looking for a setup, either from an aerial (like nair at high % or bair/fair at low %) or getting you off stage. Waiting out the timer is perfectly viable; using jumps and run speed to keep Cloud chasing you can help you waste time. This combined with smart shielding and air-to-air's can pressure Cloud to YOLO his limit instead of risking its loss. |
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When juggling him, his dair & up B mixup is the main thing to watch out for. Challenge with u-tilt, u-smash, or from the side. Even retreating pivot grab works, but watch out for dair when under plats and still shield/avoid. |
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Bair to limit cross slash (LCS) is a scary shield break setup that’s hard to escape. You can beat this completely by parrying the last hit of it; timing isn’t too hard and is always the same. Also, limit blade beam goes through plasma. |
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===== Disadvantage ===== |
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Get ready for lots of uair and bair. Cloud can string bair's or reverse nair's into limit cross slash off stage for super early kills if you don’t respond. Airdodge can usually save you, but take note of your position for if Cloud can still catch you and not die. |
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While on ledge, Cloud will typically bair spam. His bair is a really strong ledgetrap tool, as its size allows it to cover neutral getup, ledge getup attack, and ledge roll while landing and is fast enough to let him pressure or punish ledge jumps on reaction followed by dash attack to hit you for hanging too long. Mixing up timings is very important here. Cloud can only hit Ridley on ledge with limit blade beam or dash attack, so you can sometimes afford to wait. Getup attack is almost always a bad idea, as Cloud is rarely ever grounded long enough for it to punish anything and is slower than neutral getup. Some exceptions can be if he's using Limit or missed a dash attack. Jump is important since it’s the only option that isn’t always directly covered in Cloud’s funny bair spams; mixing neutral getup and ledge jump with drop down options with rolls every so often can at least keep Cloud guessing. |
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Although Cloud can’t hit you on ledge with normals super well, planking isn’t a good idea since his dair and Limit moves will kill you. When Cloud has Limit, you have to be much more careful since as you’d expect, Limit blade beam will hit you on ledge free and cross slash will eat jumps & neutral getups for breakfast if he reads your timing. |
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Disadvantage off stage is a mixed bag. Cloud has the tools to beat Wing Blitz, but is thankfully limited by his fall speed and bad recovery. Horizontal recoveries should be mostly avoided unless you’re mixing up. Blade beam can interrupt SPR or WB fairly easily and fair/dair can spike you for it. Recovering low is normally what you’ll want to do, but will still have to worry about dair. It’s big enough to beat WB clean, so you’ll have to be sure you pay attention to Cloud’s position and mixup your timing. When Cloud has Limit it gets a lot trickier, as LCS is an active hitbox that keeps Cloud in place, allowing him to easily beat WB from the side. When Cloud has Limit is when you’ll want to pull out the positional mixups; even recovering slightly wider than usual can throw Cloud's off if they don’t react and swap their attacking direction. |
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When being juggled, mostly have to deal with uair. Ridley is big and Cloud is fast and has great juggle moves, so be smart with your jumps and don’t airdodge directly onto Cloud. Cloud has an aerial blind spot on his diagonals, which can let you use counter attacks like nair or fair if you can use them in this position. You will get uair'd on average, but don’t panic and mash jump when getting uair chained, as the last thing you want to happen is losing your jumps. Cloud’s up smash is fast and hits really high above him, so be careful when trying to space landings around him or when jumping over him. When Cloud has Limit it’s even more important to not land on top of him, as his Limit OoS options are very strong and huge. |
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===== Advantage ===== |
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Ledgetrapping here is fairly typical. Cloud’s ledge hang is almost as good as Ridley’s, so hitting him can be a little tricky, especially with plasma. His ledge attack is tied in range with Ridley, so it reaches pretty far. Cloud’s ledge drop options are pretty risky since it means he has to use a double jump. He can bair, nair, or fair. He can lalso edge jump up B to hit you if you're standing too close or whiffing. |
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Cloud off stage is where it gets fun. He should theoretically always die from there. Cloud has four very important resources while recovering; his double jump, airdodge, side B, and neutral B. You should always be watching for his double jump, as a Cloud without it is dead. Airdodge can give Cloud some extra distance when sent far away, or help him get to ledge. His specials will stall him in the air and give him a bit of horizontal movement, which can throw off timings and allow him to recover. Each special can only stall him once though, so keep an eye out. Blade beam can be used to swat you away for charging plasma too early or close or trying to run off, but correctly spaced plasma should be able to deal with this if you're ready for it. |
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Plasma can often do the job of gimping Cloud pretty well, but you’ll still have to go out there and threaten him to avoid him getting comfortable. Nair is great for this, especially if you catch his jump. Plasma can also occasionally lose to Climbhazzard. Cloud’s up B has trouble snapping to the ledge, only snapping when spaced low or super close to it. When you’ve got a hang of the spacing you can abuse it by hitting him with plasma, f-tilt, or even d-tilt which can be especially effective when in combo range for fair and is the faster and more active than f-tilt. Fair is great for challenging Cloud’s attempts to jump back onto the stage, since it’s fast and with the multi-hit you should beat whatever attack he chooses in most circumstances. |
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Watch out for Cloud's recovering high with the downward swing of up B. Treat it like a disjointed Wing Blitz down angle. Cloud’s up b may be scary to mess with since he can take you down with him. The risk is very worth it however, especially since if Cloud misses. Cloud is also fairly susceptible to fullhop dair on the right stages (any legal stage barring Smashville, Town & City, Yoshi's Story, Lylat, and Kalos), as his linear vertical recovery is perfect for getting walled out by dair. Just be aware of the giant spiking disjoint in front of him. |
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When Cloud has Limit, your focus should be on making him use it, whether it be as a counter attack or in his up B. This will be the time Cloud's are most likely to want to jump back since they want to keep Limit, so block their jump/airdodge. The hitbox on Limit up B ends well before Cloud stops rising, making it easier to challenge than you may think. |
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With juggling in advantage, Cloud has a good airspeed, fallspeed (especially with Limit), and fairly good landing aerials, so stay grounded and chase him. Our d-tilt will still whiff punish his bair/fair. Cloud’s dair is a huge disjoint; it can aid him in landing if you're trying to attack Cloud directly. It has mediocre landing lag but can be spaced to autocancel. Up smash will beat it pretty well, or you can just challenge it from the side with anything (even pivot grab), so you should be looking to bait it. |
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Always look for Cloud’s airdodge, or any landing habits for that matter. When you get a read if you can’t kill him outright, you want to prioritize putting him off the stage with horizontal moves like nair or f-tilt. Keep an eye out for up B advantage breakers; since the move is big and fast, Cloud's can use it as a mixup to catch you charging at them. Remember to watch for double jumps when going for reads, as getting Cloud off the stage without his jump is a free stock. |
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* Cloud's up B can be DI'd out of; if you hold out, the downward hitbox will send you out instead of down. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Respect his ledge getup attack range. |
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Respect his ledge getup attack range. |
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His dair hits us under plats, so still shield or avoid. |
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Cloud's up B can be DI'd out of; if you hold out, the downward hitbox will send you out instead of down. |
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His side B is generally 5 hits, with or without limit. |
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His side B is generally 5 hits, with or without limit. |
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We can crouch under shorthop blade beam. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His f-smash and finishing touch are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Cloud fair can spike aerial opponents at the clean hit's sweetspot located at the end of the sword arc, but since it's 18 frames of startup, any of our aerials can come out beforehand. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals, regular three-hit cross slash, and regular blade beam up close are pretty punishable by our OoS aerials and shield grab. Jab 1/2/3, crossup d-tilt, dash attack, smashes, regular neutral B up close, 3rd hit of regular side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. His jab 3, crossup d-tilt, dash attack, and ledge getup attack are punished by shorthop SPR OoS, while his f-smash (3 hits) is punished by our own when shielded. Safe as most of his landing aerials are, his dair is minus enough on shield to be punished by nair and maybe u-smash OoS. |
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His normals, regular three-hit cross slash, and regular blade beam up close are pretty punishable by our OoS aerials and shield grab. Jab 1/2/3, crossup d-tilt, dash attack, smashes, regular neutral B up close, 3rd hit of regular side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. His jab 3, crossup d-tilt, dash attack, and ledge getup attack are punished by shorthop SPR OoS, while his f-smash (3 hits) is punished by our own when shielded. Safe as most of his landing aerials are, his dair is minus enough on shield to be punished by nair and maybe u-smash OoS. |
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Corrin f-smash (charged) requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Corrin f-smash (charged) requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Their smashes are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than their dair, so it's possible to uair them as they're getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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|oneliner= |
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|summary= |
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|summary= |
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Occasionally Z-catch the banana peel when you can (or sometimes when you tilt/aerial or airdodge), though if you're not confident in using it against him, can always throw it off stage or perhaps better yet, throw it to the far side of the stage, keeping it out of play which makes it longer before he can spawn a new one. We have some Skewer setups with it too, that said. |
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Occasionally Z-catch the banana peel when you can (or sometimes when you tilt/aerial or airdodge), though if you're not confident in using it against him, can always throw it off stage or perhaps better yet, throw it to the far side of the stage, keeping it out of play which makes it longer before he can spawn a new one. We have some Skewer setups with it too with that said, and if you throw banana upward, it can lead into an up smash. |
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Jumping over is otherwise the best option like when waiting for him to throw it, which you can mix up your jump patterns with your multi jumps to make him guess far as your landing; jumping at the last moment, attacking (landing aerial may also counter a side B attempt), or airdodging on reaction. Usually Diddy's will try to throw the banana as you land, OoS, or to punish a whiff or bad roll. |
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Jumping over is otherwise the best option like when waiting for him to throw it, which you can mix up your jump patterns with your multi jumps to make him guess far as your landing; jumping at the last moment, attacking (landing aerial may also counter a side B attempt), or airdodging on reaction. Usually Diddy's will try to throw the banana as you land, OoS, or to punish a whiff or bad roll. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His f-smash is 2 hits and u-smash is 3 hits. |
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His f-smash is 2 hits and u-smash is 3 hits. |
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Diddy up tilt requires about 2 SDI inputs, which has 8 hitlag frames for you to perform said SDI's. |
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Diddy up tilt requires about 2 SDI inputs, which has 8 hitlag frames for you to perform said SDI's. |
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Since Diddy side B is 18 frames of startup, can watch for their monkey flip habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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Our uair comes out four frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals are pretty punishable by our OoS options and shield grab; d-tilt being the main exception, but d-smash is punished by shorthop SPR OoS and his u-smash is shield punished by our f-smash. While his dash attack does technically crossup shield, doesn't do so by much with it being 3 hits, so watch him closely if you shield it and punish (is -14). His landing aerials besides fair and dair are pretty safe on shield, so go for a reset there. |
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His normals are pretty punishable by our OoS options and shield grab; d-tilt being the main exception, but d-smash is punished by shorthop SPR OoS and his u-smash is shield punished by our f-smash. While his dash attack does technically crossup shield, doesn't do so by much with it being 3 hits, so watch him closely if you shield it and punish (is -14). His landing aerials besides fair and dair are pretty safe on shield, so go for a reset there. |
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Major credit to Mezcaul on the general gameplan, lose conditions, and specifics in facing the banana. |
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Major credit to Mezcaul on the general gameplan, lose conditions, and specifics in facing the banana. |
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Banana Skewer combo- |
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https://www.youtube.com/watch?v=FctDSgYtyWs |
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}} |
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}} |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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While his side B has super armor, it's not there while he's headbutting; only the startup frames before it, which makes either challenging or punishing it that much more possible. Won't be buried if hit by the air version, but still tech it if on stage. |
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While his side B has super armor, it's not there while he's headbutting; only the startup frames before it, which makes either challenging or punishing it that much more possible (same with his up B during startup). Won't be buried if hit by the air version, but still tech it if on stage. |
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For his down B, aside from it spiking off stage, it can hit is under platforms, so still shield it there. Same with his d-tilt and dair. |
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For his down B, aside from it spiking off stage, it can hit is under platforms, so still shield it there. Same with his d-tilt and dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Respect his grab range and ledge getup attack range. |
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Respect his grab range and ledge getup attack range. |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Likewise, his fair is 18 frames in startup, headbutt is 20 frames in startup, and air hand slap is 19/28 frames in startup, so our aerials can hit him beforehand. |
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With his air hand slap usually being too safe on shield for us, try not to punish it but what he does after; same for if he does a wavebounce hand slap. |
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His u-smash, d-smash, dair, side B, and up B (grounded or landing) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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===== Gameplan ===== |
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* Doc Tornado is 7 hits and -30 on shield, so can be punished by Ridley f-smash OoS. Be aware though it has 10% damage worth of armor. When it by it, have to do about 2 SDI inputs, each hit of which has 2 hitlag frames for you to perform said SDI's. |
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Space Doc out with big hitboxes and get him off stage to take stocks. Use plasma and aerials to cut through doc’s poor range and use of pills. Not only can he not reflect all our fireballs with cape, but the pills don't beat them out either, although keep in mind Doc’s positioning along with the end lag from plasma. Dr Mario also likes to use tornado in neutral due to the mixup capability, potential shield poking, damage based armor on the grounded version, and of course for killing. That said, you can potentially DI to the other side of the tornado that you’ve been hit from to save yourself. |
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During advantage, maintain juggles with disjoints and force Doc to play around aerials off stage and in disadvantage. Off stage, wait for Doc to tornado to go in and seal stocks. In juggle scenarios, use your high ground speed to follow Doc’s air drift and aerial movement mixups. |
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In disadvantage, recover vertically as much as possible and use multi-jumps to bait responses or overextensions to reset neutral. Try to force Doc to chase you and outmaneuver his slow movement (slower than regular Mario). Use big hitboxes to hit Doc through the stage in ledgetrap scenarios if he does not respect your space. |
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===== Miscellaneous and frame data ===== |
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Up smash has head intangibility on frames 9 to 13. |
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Up smash has head intangibility on frames 9 to 13. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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His jab 3 is shield punished by shorthop SPR OoS. His other normals are punished by at least nair OoS or shield grab. His landing aerials besides fair are too safe on shield though, so reset there. |
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Doc Tornado is 7 hits and -30 on shield, so can be punished by Ridley f-smash OoS. Be aware though it has 10% damage worth of armor. When it by it, have to do about 2 SDI inputs, each hit of which has 2 hitlag frames for you to perform said SDI's. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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* u-tilt > fullhop uair (88-91%) |
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* u-tilt > fullhop uair (88-91%) |
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* u-tilt > double jump uair (92-98%) |
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* u-tilt > double jump uair (92-98%) |
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Major credit to the old JMU doc and to CrayolaBrain for much of this info. |
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}} |
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To get in, first and foremost: |
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To get in, first and foremost: |
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Figure out what moves will safely hit the can and then hit the can; our spaced tilts & aerials generally, and maybe plasma depending on distance. The can bounces 9 times before it starts smoking. This forces DH to hit the can again themselves to regain control of it. Be fairly sure that they WILL try to hit the can in this case, as most of their neutral revolves around it being available. Once can is inactive, they only have the linear pressure of clay pigeon and gunman, so you can approach more safely with aerials or chance a grounded approach, being ready to shield, preferably dash shield. |
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Figure out what moves will safely hit the can and then hit the can; our spaced tilts & aerials generally, and maybe plasma depending on distance. The can bounces 9 times before it starts smoking. This forces Duck Hunt to hit the can again themselves to regain control of it. Be fairly sure that they WILL try to hit the can in this case, as most of their neutral revolves around it being available. Once can is inactive, they only have the linear pressure of clay pigeon and gunman, so you can approach more safely with aerials or chance a grounded approach, being ready to shield, preferably dash shield. |
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If you go in from the air (after can has been neutralized), be wary of |
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If you go in from the air (after can has been neutralized), be wary of |
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* uair, as it hits three times with a hitbox as wide as DH's body |
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* uair, as it hits three times with a hitbox as wide as Duck Hunt's body |
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* u-smash's first and third hitbox, which hit up-and-in-front and then directly above |
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* up smash's first and third hitbox, which hit up-and-in-front and then directly above |
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* fade back into up angled f-tilt (not disjointed) or up angled f-smash (very disjointed) |
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* fade back into up angled f-tilt (not disjointed) or up angled f-smash (very disjointed) |
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Additional stuff: |
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Additional stuff: |
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Keep in mind that clay pigeon has both the object's hitbox plus the shots after; said shots happen in an overlapping pattern that is larger than DH themselves. It's better to shield tilt it than try to play tightly around it as the hitstun is generous and they can somewhat spam it at close ranges. DH grabs don't lead into much besides can setups & no kill throws, so this isn't the worst thing to do dependent on the situation. |
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Keep in mind that clay pigeon has both the object's hitbox plus the shots after; said shots happen in an overlapping pattern that is larger than Duck Hunt themselves. It's better to shield tilt it than try to play tightly around it as the hitstun is generous and they can somewhat spam it at close ranges. Duck Hunt grabs don't lead into much besides can setups and has no kill throws, so this isn't the worst thing to do depending on the situation. |
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One other big piece of advice is don't push your advantage when you're both grounded because they can hit you with a clay pigeon out of hitstun and suddenly your combo is theirs. Same thing with covering landings; don't try to time a tilt because you might get hit by a clay pigeon. Charge plasma from away or let them land. Either way it's not worth the risk of getting hit by clay pigeon. |
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One other big piece of advice is don't push your advantage when you're both grounded because they can hit you with a clay pigeon out of hitstun and suddenly your combo is theirs. Same thing with covering landings; don't try to time a tilt because you might get hit by a clay pigeon. Charge plasma from away or let them land. Either way it's not worth the risk of getting hit by clay pigeon which you're always better off avoiding and then punishing. Duck Hunt's committed to being in the side B animation for 64 frames. |
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Gunman has a longer cooldown (I think maybe two extra seconds) if you hit them, so take the odd safe chance to do that if the opponent uses them a lot. They take hitlag the same as any other character or object so be aware that DH can do funky stuff like a retreating jump to drop a gunman which eats the attack while they use the extra frames to act. The fastest gunman is the one in red. |
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Gunman has a longer cooldown (two or so seconds) if you hit them, so take the odd safe chance to do that if the opponent uses them a lot. They take hitlag the same as any other character or object, so be aware that Duck Hunt can do funky stuff like a retreating jump to drop a gunman which eats the attack while they use the extra frames to act. The fastest gunman is the one in red. |
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When being ledgetrapped by Duck Hunt, don’t hit the can with ledge getup attack, as he can f-smash it back. |
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When being ledgetrapped by Duck Hunt, don’t hit the can with ledge getup attack, as he can f-smash it back. |
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Use retreating nair to hit clay shooter & gunman while remaining mobile. |
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Use retreating nair to hit clay shooter & gunman while remaining mobile. |
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His f-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Falco multihits- u-tilt (2 hits), u-smash (2 hits), nair (4 hits), fair (6 hits) |
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Falco multihits- u-tilt (2 hits), u-smash (2 hits), nair (4 hits), fair (6 hits) |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Note that the air version of Falco side B can spike aerial opponents, but it's 13/18 frames in startup, so possible to attack him beforehand. Can grab him with SPR if you act quick enough, leading to a potential early kill off stage. |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Falco rapid jab finisher is f-smash punishable. Besides d-tilt, his other normals as well as side B, down B, and point-blank laser can at least be punished by nair OoS. His landing aerials are too safe on shield though, so reset. His u-smash, d-smash, and ledge getup attack (-26) are punished by SH SPR OoS. |
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Falco rapid jab finisher is f-smash punishable. Besides d-tilt, his other normals as well as side B, down B, and point-blank laser can at least be punished by nair OoS. His landing aerials are too safe on shield though, so reset. His u-smash, d-smash, and ledge getup attack (-26) are punished by SH SPR OoS. |
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His jab 2/rapid jab finisher, DA, smashes, and ledge getup attack are u-tilt punishable should he be at u-tilt > uair kill %. |
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His jab 2, rapid jab finisher, dash attack, smashes, and ledge getup attack are u-tilt punishable should he be at u-tilt > uair kill %. |
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Rid kill confirm: |
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Rid kill confirm: |
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Fox fair hits require about 2 SDI inputs, which have 3 to 4 hitlag frames for you to perform said SDI's. |
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Fox fair hits require about 2 SDI inputs, which have 3 to 4 hitlag frames for you to perform said SDI's. |
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His u-smash, d-smash, and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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If you get them anywhere off stage at early %, watch for their side B habits, since SPR grabbing during their 25 frames of startup punishes this easily, leading to a potential early kill. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. Fox can also jump over ledge trump nair without getting hit, so another reason to do the falling bair onto stage method. |
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Skewer > jab 2 > whatever, for delayed getup. |
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Skewer > jab 2 > whatever, for delayed getup. |
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Ganon will have to use clever movement and jump mixups to bait you into either a whiff or catch you shielding/dashing. Any move Ganon has will give him advantage if it lands, so you have to play outside his bubble at all times. For such a heavy hitter, Ganon’s moves are safer on shield than you’d expect; landing nair, fair, and bair are basically completely safe and you shouldn’t be attempting to directly punish them. Watch what they do after. Late hit dash attack and spaced d-tilt are also safe. |
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Ganon will have to use clever movement and jump mixups to bait you into either a whiff or catch you shielding/dashing. Any move Ganon has will give him advantage if it lands, so you have to play outside his bubble at all times. For such a heavy hitter, Ganon’s moves are safer on shield than you’d expect; landing nair, fair, and bair are basically completely safe and you shouldn’t be attempting to directly punish them. Watch what they do after. Late hit dash attack and spaced d-tilt are also safe. |
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It’s important to keep in mind where you are on stage. The last thing you want is for Ganon to corner you. When shielding, watch out for dash attack crossups, and of course flame choke or dark dive setups, the latter of which is a go-to if you're cornered. |
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It’s important to keep in mind where you are on stage. The last thing you want is for Ganon to corner you. When shielding, watch out for Wizkick crossups, and of course flame choke or dark dive setups, the latter of which is a go-to if you're cornered. |
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===== Disadvantage ===== |
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===== Disadvantage ===== |
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His dair if timed right along with air Wizkick can hit us under a platform, so still shield or avoid there. |
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His dair if timed right along with air Wizkick can hit us under a platform, so still shield or avoid there. |
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While his dash attack does not crossup on our shield like it would for others, his grounded Wizkick still does, but it's riskier for him to do on account of Wizkick having more end lag and being less safe on shield (still -29, so can do a turnaround f-smash in which case). |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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His u-tilt, f-smash, u-smash, and neutral B are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Likewise, his air side B and down B are 16 frames in startup, so possible to attack him beforehand with our aerials if he goes for those spikes. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab comes out well before his, so always use in up close scramble situations. His jab on shield is normally too safe for us to punish though, so reset. All his other normals you can at least nair OoS and such though. |
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Our jab comes out well before his, so always use in up close scramble situations. His jab on shield is normally too safe for us to punish though, so reset. All his other normals you can at least nair OoS and such though. |
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His up smash is shield punished by shorthop SPR OoS. Wizkick is shield punished by Ridley f-smash, and air Wizkick (-34) is even more unsafe, but does much shield damage, so don't shield if it's not at full health. His f-smash, u-smash, d-smash 1, and Wizkick are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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His up smash is shield punished by shorthop SPR OoS. Wizkick is shield punished by Ridley f-smash as pointed out, and air Wizkick (-34) is even more unsafe, but does much shield damage, so don't shield if it's not at full health. His f-smash, u-smash, d-smash 1, and Wizkick are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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For weaknesses, it lacks an effective OoS option. Will often run away after shielding as a result, which you can catch on to, but remember its mixup with counter. They also lack combo breakers, with its nair & fair having slow startup and the other three aerials not having very big hitboxes; so like after shielding, its best option in the air is to jump away which you can also anticipate. |
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For weaknesses, it lacks an effective OoS option. Will often run away after shielding as a result, which you can catch on to, but remember its mixup with counter. They also lack combo breakers, with its nair & fair having slow startup and the other three aerials not having very big hitboxes; so like after shielding, its best option in the air is to jump away which you can also anticipate. That said, Greninja can use Water Shuriken to stall themselves in the air and be used as a landing mixup, as well as up B landing mixups. |
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Like us, it has no kill throws, so at higher % you're safer from grabs, but DI away from d-throw. |
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Like us, it has no kill throws, so at higher % you're safer from grabs, but DI away from d-throw. |
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Greninja d-tilt requires about 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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Greninja d-tilt requires about 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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His f-smash, d-smash, fair, and Shadow Sneak are whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. Greninja can also jump over ledge trump nair without getting hit, so another reason to do the falling bair onto stage method. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note the down angled version of Substitute will spike aerial opponents. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Hero dair hits us under plats, so still shield or avoid. |
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Hero dair hits us under plats, so still shield or avoid. |
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Don't do a ledge neutral getup if they're charging a full neutral B, since our hurtbox is likely still big enough to be hit by it. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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His f-tilt 2, smashes, dair, and Hatchet Man are whiff punished by Wing Blitz forward in terms of end lag. |
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Our jab 1 starts faster than his. |
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Hero edgeguard concept where you can get most of his up B attempts with dair- |
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* https://youtu.be/mCoSJA1GRbU?si=vg-l_cIWt1dX1CFQ |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his, giving us the advantage in close range. |
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His normals are pretty punishable by our OoS aerials and shield grab. Jab 3 and f-smash are at least -25 and thus shorthop SPR punished OoS. F-tilt 2 can even by shield punished by f-smash, while his jab 3, u-tilt, d-tilt, smashes, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. His landing aerials besides dair are too safe on shield to punish though, so reset there. Hero side B you also want to punish OoS when close. |
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His normals are pretty punishable by our OoS aerials and shield grab. Jab 3 and f-smash are at least -25 and thus shorthop SPR punished OoS. F-tilt 2 can even by shield punished by f-smash, while his jab 3, u-tilt, d-tilt, smashes, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. His landing aerials besides dair are too safe on shield to punish though, so reset there. Hero side B you also want to punish OoS when close. |
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They rely heavily on shielding. Climbers will keep their back turned from you, typically for bair pressure. When they mix that in with shielding, it's a bait to get you to try and grab them, or they'll desync and wall you out. This will be done mostly through their specials. |
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They rely heavily on shielding. Climbers will keep their back turned from you, typically for bair pressure. When they mix that in with shielding, it's a bait to get you to try and grab them, or they'll desync and wall you out. This will be done mostly through their specials. |
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There's many setups to desyncing, so is up to you to understand how they desync; a common one being SH uair, apart from side B (squal hammer's also used to reconnect them during disadvantage). They also want to desync into a grab, which is dangerous as explained earlier, as is being above them. |
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There's many setups to desyncing, so is up to you to understand how they desync; a common one being shorthop uair, apart from side B (squal hammer's also used to reconnect them during disadvantage). They also want to desync into a grab, which is dangerous as explained earlier, as is being above them. |
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Their multi-hit u-tilt is also something to watch out for, due to its combos and confirms. |
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Their multi-hit u-tilt is also something to watch out for, due to its combos and confirms. |
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D-throw doesn't hit Nana, making you vulnerable to getting smash attacked. Use f-throw (past ~15%), b-throw, or u-throw to separate them instead, making them the go-to for the MU rather than d-throw. Mix everything together and chase down Nana for a kill. |
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D-throw doesn't hit Nana, making you vulnerable to getting smash attacked. Use f-throw (past ~15%), b-throw, or u-throw to separate them instead, making them the go-to for the MU rather than d-throw. Mix everything together and chase down Nana for a kill. |
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Aside from bair pressure, another reason they like to have their backs turned is so you grab the AI Climber instead of the player, letting the latter smash attack you, and they can shield you pummeling the AI, though it stops them from hitting you as aforementioned. |
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Aside from bair pressure, another reason they like to have their backs turned is so you grab the AI Climber instead of the player, letting the latter smash attack you, and they can shield you pummeling the AI, though it stops them from hitting you. |
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If you condition them to not side B out of disadvantage, their other landing options are subpar, so maybe go for a quick uair which beats out their puny range before they start mashing B again. |
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If you condition them to not side B out of disadvantage, their other landing options are subpar, so maybe go for a quick uair which beats out their puny range before they start mashing B again. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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IC multihits- u-tilt (7 hits), side B (8 hits with both & 11 hits solo), down B (9 hits) |
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IC multihits- u-tilt (7 hits), side B (8 hits with both & 11 hits solo), down B (9 hits) |
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IC's Squall Hammer hits require about 2 SDI inputs, each of which have 3, 4, or 5 hitlag frames for you to perform said SDI's. |
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IC's Squall Hammer hits require about 2 SDI inputs, each of which have 3, 4, or 5 hitlag frames for you to perform said SDI's. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With IC's fair, it spikes aerial opponents if hit with the sweetspot located in front of Nana, though only the partner's fair can spike, as the leader's will always launch opponents horizontally. It's 19 frames in startup though, so our aerials can attack beforehand. |
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D-tilt is their only normal that hits our ledge hang. |
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D-tilt is their only normal that hits our ledge hang. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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They're pretty floaty and as such, their dair can be punished by u-smash OoS. Also, when both of them are together, the AI's attacks land 7 frames later. They share frame data on attacks but if only one hits something, the other will delay their attack, essentially sharing the hitlag in order to stay at a comparable level of desync. |
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Also with them being floaty, their dair is more easily punished by our u-smash OoS. When both of them are together though, the AI's attacks land 7 frames later. They share frame data on attacks but if only one hits something, the other will delay their attack, essentially sharing the hitlag in order to stay at a comparable level of desync. |
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Their side B is -21 to -24 and can crossup shield. While AI will have invincibility frames at the start of their up B, the main Climber will not, so you can attack since the main one alone will be vulnerable. Their recovery can also be body blocked. |
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Their side B is -21 to -24 and can crossup shield. While AI will have invincibility frames at the start of their up B, the main Climber will not, so you can attack since the main one alone will be vulnerable. Their recovery can also be body blocked. |
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Otherwise, with neutral, play defensively. Aside from what was already covered on that, there's also trying to grab or dash attack a whiffed aerial, along with plasma to force Ike to approach or jump. Remember too his f-tilt is around the same range as ours. |
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Otherwise, with neutral, play defensively. Aside from what was already covered on that, there's also trying to grab or dash attack a whiffed aerial, along with plasma to force Ike to approach or jump. Remember too his f-tilt is around the same range as ours. |
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Avoid getting hit by Ike nair perhaps most of all. Parry & punish, or dash in, shield, and grab immediately when Ike lands or when in range. Ike will always do a falling nair, so if it becomes predictable, Ridley can do a rising aerial to stuff him out before he nairs |
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Avoid getting hit by Ike nair perhaps most of all. Parry & punish, or dash in, shield, and grab immediately when Ike lands or when in range. Ike will always do a falling nair, so if it becomes predictable, Ridley can do a rising aerial to stuff him out before he nairs. |
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When Ike's above you, can hit him out of Eruption (neutral B) with uair. When recovering from ledge, can avoid getting nair'd with normal getup > shield or reading Ike’s jump > fair from ledge. SPR can be useful in recovery since Ike cannot counter it, unlike up B. |
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When Ike's above you, can hit him out of Eruption (neutral B) with uair. When recovering from ledge, can avoid getting nair'd with normal getup > shield or reading Ike’s jump > fair from ledge. SPR can be useful in recovery since Ike cannot counter it, unlike up B. |
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May want to focus on edgeguarding for kills, while using plasma, nair, or f-tilt at ledge. Can also use plasma to edgeguard Ike which again is useful if Ike has no 2nd jump off stage. Using it may force Ike to recover high early with side B, in which you can do one fireball to bait him or be used to 2 frame depending on timing. Can catch catch Quickdraw (Ike side B) with fair, bair, and plasma. F-smash if Ike is just above ledge level. |
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May want to focus on edgeguarding for kills, while using plasma, nair, or f-tilt at ledge. Can also use plasma to edgeguard Ike which again is useful if Ike has no 2nd jump off stage. Using it may force Ike to recover high early with side B, in which you can do one fireball to bait him or be used to 2 frame depending on timing. Can catch catch Quickdraw (Ike side B) with fair, bair, and plasma. F-smash if Ike is just above ledge level. |
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Can edgeguard Ike’s Aether up B by run off > nair before Ike throws his sword. Can plasma if Ike’s not directly beneath the stage, or f-tilt/f-smash if Ike goes slightly above stage level. |
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Can edgeguard Ike’s Aether up B by run off > nair before Ike throws his sword. Can plasma if Ike’s not directly beneath the stage, or f-tilt/f-smash if Ike goes slightly above stage level. Can also mash rapid jab at ledge to keep a hitbox out and deny him a recovery. |
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Like with Chrom up B, Ike's has no hitbox when rising, but when descending with it to ledge, will go through any fireballs and punish any f/d-tilt attempt, so be careful. Still, these up B's have no horizontal movement, so can easily hit Ike from above when he's at the highest point of his move, or 2-frame. |
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Like with Chrom up B, Ike's has no hitbox when rising, but when descending with it to ledge, will go through any fireballs and punish any f/d-tilt attempt, so be careful. Still, these up B's have no horizontal movement, so can easily hit Ike from above when he's at the highest point of his move, or 2-frame. |
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Eruption (neutral B) has super armor on medium and full charge, frames 6 to 10. |
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Eruption (neutral B) has super armor on medium and full charge, frames 6 to 10. |
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Ike side B is 16 frames of startup, so you can watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage; aside from the ways of which you can punish him landing with it on stage. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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With them having a frame 4 airdodge, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational; same with our dair coming out a couple frames faster than his uair if wanting to use it as a landing mixup. |
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His smashes and aerials are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His jab 3 is punished by Ridley f-smash OoS. |
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His jab 3 is punished by Ridley f-smash OoS. |
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All his normals are punished by our OoS aerials and such, while his smashes are mostly punished by whatever. His landing aerials are usually too safe though unless you can specifically punish nair in the way that was mentioned earlier. Quickdraw can be from -28 to -22 on shield, and his up B is -29 like the jab 3. |
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All his normals are punished by our OoS aerials and such, while his smashes are mostly punished by whatever. His landing aerials are usually too safe though unless you can specifically punish nair in the way that was mentioned earlier. Quickdraw can be from -28 to -22 on shield, and his up B is -29 like the jab 3. If he whiffs a counter nearby, skewer punish. |
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His jab 2/3, smashes, neutral B, side B, up B, and ledge getup attack (-26) are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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His jab 2/3, smashes, neutral B, side B, up B, and ledge getup attack (-26) are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Against Incin as well as some other brawlers and floaties, we have a bit more leeway to dash dance as a bait, with how slower they usually are. |
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Against Incin as well as some other brawlers and floaties, we have a bit more leeway to dash dance as a bait, with how slower they usually are. |
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Incin side B is 16 frames of startup, so you can watch for their alolan whip habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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Incin side B is mashable, before he releases you toward the ropes. |
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In neutral, if Incin does a jumping side B to try catching your jumps, Ridley's crouch evades them. Also, Incin side B is mashable, before he releases you toward the ropes. |
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When he’s not trying to get you with side B or fair which are easily whiff punished, the moves he’ll want to use most at low % are d-tilt, uair, and grabs. |
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When he’s not trying to get you with side B or fair which are easily whiff punished, the moves he’ll want to use most at low % are d-tilt, uair, and grabs. |
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His up throw can kill. |
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His up throw can kill us around 154%. |
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His dash attack goes further than you’d think. Has a pretty good burst range, so be aware when landing and trying to space around him. |
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His dash attack goes further than you’d think. Has a pretty good burst range, so be aware when landing and trying to space around him. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note that Incineroar's up B spikes as he starts descending with it. |
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His d-smash and up B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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|summary= |
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===== Neutral ===== |
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===== Neutral ===== |
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Perhaps the most important thing to remember with the Inkling matchup, is don't get roller'd. Always be aware of the possibility of roller, be it when Inkling takes horizontal knockback, as a landing option, from ledge, or after a bait. Because of this, you need to be careful of where & when you dash since it removes your ability to shield instantly, apart from dash shielding. D/u-tilt & u-smash OoS are true punishes if you react quick enough, aside from nair & grab. Also keep in mind Inkling has many moves that will put you in a tech situation which they can chase with roller and will catch most if not all tech options depending on position. It can actually be optimal to occasionally miss a tech so the roller won’t bury you. |
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Perhaps the most important thing to remember with the Inkling matchup, is don't get roller'd. Always be aware of the possibility of roller, be it when Inkling takes horizontal knockback, as a landing option, from ledge, or after a bait. Because of this, you need to be careful of where & when you dash since it removes your ability to shield instantly, apart from dash shielding. D-tilt, u-tilt, and u-smash OoS are true punishes if you react quick enough, aside from nair & grab. Also keep in mind Inkling has many moves that will put you in a tech situation which they can chase with roller and will catch most if not all tech options depending on position. It can actually be optimal to occasionally miss a tech so the roller won’t bury you. |
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While Inkling can act 5 frames earlier after refilling ink thanks to a final patch buff, the ink refill itself is still punishable. It has about as much lag as landing up B, so if they use it too close you can punish with dash attack, SPR, ect. Keep an eye on their ink tank. Recharging it is still laggy and without it they lose some of their best options (jab, splat bomb, roller, weaker smashes). |
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While Inkling can act 5 frames earlier after refilling ink thanks to a final patch buff, the ink refill itself is still punishable. It has about as much lag as landing up B, so if they use it too close you can punish with dash attack, SPR, ect. Keep an eye on their ink tank. Recharging it is still laggy and without it they lose some of their best options (jab, splat bomb, roller, weaker smashes, and f-throw). |
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For neutral, plasma isn’t very good, and up angle f-tilt can be frustrating to anti-air with because of Inkling’s gun disjoint with bair and such. Inkling builds damage in specific ways with jab (rapid jab skewer punish applies), grab, and bair. Your goal should be to avoid these moves and space around them with your range. Jab and grab are pretty self explanatory, just use range and speed to stay out of their bubble. |
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For neutral, plasma isn’t very good, and up angle f-tilt can be frustrating to anti-air with because of Inkling’s gun disjoint with bair and such. Inkling builds damage in specific ways with jab, grab, and bair. Your goal should be to avoid these moves and space around them with your range. Jab and grab are pretty self explanatory, just use range and speed to stay out of their bubble. |
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Bair is much more difficult to play around because of its speed, safety, and weird attack angle. F-tilt when spaced well can beat bair, but it’s easy to get your arm clipped when trying to rely on angled f-tilt. Inkling bair is a move you’ll have to predict and read to play around. Remember your fair if they’re abusing landing bair on you and force them to use less safe rising bair's. |
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Bair is much more difficult to play around because of its speed, safety, and weird attack angle. F-tilt when spaced well can beat bair, but it’s easy to get your arm clipped when trying to rely on angled f-tilt. Inkling bair is a move you’ll have to predict and read to play around. Remember your fair if they’re abusing landing bair on you and force them to use less safe rising bair's. |
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Don’t DI Inkling’s mid % combos out, as you’ll find yourself dying to a strong fair at 70 if you do. DI the low % combos out, then swap to DI in so you don’t die to fair; can also take stage position into account. |
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Don’t DI Inkling’s mid % combos out, as you’ll find yourself dying to a strong fair at 70 if you do. DI the low % combos out, then swap to DI in so you don’t die to fair; can also take stage position into account. |
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For ledgetrapping, Inkling’s will use uncharged splat bomb similarly to Dedede’s up gordos. Its purpose is to cover jump, neutral getup, and waiting. It doesn’t bounce however which opens up ledge jump sooner than gordos. Getup attack can power through splat bomb if it makes contact with the hitbox before our intangibility expires. You can use this to swat away Inkling's who are abusing splat bomb to trap you. Ledge jump nair is also pretty good for dealing with splat bomb, but just be mindful of Inkling bair and don’t spam it. |
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For ledgetrapping, Inkling’s will use uncharged splat bomb similarly to Dedede’s up gordos. Its purpose is to cover jump, neutral getup, and waiting. It doesn’t bounce however which opens up ledge jump sooner than gordos. The only ground normal Inkling can use to hit Ridley on ledge is the 2nd hit of d-tilt. Getup attack can power through splat bomb if it makes contact with the hitbox before our intangibility expires. You can use this to swat away Inkling's who are abusing splat bomb to trap you. Ledge jump nair is also pretty good for dealing with splat bomb, but just be mindful of Inkling bair and don’t spam it. |
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Off stage, when trying to recover low with up B and they bair you, always be ready to tech it from the side of stage. Will keep you alive for awhile. Splat bomb can kinda beat Wing Blitz, as it’ll slow down when it hits the top of WB but will still hit Ridley when it makes contact with his hurtbox. Because of this, should be careful with holding down to peak up B’s hitbox when they use splat bomb, as it can make hitting Ridley’s hurtbox much more possible. |
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Off stage, when trying to recover low with up B and they bair you, always be ready to tech it from the side of stage. Will keep you alive for awhile. Splat bomb can kinda beat Wing Blitz, as it’ll slow down when it hits the top of WB but will still hit Ridley when it makes contact with his hurtbox. Because of this, should be careful with holding down to peak up B’s hitbox when they use splat bomb, as it can make hitting Ridley’s hurtbox much more possible. |
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===== Advantage ===== |
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===== Advantage ===== |
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Remember that Inkling up B has a hitbox when landing with it on stage. Also them being able to use splat bomb from ledge or as a landing/B-reverse mixup. |
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Remember that Inkling up B has a hitbox when landing with it on stage. Also them being able to use splat bomb from ledge or as a landing/B-reverse mixup. |
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Inkling is fairly floaty, so they have a relatively high FAF (first actionable frame) on their directional airdodge. This opens them up to easier frame traps. |
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One other thing that people tend to forget, try to avoid any ink on the ground which slows you down. Jump over if necessary until it goes away. Also, tipper d-tilt reflects splat bomb. |
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One other thing that people tend to forget, try to avoid any ink on the ground which slows you down. Jump over if necessary until it goes away. Also, tipper d-tilt reflects splat bomb. |
Line 1,256: |
Line 1,481: |
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Up B can wall Inkling very well from recovering too if they side B early because they can't stop their momentum out of the small jump they do out of side B while being safe and letting you ledgetrap if they go low. |
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Up B can wall Inkling very well from recovering too if they side B early because they can't stop their momentum out of the small jump they do out of side B while being safe and letting you ledgetrap if they go low. |
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Far as juggling them, Inkling has only one good aerial for landing, being bair. Focus on juggling them when they’re facing you, as their nair and fair hit too high, and dair is slow (16 frames in startup), so you can abuse tilts and aerials to keep Inkling in the air. |
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Inkling is fairly floaty, so they have a relatively high FAF (first actionable frame) on their directional airdodge. This opens them up to easier frame traps. |
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If you find yourself with Inkling’s back to you, be careful and attempt to cause fear with your positioning and get them to ledge. You can attempt to challenge landing bair's if they’re predictable, as up smash is meaty and can beat predictable landing aerials. |
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They can use uncharged splat bomb to act as a cover for their landings. FAF is 51 frames, so it’s punishable if you’re positioned well. Trading with the bomb is worth it if you can kill Inkling in the process. They have good aerial mobility, so B-reverse splat bomb can occasionally be useful for dodging our juggling. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Inkling dair & roller hits us under plats, so still shield or avoid there. |
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Inkling dair & roller hits us under plats, so still shield or avoid there. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Her d-tilt & uair are 2 hits. |
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Her d-tilt & uair are 2 hits. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Her side B is 16 frames of startup, so you can watch for their roller habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational; same with our dair coming out a frame faster than her uair if you want to use it as a landing mixup. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Her f-smash, u-smash, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Aside from rapid jab skewer or d-smash punish (shorthop skewer OoS being more consistent), her normals and roller are punished by our OoS aerials and shield grab, and her up smash is punished by Rid f-smash when shielded. Her dash attack can crossup your shield a bit, so react and punish accordingly. Her landing aerials are too safe on shield though as mentioned, so go for a reset there. |
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Aside from rapid jab skewer or d-smash punish (shorthop skewer OoS being more consistent), her normals and roller are punished by our OoS aerials and shield grab, and her up smash is punished by Rid f-smash when shielded. Her dash attack can crossup your shield a bit, so react and punish accordingly. Her landing aerials are too safe on shield though as mentioned, so go for a reset there. |
Line 1,291: |
Line 1,536: |
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You can shield the fishing rod, and stay low when recovering to avoid it off stage, or if she's at ledge, do a beefy up B. Also remember she can tether grab with the fish hook when she's off stage. |
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You can shield the fishing rod, and stay low when recovering to avoid it off stage, or if she's at ledge, do a beefy up B. Also remember she can tether grab with the fish hook when she's off stage. |
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Either use a solid aerial (or f-tilt if you're at ledge) to hit the balloons on their up B or go around them and hit the character themselves while they're recovering. |
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Either use a solid aerial (or f-tilt if you're at ledge) to hit the balloons on their up B or go around them and hit the character themselves while they're recovering. Her up B has a good vertical and horizontal distance, though it travels a slightly shorter distance than Villager's version. |
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While Lloid Trap (takes 51 frames for it to be planted and active and disappears after 10 seconds) usually isn't hard to destroy with a ranged attack if it's still in the ground when given the opportunity, will have to watch out for this move most when being ledgetrapped by Isabelle, with it being able to catch any ledge options of timed and positioned right. It also combos into her uair if close enough, making it a kill confirm at high %. Lloid Trap also has the niche application known as Glyroid where if she activates Lloid during her initial dash, she'll quickly slide a short distance, allowing it to be used as a movement mixup for approaching. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Her dair hits us under plats, so still shield or avoid it. |
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Her dair hits us under plats, so still shield or avoid it. Same with her dash attack on a plat due to being a projectile that hits at mid range on someone underneath her. |
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Isabelle multi-hits: u-smash (2 hits), d-smash (2 hits), nair (2 hits), Lloid Trap (6 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Isabelle's normals are punished by nair OoS. Her landing aerials are too safe on shield though, so reset there. Her f-tilt, dash attack, f-smash. and d-smash are shield punished by u-tilt should she be at u-tilt > uair kill %. Her d-smash & ledge getup attack (-25) are also punished by shorthop SPR OoS. |
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Isabelle's normals are punished by nair OoS. Her landing aerials are too safe on shield though, so reset there. Her f-tilt, dash attack, f-smash. and d-smash are shield punished by u-tilt should she be at u-tilt > uair kill %. Her d-smash & ledge getup attack (-25) are also punished by shorthop SPR OoS. Similar to Villager, her grab is 14 frames in startup and 27 in end lag. |
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Ridley kill confirm- |
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Ridley kill confirm- |
Line 1,319: |
Line 1,574: |
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She'll wait for you to whiff and fly in & punish (her wall of pain speaks for itself), so time your anti-airs (i. e. u-tilt). Also understand how she chooses to approach from the air in neutral. |
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She'll wait for you to whiff and fly in & punish (her wall of pain speaks for itself), so time your anti-airs (i. e. u-tilt). Also understand how she chooses to approach from the air in neutral. |
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Her 9-hit dair is a good combo starter, and confirms into Rest (is invulnerable on f1-27). Also respect her bair as a potential kill move. |
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Her 9-hit dair is a good combo starter, and confirms into Rest (is invulnerable on frames 1-27). Also respect her bair as a potential kill move. |
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Far as her Pound side B, respect its shield damage and as a neutral tool with a lingering hitbox that combos (she'll DJ out of it or land with an aerial). Shielding when not cornered is a solid option, but Pound keeps you on your toes. |
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Far as her Pound side B, respect its shield damage and as a neutral tool with a lingering hitbox that combos (she'll DJ out of it or land with an aerial). Shielding when not cornered is a solid option, but Pound keeps you on your toes. |
Line 1,325: |
Line 1,580: |
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When she uses Sing, shield and angle it if you have to, or otherwise roll/jump away after shielding. Sing has 34 frames of end lag, so take advantage of your range. Also hold shield if she uses Sing at ledge. Don't shield Rollout though; treat it the same as you would Yoshi's Egg Roll by jumping over. |
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When she uses Sing, shield and angle it if you have to, or otherwise roll/jump away after shielding. Sing has 34 frames of end lag, so take advantage of your range. Also hold shield if she uses Sing at ledge. Don't shield Rollout though; treat it the same as you would Yoshi's Egg Roll by jumping over. |
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If you break her shield, get gets KO'd automatically, tho this is rare. Her nair OoS is good at tech chases, so don't miss tech, and punish OoS rising aerials as always. |
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If you break her shield, get gets KO'd automatically, though this is rare. Her nair OoS is good at tech chases, so don't miss tech, and punish OoS rising aerials as always. |
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Her throws are weak and don't lead into true combos, so don't worry much about getting grabbed. When she recovers, can try to footstool. |
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Her throws are weak and don't lead into true combos, so don't worry much about getting grabbed. When she recovers, can try to footstool. |
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In disadvantage, her d-smash hits ledge hang, and likes to ledgetrap with nair which covers most options. They can mix it up with a fullhop nair too so they can DJ out of it, but watch if they over-commit. We can use dair as a mixup against her landing uair, if she's expecting an airdodge to reset her combo. |
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In disadvantage, her d-smash hits ledge hang, and likes to ledgetrap with nair which covers most options. They can mix it up with a fullhop nair too so they can DJ out of it, but watch if they over-commit. When being juggled, we can use dair as a mixup against her landing uair if she's expecting an airdodge. |
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Line 1,336: |
Line 1,591: |
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Her d-smash, dair, and Sing can hit us under plats, so still shield or avoid there. |
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Her d-smash, dair, and Sing can hit us under plats, so still shield or avoid there. |
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Against a Puff with good execution, most of the match is either shielding/crouching while doing either d-tilt or retreating nairs (to neutralize more of their specials) and f-tilts. If your shield is too low you’ll get poked by rising dair and Pound, and that’s where the “cutscene” starts. |
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Puff neutral B has 15+37 frames of startup, so if they use Rollout as a mixup habit in disadvantage for a horizontal recovery, try to grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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Puff has a total of 6 jumps, with 5 midair jumps. |
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Puff has a total of 6 jumps, with 5 midair jumps. |
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With them having a frame 4 airdodge as well as being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a resource, and then count the remaining jumps in Puff's case. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Against a Puff with good execution, most of the match is either shielding/crouching while doing either d-tilt or retreating nairs (to neutralize more of their specials) and f-tilts. If your shield is too low you’ll get poked by rising dair and Pound, and that’s where the “cutscene” starts. |
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Her Sing and Rest are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
Line 1,388: |
Line 1,651: |
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Multi-hits: His fair, f-tilt, dash attack, and d-smash are 2 hits, while his u-tilt is 5 hits. |
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Multi-hits: His fair, f-tilt, dash attack, and d-smash are 2 hits, while his u-tilt is 5 hits. |
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Joker uair requires about 2 SDI inputs, which has 3 hitlag frames for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their arsene up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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His u-smash and d-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a couple frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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SPR Joker on plats if worried about him tetrakarn countering our attacks from underneath (i.e. u-tilt). |
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SPR Joker on plats if worried about him tetrakarn countering our attacks from underneath (i.e. u-tilt). |
Line 1,461: |
Line 1,734: |
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With Kazuya down B, aside from DI'ing it from on stage like other command grabs, Kazuya dies first at the bottom blast zone and you can recover if you react quick enough. |
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With Kazuya down B, aside from DI'ing it from on stage like other command grabs, Kazuya dies first at the bottom blast zone and you can recover if you react quick enough. |
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Aside from Kazuya d-smash being able to break shield, also be aware that it can spike if used at ledge, so be aware of it when timing your recovery. His nair when used off stage can also spike, but can be difficult for him to space. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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While you can obviously SDI out of Kazuya's 10 hit jab, it's easier said than done, as they can require 3, 4, or 5 SDI inputs, each hit of which only has 2 hitlag frames for you to perform said SDI's. That said, Kazuya's other moves you can do a minimum of at least one SDI input to try and get out of his usual combos, aside from the standard DI method with Kazuya as explained earlier. SDI's appear to work even better than the regular DI, for that matter. Dash walk SDI particularly is said to work well against the usual Kazuya stuff involving EWGF, in which it's best to shield right after you escape the EWGF followup (i.e. crouch jab or nair), but can try flick SDI too if that's what you're more comfortable with. |
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With Kazuya's fastest OoS options in order being uair (11 frames), u-smash/up B (12 frames), and nair/fair (15 frames) which is a worse OoS game overall than ours, Ridley can abuse his shield quite well from the side, long as you space your attacks like usual. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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One way of baiting out laser before edgeguarding him is getting on ledge, that way you're still in a dangerous position and can punish what he does after. |
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His side B is 16 frames of startup, so you can watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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When Ridley tanks EWGF from Kazuya with plasma armor, it puts him in a strange state where the next EWGF to hit will act as a regular WGF. This makes it so Ridley doesn't get combo'd. You can't go airborne though or the state will reset and EWGF will stun as normal, but when this setup does work, you can mash jump, airdodge, and aerials to escape Kazuya's next combo attempts, so Kazuya can't get true followups. You could try to for example neutral B out of being tech chased and get the recoil if they're too slow. |
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His side taunt, crouching down-forward tilt (Tombstone Crusher), and f-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer can beat out Rage Drive if timed and positioned right. Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Line 1,476: |
Line 1,767: |
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On a somewhat related side note, Kazuya can use his double jump after up B (typically used in the form of aerials), but he can’t use his DJ again until after landing. |
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On a somewhat related side note, Kazuya can use his double jump after up B (typically used in the form of aerials), but he can’t use his DJ again until after landing. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Ridley kill confirm: |
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Ridley kill confirm: |
Line 1,495: |
Line 1,784: |
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|oneliner= |
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|summary= |
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|summary= |
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To start off with differences from Ryu, Ken's ground movement is slightly faster, but he doesn't have a Shakunetsu Hadouken or enhanced fireball as it might be otherwise known as, and Ken's Hadouken's are slower while dealing around half as much damage as Ryu's. Ken also has faster ground speed, better shield pressure, and better combo & mixup game which is why he's better at being more aggressive. Then there's his roundhouse kick and crescent kick command input moves that Ryu lacks and allows Ken to extend his combos further since he can special cancel into it and combo into almost anything quick. Ken also has a better Tatsu side B (4 hits unlike Ryu's that is only one hit) and nair for extending combos, and Ken's f-smash (the roundhouse-inward-turn kick) is shorter than Ryu's (the side kick). Lastly, Ken's up B has fire that can be 2 or 3 hits and has more active power. |
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To start off with their differences from Ryu, Ken's f-smash is shorter and his up B has fire. Also Ryu's hits have more knockback, making Ken's combo game more consistent by comparison. Ken's ground movement is slightly faster too, and while Ryu is a shield breaker, Ken is more of a shield poker. |
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Ryu on the other hand has more knockback, while single hits give less room for opponents to simply fall out of moves, giving Ryu more consistency. Ryu also puts more emphasis on his projectiles due to the aforementioned Shakunetsu Hadouken since it's fast, leads into combos, and shield breaks. Ryu's uair (2 hits) also has intangibility on frames 6-10. Ryu's simpler and strong combos are all about simplicity and consistency. |
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While they have a lot of combo starters, they generally like to start with an aerial as they jump toward you, so shield, dodge, or anti-air their approach. DI/SDI away when you start getting combo'd, but mix it up so they don't catch on. There's also brief windows of opportunity to escape from a combo in the middle of or right after a transition like when they switch from jab to a special, or sometimes right after the special finishes. |
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While they have a lot of combo starters, they generally like to start with an aerial as they jump toward you, so shield, dodge, or anti-air their approach. DI/SDI away when you start getting combo'd, but mix it up so they don't catch on. There's also brief windows of opportunity to escape from a combo in the middle of or right after a transition like when they switch from jab to a special, or sometimes right after the special finishes. |
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With their powerful shield breaks and pokes, they'll generally go for those instead of grabs since their throws aren't that strong, except in doubles where their d-throw can shield break if shielding when they use it on a teammate nearby (same applies to FFA). While you can shield to bait them and react after, retreating nair will otherwise mostly be your new shield in this matchup. |
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With their powerful shield breaks and pokes, they'll generally go for those instead of grabs since their throws aren't that strong, except in doubles where their d-throw can shield break if shielding when they use it on a teammate nearby (same applies to FFA). While you can shield to bait them and react after, retreating nair will otherwise mostly be your new shield in this matchup, which will also help with beating out fireballs/hadoukens along with their jump-in's. Otherwise, jump OoS out of light d-tilt block strings and roll away from light u-tilt block strings. |
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Also respect their corner pressure, as they never face away from you when moving back and forth due to being shotos, allowing them to react to your attempts to escape the corner. If you jump over them, be ready to dodge or attack due to their uair and up B. There's also boxing them out with certain moves depending on the space between you and them. The more experienced you are at playing in the corner though, the more adept you become at being in that position, like using different ledge options, or jump in place to bait them and punish. |
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Also respect their corner pressure, as they never face away from you when moving back and forth due to being shotos, allowing them to react to your attempts to escape the corner. If you jump over them, be ready to dodge or attack due to their uair and up B. There's also boxing them out with certain moves depending on the space between you and them. The more experienced you are at playing in the corner though, the more adept you become at being in that position, like using different ledge options, or jump in place to bait them and punish. |
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Their tatsu side B is one thing you can reliably shield, being anywhere from -25 to -36. Can also hit them out of it, but be careful since they can attack shortly after finishing the move, leading into more combos. They don't get as much out of hadouken, but still watch how they use it. Do shield or avoid the Ryu fireball though since it's a multi-hit. |
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Their tatsu side B is one thing you can reliably shield, being anywhere from -25 to -36. Can also hit them out of it, but be careful since they can attack shortly after finishing the move, leading into more combos. They don't get as much out of hadouken, but still watch how they use it, as they can alter the speed of their projectiles with the light, medium, or heavy inputs and you may need to get used to the timing in however you deal with them. Do avoid or aerial through the Ryu fireball though (nair or fair) since it's a multi-hit (5 hits) and one of his main ways of getting shield pressure. |
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* Can also shield their dash attack & smashes that are in the -20 range, though watch out for d-smash as something that can be combo’d into a special. |
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* Can also shield their dash attack & smashes that are in the -20 range, though watch out for d-smash as something that can be combo’d into a special. |
Line 1,513: |
Line 1,805: |
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For weaknesses, they struggle to land and are easy to juggle, with focus attack being their only mixup which you can punish as aforementioned. We camp them well too with our ranged moves & plasma. Their edgeguarding is poor too, though their dair can spike but is hard to land. They'll more likely go for a ledge trump which you can avoid by delaying your recovery or jumping over the ledge. Lastly, their poor recovery. |
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For weaknesses, they struggle to land and are easy to juggle, with focus attack being their only mixup which you can punish as aforementioned. We camp them well too with our ranged moves & plasma. Their edgeguarding is poor too, though their dair can spike but is hard to land. They'll more likely go for a ledge trump which you can avoid by delaying your recovery or jumping over the ledge. Lastly, their poor recovery. |
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For f-tilt (down angle) 2 framing, remember that you’re aiming for the end of their up B, not the time where most characters snap to ledge. Shotos will float for just a second before grabbing ledge and that’s where you aim for; being slightly late or early there is of little consequence. |
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For f-tilt (down angle) 2 framing, remember that you’re aiming for the end of their up B, not the time where most characters snap to ledge. Shotos will float for just a second before grabbing ledge and that’s where you aim for; being slightly late or early there is of little consequence. Otherwise with edgeguarding them, mostly everything works well including plasma and dair, and you can go out there to make them use up a resource. |
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With ledgetrapping them, mostly watch for Ryu's trying to do ledge drop double jump fireballs. Block them or or hit him on the way up, but otherwise this form of advantage is pretty good against them. When they're ledgetrapping us, aside from plank mixups, you'll want to do ledge getup attack since they'll mash tilts at various ranges. Our ledgedrop aerials are also good, but as usual, don't ledge roll in this scenario. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Ryu/Ken normals that can combo into specials- |
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Ryu/Ken normals that can combo into specials- |
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Neutral attack 1 and 2 (tapped) |
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* Neutral attack 1 and 2 (tapped) |
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Neutral attack (close, held) |
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* Neutral attack (close, held) |
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F-tilt (close, tapped) |
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* F-tilt (close, tapped) |
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U-tilt (held or tapped) |
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* U-tilt (held or tapped) |
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D-tilt (held or tapped) |
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* D-tilt (held or tapped) |
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D-smash |
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* D-smash |
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Nair |
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* Nair |
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Fair |
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* Fair |
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Uair |
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* Uair |
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Bair |
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* Bair |
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Dair |
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* Dair |
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Both Ryu and Ken have arm intangibility on their up smash during frames 9-12. |
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Up tilt (light) requires about 3 SDI inputs, which has 9 hitlag frames for you to perform said SDI's. |
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Up tilt (light) requires about 3 SDI inputs, which has 9 hitlag frames for you to perform said SDI's. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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The tatsu side B has leg intangibility, so don't try to hit it with d-tilt when active. Is thusly recommended to use up angle f-tilt if you challenge with it at all. Can also get an easy 2-frame on them when they use tatsu and get a free edgeguard because of how much end lag tatsu has. |
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The tatsu side B has leg intangibility, so don't try to hit it with d-tilt when active. Is thusly recommended to use up angle f-tilt if you challenge with it at all. Can also get an easy 2-frame on them when they use tatsu and get a free edgeguard because of how much end lag tatsu has. |
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SDI in on tatsu which can create fallouts and can usually mash an option because they're negative afterwards. If they up tilt, then you can SDI up & away because proximity jab doesn't work as well if you do that, and if the Ken/Ryu doesn't know how to deal with it, just mash jump + nair out of the early % combos. |
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SDI in on tatsu which can create fallouts and can usually mash an option because they're negative afterwards. If they up tilt, then you can SDI up & away because proximity jab doesn't work as well if you do that, and if the Ken/Ryu doesn't know how to deal with it, just mash jump + nair out of the early % combos. |
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When hit by Ken's crescent kick, try to jump more at lower % and airdodge more at higher %. DI in when hit by the roundhouse kick command input since DI away will just make you die to it earlier. |
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The versions of their up B also have different invulnerability frames, as do some of their normals. |
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The versions of their up B also have different invulnerability frames, as do some of their normals. |
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Skewer can break focus attack even if they charge it to stage 3, if you find an opportunity to use it there. |
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Skewer can break focus attack even if they charge it to stage 3, if you find an opportunity to use it there. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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* u-tilt > double jump uair (96-108%) |
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* u-tilt > double jump uair (96-108%) |
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Credit to rydra on the specifics about tatsumaki (Ken's side B). |
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Credit to rydra on the specifics about tatsumaki (Ken's side B) and to the collective Ridcord on a good chunk of the other info. |
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}} |
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}} |
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Inhale is mashable, grounded Jet Hammer has 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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Inhale is mashable, grounded Jet Hammer has 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a resource, and then count the remaining jumps in Dedede's case. |
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His u-smash and Jet Hammer (full charge) are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out eleven frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note that his up B will spike aerial opponents as he descends with it, aside from it burying grounded opponents. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Dash attack will beat King K. Rool's shorthop if spaced. |
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Dash attack will beat King K. Rool's shorthop if spaced. |
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Krown has so much end lag that you can run over it and SPR him, and then jump release it before the krown comes back. |
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In a situation where both you and the K Rool are at high % and you do a Wing Blitz forward trade in exchange for getting hit by krown toss on the way back, getting hit by it knocks you upward in the air a bit, putting you in a position to dair him off stage when he uses his jump. |
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K Rool has intangibility with u-tilt like Ridley (in Rool’s case on the arm), and on the head during u-smash and uair, so don’t try landing on him at all. Also, his d-tilt can hit us when we’re under platforms, so still shield or avoid there. |
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K Rool has intangibility with u-tilt like Ridley (in Rool’s case on the arm), and on the head during u-smash and uair, so don’t try landing on him at all. Also, his d-tilt can hit us when we’re under platforms, so still shield or avoid there. |
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With krown as an item, Ridley can forward toss it, fair, and catch the krown while shield poking. If K Rool uses krown toss nearby in neutral, retreating nair (sweetspot) should be able to break the armor since it's 12%. |
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With krown as an item, Ridley can forward toss it, fair, and catch the krown while shield poking. If K Rool uses krown toss nearby in neutral, retreating nair (sweetspot) should be able to break the armor since it's 12%. |
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SDI against his up B when he uses propeller against you offensively to KO you into the upper blast zone. Likewise, when K Rool does an up throw after blunderbuss suction, expect a possible up B and SDI to avoid getting pushed into the upper blast zone. |
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SDI against his up B when he uses propeller against you offensively to KO you into the upper blast zone (specifically, it requires about 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's). Likewise, when K Rool does an up throw after blunderbuss suction, expect a possible up B and SDI to avoid getting pushed into the upper blast zone. |
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With them having a frame 4 airdodge as a superheavy, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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His dash attack, smashes, fair, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. If he gets his dair out though, a trade usually won't be in our favor because of belly armor, and while K Rool's bair can spike, it has 18 frames of startup, so possible to hit him with whatever aerials beforehand. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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K Rool's normals can be punished by our OoS aerials and shield grab, and like Bowser or Wario, his dash attack and smashes are unsafe on shield enough to be punished by Rid f-smash (turnaround f-smash or shorthop skewer OoS if his dash attack crosses up) and u-smash OoS. Watch out for the shield damage that his d-smash causes though, and his landing aerials are too safe on shield, so reset there. |
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K Rool's normals can be punished by our OoS aerials and shield grab, and like Bowser or Wario, his dash attack and smashes are unsafe on shield enough to be punished by Rid f-smash (turnaround f-smash or shorthop skewer OoS if his dash attack crosses up) and u-smash OoS. Watch out for the shield damage that his d-smash causes though, and his landing aerials are too safe on shield, so reset there. |
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* u-tilt > double jump uair (113-127%) |
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* u-tilt > double jump uair (113-127%) |
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Credit to the old Ridley JMU doc for a certain chunk of this info, and credit to smub on some of the details on neutral and advantage state. |
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Credit to the old Ridley JMU doc for a certain chunk of this info, credit to smub on some of the details on neutral and advantage state, and to Zeta on the Wing Blitz and krown toss trade scenario. |
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https://x.com/5atez/status/1855030959558869353?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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}} |
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}} |
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His d-smash, dair, and Stone hit us under plats, so still shield or avoid. |
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His d-smash, dair, and Stone hit us under plats, so still shield or avoid. |
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Has a 3 hit fair and 6 hit dair. |
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Has a 3-hit fair and 6-hit dair. |
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Kirby dair requires about 2 SDI inputs, which has 4 hitlag frames for you to perform said SDI's. What's more, Kirby up B hits require about 2 SDI inputs, each of which have 8 hitlag frames for you to perform said SDI's. |
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Kirby dair requires about 2 SDI inputs, which has 4 hitlag frames for you to perform said SDI's. What's more, Kirby up B hits require about 2 SDI inputs, each of which have 8 hitlag frames for you to perform said SDI's. |
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Kirby’s and by extension Dedede’s inhale is mashable. Drift back fair after mashing out of Kirby’s since he can confirm footstool on neutral or DI in & can punish mash out jump nair with his fair for some reason. |
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Use retreating nair for neutralizing more of their specials. |
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Use retreating nair for neutralizing more of their specials. |
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Kirby has a total of 6 jumps, with 5 midair jumps. |
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Kirby has a total of 6 jumps, with 5 midair jumps. His up B has 23 frames of startup or more, making him susceptible to getting spiked if you time it well and early enough. |
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The Hammer Flip side B has super armor on the ground when fully charged. |
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The Hammer Flip side B has super armor on the ground when fully charged. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our uair comes out seven frames faster than the first hit of his dair, so it's possible to uair him as he's getting into position to dair with the right timing, although situational. Also note his up B can spike aerial opponents when descending, aside from the final hit of his dair. |
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Kirby’s and by extension Dedede’s inhale is mashable. Drift back fair after mashing out of Kirby’s since he can confirm footstool on neutral or DI in & can punish mash out jump nair with his fair for some reason. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer bypasses Stone armor. Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His rapid jab finisher is f-smash punishable; as is dash attack, but it crosses up shield, so be ready to turnaround f-smash. His d-smash is shorthop skewer OoS punishable. Normals are too safe besides those and smashes, and landing aerials too safe besides dair. Side B is -26 to -18, and up B is -21. Although Stone is very minus (even punished by shield drop > d-smash), Stone does too much shield damage to usually be worth it. |
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His rapid jab finisher is f-smash punishable; as is dash attack, but it crosses up shield, so be ready to turnaround f-smash. His d-smash is shorthop skewer OoS punishable. Normals are too safe besides those and smashes, and landing aerials too safe besides dair. Side B is -26 to -18, and up B is -21. Although Stone is very minus (even punished by shield drop > d-smash), Stone does too much shield damage to usually be worth it. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Respect his ledge getup attack range. |
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Respect his ledge getup attack range. |
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His f-smash 2 and up B (grounded or landing) are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
Line 1,866: |
Line 2,199: |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Aside from super armor on his smashes & KO Uppercut and intangibility on his grounded side B, Mac's neutral B has 8% worth of armor when charging, and 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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Mac nair requires 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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Mac nair requires 2 SDI inputs, which has 6 hitlag frames for you to perform said SDI's. |
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Mac side B up close crosses up on our shield, so may need to do a turnaround punish, but it's still -36 to -39. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Remember his side B is 8/25 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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While not particularly strong, his dair can hit us under plats, so still shield or avoid there. |
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While not particularly strong, his dair can hit us under plats, so still shield or avoid there. |
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His KO Punch is whiff punished by Wing Blitz forward or anything in terms of end lag. |
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Aside from super armor on his smashes & KO Uppercut and intangibility on his grounded side B, Mac's neutral B has 8% worth of armor when charging, and 14% worth of armor on release. Something like our bair may beat the latter, but f-tilt even with sweetspot will not. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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His rapid jab finisher is punished by shorthop SPR OoS, while his grounded normals are punished by our OoS aerials and such. His landing aerials besides bair and dair are too safe on shield though, so reset there. His specials are especially unsafe, with full charged neutral B being -82 and side B being -39 to -36. |
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His rapid jab finisher is punished by shorthop SPR OoS, while his grounded normals are punished by our OoS aerials and such. His landing aerials besides bair and dair are too safe on shield though, so reset there. His specials are especially unsafe, with full charged neutral B being -82 and side B being -39 to -36. If he whiffs a slip counter nearby, skewer punish. |
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His jab 3, rapid jab finisher, u-smash, neutral B (regardless of charge), and side B are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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His jab 3, rapid jab finisher, u-smash, neutral B (regardless of charge), and side B are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Don't do a ledge neutral getup if they're charging a full aura sphere, since our hurtbox is likely still big enough to be hit by it. |
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SPR Lucario on plats if worried about him double team countering our attacks from underneath (i.e. u-tilt). |
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SPR Lucario on plats if worried about him double team countering our attacks from underneath (i.e. u-tilt). |
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Lucario force palm (grab version) is mashable. |
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Lucario force palm (grab version) is mashable. |
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When Lucario lands on stage with up B, they have little lag, so if not on stage yet, don't be baited into attacking them from ledge. |
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When Lucario lands on stage with up B, they have little lag, so if not on stage yet, don't be baited into attacking them from ledge. ''That being said'', their up B has 46 frames of startup lag, making them quite vulnerable to edgeguarding and such when you're the one in advantage. |
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Lucario multihits- f-tilt (2 hits), nair (2 hits), dair (2 hits) |
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Lucario multihits- f-tilt (2 hits), nair (2 hits), dair (2 hits) |
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His u-smash, d-smash, bair, and Force Palm are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Most Lucas players will opt for stalling with their double jump for a bit before tethering to the ledge. Once you have them out there with no jump, you can chase them as far as you want as they try to position for up B. |
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Most Lucas players will opt for stalling with their double jump for a bit before tethering to the ledge. Once you have them out there with no jump, you can chase them as far as you want as they try to position for up B. |
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The rest of the neutral’s just playing the slow wall out game while respecting his projectiles/zair. |
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The rest of the neutral’s just playing the slow wall out game while respecting his projectiles/zair. Far as disadvantage, note that his multi-hit d-smash can contest our up B while it's active unlike Ness's yoyo. |
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Lucas d-smash and dair hit us under platforms, so still shield or avoid there. |
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Lucas d-smash and dair hit us under platforms, so still shield or avoid there. |
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Lucas multihits- d-smash (3 hits), nair (4 hits) |
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Lucas multihits- d-smash (3 hits), nair & dair (4 hits), PK Thunder self-hit (12 hits) |
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If timed right, an aerial can trade with Lucas's PK thunder 2 despite the multi-hits; while our nair can do it more easily during the late phase of his up B along with positioning bair against it for best reward (this requires setting up at ledge first), fair is more consistent due to being a multi-hit also. His possible startup positions from PK thunder 2 are a lot more versatile than Ness's, but if you can get him far enough away to where his route becomes predictable like using plasma on him after knocking him off stage, then it becomes an easy kill as far as hitting him, though it's not easy to condition this while also watching out for PK fire and zair. If you don't try to force this particular option with plasma while he's off stage, he'll more likely make it back just with his above average airspeed and zair if necessary. |
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Lucas nair requires 2 SDI inputs, which has 3 hitlag frames for you to perform said SDI's. PK thunder requires about 3 SDI inputs, which has 4 hitlag frames for you to perform said SDI's. |
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Lucas nair requires 2 SDI inputs, which has 3 hitlag frames for you to perform said SDI's. PK thunder requires about 3 SDI inputs, which has 4 hitlag frames for you to perform said SDI's. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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While his bair can spike, it has 15 frames of startup, so possible to hit him with our aerials beforehand. Also note the last hit of his dair will spike. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals besides d-tilt and f-tilt are mostly punished by our OoS aerials and shield grab, while his u-smash when shielded is punished by whatever (is -54 on shield). His landing aerials besides the 4-hit dair (can punish with u-smash) are too safe on shield though, so reset there. PK freeze is mostly safe on shield, as is magnet, but PK fire and thunder up close are about as unsafe on shield as Ness's. |
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His normals besides d-tilt and f-tilt are mostly punished by our OoS aerials and shield grab, while his u-smash when shielded is punished by whatever (is -54 on shield and whiff punished by Wing Blitz forward, etc). His landing aerials besides the 4-hit dair (can punish with u-smash) are too safe on shield though, so reset there. PK freeze is mostly safe on shield, as is magnet, but PK fire and thunder up close are about as unsafe on shield as Ness's. |
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PK Fire and Thunder are also minus on shield enough for you to dash grab or dash attack if he's nearby (same with extended dash cancel u-tilt if he's at kill confirm %). Just don't shield too much or obviously against them to where he can grab you. |
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PK Fire and Thunder are also minus on shield enough for you to dash grab or dash attack if he's nearby (same with extended dash cancel u-tilt if he's at kill confirm %). Just don't shield too much or obviously against them to where he can grab you. |
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* u-tilt > double jump uair (90-100%) |
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* u-tilt > double jump uair (90-100%) |
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Credit to smub for some of the tips on neutral. |
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Credit to smub for some of the tips on neutral and how we're able to hit Lucas during PK thunder 2. |
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}} |
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}} |
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* Another way to deal with counters when recovering is holding down which will let you tech it a good bit longer. Holding down can also let you survive untechables which are the red shockwaves when you get knocked against a stage wall, by holding down to reduce your launch speed and then tech as usual, aside from hugging the stage under making it harder for them to off stage counter. Likewise if the opponent's standing at ledge to counter while you're recovering low, try to be as far away from ledge as possible at first when drifting toward it after you up B, allowing you to avoid an obvious counter. They can adapt to this by going slightly off stage to counter, but you can mix them up by using your jumps and airdodge to get to ledge instead. Lastly, if they stale their counter earlier on, it'll still kill much later like with any powerful move. |
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* Another way to deal with counters when recovering is holding down which will let you tech it a good bit longer. Holding down can also let you survive untechables which are the red shockwaves when you get knocked against a stage wall, by holding down to reduce your launch speed and then tech as usual, aside from hugging the stage under making it harder for them to off stage counter. Likewise if the opponent's standing at ledge to counter while you're recovering low, try to be as far away from ledge as possible at first when drifting toward it after you up B, allowing you to avoid an obvious counter. They can adapt to this by going slightly off stage to counter, but you can mix them up by using your jumps and airdodge to get to ledge instead. Lastly, if they stale their counter earlier on, it'll still kill much later like with any powerful move. |
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Also, just hitting the tech to prevent stage spike when using vertical up B to recover isn't enough, as Lucina will then up B you back and force you to tech yet again, so what you can do, if you still have a jump, is tech the counter and then nair to hit them away. |
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Lucina uair is big, so you’re not really gonna be able to challenge them with dair or anything. Standard landing methods, where you save and mix up jumps with fastfalls and airdodges. Go to the ledge if you can but don't fall past ledge for an up B. |
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When trying to land, Lucina uair is big, so you’re not really gonna be able to challenge them with dair or anything. Standard landing methods, where you save and mix up jumps with fastfalls and airdodges. Go to the ledge if you can but don't fall past ledge for an up B. |
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===== Advantage ===== |
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===== Advantage ===== |
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The main difference from Marth is not having to worry as much about spacing, while Marth has to rely on tippers. They're both floatier than Roy and Chrom though, and will use side B more-so to stall their landing and throw you off, in addition to their neutral B being a more reliable quick shield breaker that lives up to its name, as any hit + neutral B with no charge will break a full shield. If you see it coming, always take the hit instead of shielding it. Also watch for their neutral B as a landing mixup or an option from ledge as a surprise attack. |
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The main difference from Marth is not having to worry as much about spacing, while Marth has to rely on tippers. They're both floatier than Roy and Chrom though, and will use side B more-so to stall their landing and throw you off, in addition to their neutral B being a more reliable quick shield breaker that lives up to its name, as any hit + neutral B with no charge will break a full shield. If you see it coming, always take the hit instead of shielding it. Also watch for their neutral B as a landing mixup or an option from ledge as a surprise attack. |
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Lucina & Marth have the fastest walk speed in the game, so don't underestimate their ground movement either. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Her 2-hit nair hits us during crouch. If she lands behind us, don't try to punish it OoS, though our nair can hit if their spacing is bad. She can't really act after using nair while airborne, so you can dash back and reverse f-tilt or d-tilt to punish (d-tilt is better for the combo strings), or retreating fair. Good as Lucina nair is, it's still a rising aerial with floaty character, meaning you might be able to whiff punish it with burst options. |
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Her double jump makes her hurtbox shift, so go for nair most of the time instead of chasing with fair or bair. |
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DI up & in against her f-throw or aerials at ledge. After a failed ledge drop fair or SPR, it's important to DI up & in, as you'll be sent off stage. |
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Her f-smash, u-smash, uair, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers, so always use when up close. |
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Our jab 1 comes out before hers, so always use when up close. |
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Besides her safe d-tilt, her normals are at least punished by our OoS aerials and such. Her landing aerials are too safe though, so reset there. Aside from her neutral B that you shouldn't shield against, her side B hits are various levels of unsafe like with Roy/Chrom. |
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Besides her safe d-tilt, her normals are at least punished by our OoS aerials and such. Her landing aerials are too safe though, so reset there. Aside from her neutral B that you shouldn't shield against, her side B hits are various levels of unsafe like with Roy/Chrom. If she whiffs a counter nearby, skewer punish. |
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Her jab 2, u-tilt, dash attack, smashes, and side B hits are shield punished by u-tilt should she be at u-tilt > uair kill %. |
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Her jab 2, u-tilt, dash attack, smashes, and side B hits are shield punished by u-tilt should she be at u-tilt > uair kill %. |
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* u-tilt > double jump uair (88-98%) |
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* u-tilt > double jump uair (88-98%) |
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Major credit to the Ridcord JMU doc for a good chunk of this info. |
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Major credit to the Ridcord JMU doc for a good chunk of this info, and to Mezcaul on the specifics of her nair and some of our advantage and disadvantage versus her. |
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}} |
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}} |
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With Luigi, will usually try to DI/SDI away from his combos, but up or in also works as as a mixup. SDI up and away works for some Luigi nair stuff as well. It’s also possible for Luigi to slightly whiff their up B due to human error, allowing you to shield or punish after. With Luigi it helps to be at mid % or higher so you can reliably escape his infamous grab death combo. |
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With Luigi, will usually try to DI/SDI away from his combos, but up or in also works as as a mixup. SDI up and away works for some Luigi nair stuff as well. It’s also possible for Luigi to slightly whiff their up B due to human error, allowing you to shield or punish after. With Luigi it helps to be at mid % or higher so you can reliably escape his infamous grab death combo. |
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Safely wall out the green plumber the same way you do Kazuya and he’ll have trouble getting in, though do watch out for the plunger z-air aside from the grab. Air-to-air it with fair or delayed nair. Don’t clank it with tilts because the end lag will allow him to go for a grab. Keep in mind too the plunger doesn’t have as much end lag as other tether grabs, so if he whiffs, punish fast or go back to neutral when in doubt. His grab can anti-air too if you're not careful with the landing/spacing. |
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Safely wall out the green plumber the same way you do Kazuya and he’ll have trouble getting in, though do watch out for the plunger z-air aside from the grab. Air-to-air it with fair or delayed nair. Don’t clank it with tilts because the end lag will allow him to go for a grab. Keep in mind too the plunger doesn’t have as much end lag as other tether grabs, so if he whiffs, punish fast or go back to neutral when in doubt. His grab can anti-air too if you're not careful with the landing/spacing. If Luigi does fullhop neutral B > landing zair, we can punish after the neutral B by nair'ing through it. |
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Also respect Luigi’s up B; aside from killing as a combo ender, it can also kill well on its own at mid % and a little earlier, and be used as an OoS option. Basically, never attack his shield from above. Up B has intangibility too along with Luigi u-smash. |
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Also respect Luigi’s up B; aside from killing as a combo ender, it can also kill well on its own at mid % and a little earlier, and be used as an OoS option. Basically, never attack his shield from above. Up B has intangibility too along with Luigi u-smash. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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His dash attack and down B are 5 hits. |
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His dash attack and down B are 5 hits. |
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His up B and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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As a mixup, plasma armor can help against Luigi side B by charging neutral B off stage and then can freely dunk him, like if his jump is already used up. Also remember his side B is 22 frames of startup, so watch for his side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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This matchup will test your spacing. Mario's combo game is extremely powerful at low to mid %, and less dangerous at high %. Mario's many combo starting moves are fast and have low lag, so good spacing is a necessity. |
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This matchup will test your spacing. Mario's combo game is extremely powerful at low to mid %, and less dangerous at high %. Mario's many combo starting moves are fast and have low lag, so good spacing is a necessity. |
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In neutral, Mario will try to land aerials out of a shorthop and fastfalling. They generally approach with SH bair which is relatively safe on shield, can crossup, or lead to a potential 0-death combo. He will also use uair at low % to start a long, potentially deadly chain. Some Mario's will simply spam this move, hoping one lands. It doesn't have much range, so our nair, fair, u-tilt, and f-tilt should beat it. Mario can also use nair to start combos. |
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In neutral, Mario will try to land aerials out of a shorthop and fastfalling. They generally approach with shorthop bair which is relatively safe on shield, can crossup, or lead to a potential 0 to death combo. He will also use uair at low % to start a long, potentially deadly chain. Some Mario's will simply spam this move, hoping one lands. It doesn't have much range, so our nair, fair, u-tilt, or f-tilt to beat it. Mario can also use nair to start combos. |
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Similar to Link's nairs and such, Mario's has little lag, is safe on shield, combos into his best moves, and lingers for a good while. The best option to Mario approaching is to back up and use a tilt (i.e. up angle f-tilt) to deny them an advantage. Mario will also use fireball to make you shield, allowing him to grab you and perform a true death combo consisting of d-throw > uair > nair > uair > fastfall uair > fair at very low %. He can also simply combo out of the fireballs themselves with uair. |
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Similar to Link's nairs and such, Mario's has little lag, is safe on shield, combos into his best moves, and lingers for a good while. The best option to Mario approaching is to back up and use a tilt (i.e. up angle f-tilt) to deny them an advantage. Mario will also use fireball to make you shield, allowing him to grab you and perform a true death combo consisting of d-throw > uair > nair > uair > fastfall uair > fair at very low %. He can also simply combo out of the fireballs themselves with uair. |
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This is the hard part. Mario's already insane combo game is accented on Ridley's large frame. Getting hit by uair at low % will lead to a 40-50% combo that is virtually inescapable, and the rare times you can airdodge out can be read and punished even harder. |
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This is the hard part. Mario's already insane combo game is accented on Ridley's large frame. Getting hit by uair at low % will lead to a 40-50% combo that is virtually inescapable, and the rare times you can airdodge out can be read and punished even harder. |
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Platforms on Battlefield allow Mario to ladder Ridley up to the top blastzone and get a free stock, so definitely avoid this stage. DI down and away to avoid dying to up B near the top and to maneuver away from Mario's combo. DI upwards to increase the knockback and give yourself more of a chance. |
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Platforms on Battlefield allow Mario to ladder Ridley up to the top blastzone and get a free stock, so definitely avoid this stage. SDI down and away to avoid dying to up B near the top and to maneuver away from Mario's combo. DI upwards to increase the knockback and give yourself more of a chance. |
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Avoid being unsafe on Mario's shield at death % (100 and above), especially from behind since Mario's up smash is his go-to kill move. His head is intangible during the move as well, similar to Ridley up smash. |
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Avoid being unsafe on Mario's shield at death % (100 and above), especially from behind since Mario's up smash is his go-to kill move. His head is intangible during the move as well, similar to Ridley up smash. |
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Mario is at a great danger when above Ridley, as his short range cannot help him against Ridley's disjointed u-tilt and u-smash, or nair, fair, and uair. They will usually do an airdodge to return to the ground and reset, which can be easily punished like with an f-smash. |
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Mario is at a great danger when above Ridley, as his short range cannot help him against Ridley's disjointed u-tilt and u-smash, or nair, fair, and uair. They will usually do an airdodge to return to the ground and reset, which can be easily punished like with an f-smash. |
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Mario's recovery is only decent, and Ridley nair and fair should be enough to gimp him at 70% and above. His up B is also pretty easy to time with your down angle WB or down angle f-tilt. Be aware that they can use cape to stall their recovery and cause you to mistime your attacks. |
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Mario's recovery is only decent, and Ridley nair and fair should be enough to gimp him at 70% and above. His up B is also pretty easy to time with your down angle Wing Blitz or down angle f-tilt. Be aware that they can use cape to stall their recovery and cause you to mistime your attacks. |
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Mario won't stay at the ledge for long and when stuck, will usually jump with a fireball to cover themselves or jump to a platform. Our nair can beat both of these options. Some will drop down and jump up with an aerial, usually uair to start a combo or put you in disadvantage. Either shield and reset or use f/d-tilt to outspace Mario. Ridley's f-smash can be used to whiff punish Mario's bair and uair, since Ridley backs up a bit during the move. |
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Mario won't stay at the ledge for long and when stuck, will usually jump with a fireball to cover themselves or jump to a platform. Our nair can beat both of these options. Some will drop down and jump up with an aerial, usually uair to start a combo or put you in disadvantage. Either shield and reset or use f-tilt or d-tilt to out-space Mario. Ridley's f-smash can be used to whiff punish Mario's bair and uair, since Ridley backs up a bit during the move and said aerials have more than enough end lag. |
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Mario's best OoS options- Up B (frame 3), nair (frame 6), uair (frame 7), u-smash (frame 9). |
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Mario's best OoS options- Up B (frame 3), nair (frame 6), uair (frame 7), u-smash (frame 9). |
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Like us, Mario's will use turnaround up smash to take stocks. It can be shielded easily but is only punishable with our bair OoS. Use d/f-tilt, fair, and nair to stop Mario from approaching with this option. |
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Like us, Mario's will use turnaround up smash to take stocks. It can be shielded easily but is only punishable with our bair OoS. Use d-tilt, f-tilt, fair, and nair to stop Mario from approaching with this option. |
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Mario can B-reverse his cape to ledge trump easily, and can combo it into bair as a kill. Avoid staying on ledge at kill %. |
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Mario can B-reverse his cape to ledge trump easily, and can combo it into bair as a kill. Avoid staying on ledge at kill %. |
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Mario's uair > fastfall uair > fair is a common kill confirm at ledge. Don't use unsafe moves on Mario's shield when you're near ledge because this combo works OoS as well at low to mid % (50ish). Also tech his fair when on stage. |
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Mario's uair > fastfall uair > fair is a common kill confirm at ledge. Don't use unsafe moves on Mario's shield when you're near ledge because this combo works OoS as well at low to mid % (50ish). Also tech his fair when on stage. |
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Don't do a ledge neutral getup if Mario is near the ledge, so as to avoid uair > uair > fair (DI in helps to avoid getting hit by the spike hitbox). |
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Can try to escape his ladder combos into up B or dair with SDI down & away. |
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Can try to escape his ladder combos into up B or dair with SDI down & away. With dair particularly, DI down and left/right always contrary to Mario’s drift, as he'll most likely pop you up on the other side. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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While his fair can spike, it has 16 frames of startup, so possible to hit him with aerials beforehand. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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|summary= |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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* Placeholder |
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Ridley kill confirm: |
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* u-tilt > fullhop uair (84-87%) |
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* u-tilt > double jump uair (88-98%) |
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For the Mega Buster or jab/f-tilt/nair, keep in mind he can only shoot three pellets at a time, so block or avoid them and go in, usually from above to avoid. |
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For the Mega Buster or jab/f-tilt/nair, keep in mind he can only shoot three pellets at a time, so block or avoid them and go in, usually from above to avoid. |
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When hit by the u-air, don't freak out and jump or you might die early due to how high up it sends you. Otherwise try to airdodge or move around it, holding left stick down and watching out for a followup. |
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When hit by the u-air, don't freak out and jump or you might die early due to how high up it sends you. Otherwise try to airdodge or move around it, holding left stick down and watching out for a followup. This uair we can actually get through with Ridley dair if timed right, though with the end lag, he'll most likely be able to punish after, but can consider doing it as a mixup. |
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Respect the Metal Blade by shielding or avoiding the z-drops and such, and if you grab it, you can throw it back at him for some damage. |
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Respect the Metal Blade by shielding or avoiding the z-drops and such, and if you grab it, you can throw it back at him for some damage. |
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For Leaf Shield, either pull up your own shield like when he’s landing with it (be sure you don't drop it too early and hold all the way to the end of the move), or jump over it when he throws it. If he jumps up and throws the leaves, then can run underneath and punish him. In our case there's also trying to jump and Plasma which if nothing else can bait him to throw it before you land, but stay in the air long enough with your jumps either way. Our dair can surprisingly hit him through the Leaf Shield too. |
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For Leaf Shield, either pull up your own shield like when he’s landing with it (be sure you don't drop it too early and hold all the way to the end of the move), or jump over it when he throws it. If he jumps up and throws the leaves, then can run underneath and punish him. In our case there's also trying to jump and Plasma which if nothing else can bait him to throw it before you land, but stay in the air long enough with your jumps either way. Our dair can surprisingly hit him through the Leaf Shield too. |
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Also, Leaf Shield is not safe on shield; the window when Mega Man starts to throw it and when he can act again is 55 frames. Start by tilting your shield forward and up to prevent poking, wait for the throw, and punish. A good Mega Man will dash away and throw it from a distance to prevent OoS punishes, but you can counter that by fullhopping during his retreat to avoid the throw and punish with a landing aerial. Now if they expect this, they can jump and toss the LF to stuff out your fullhop, but your answer to that as mentioned is dash in under and anti-air him. When stuck on the ledge, LF loses to getup attack. |
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Also, Leaf Shield is not safe on shield; the window when Mega Man starts to throw it and when he can act again is 55 frames. Start by tilting your shield forward and up to prevent poking, wait for the throw, and punish. A good Mega Man will dash away and throw it from a distance to prevent OoS punishes, but you can counter that by fullhopping during his retreat to avoid the throw and punish with a landing aerial. Now if they expect this, they can jump and toss the LF to stuff out your fullhop, but your answer to that as mentioned is dash in under and anti-air him. When stuck on the ledge, LF loses to getup attack. He can also cancel LF by picking up items such as his Metal Blade, in which the leaves still make him mostly invulnerable when picking up an item though, so respect it. |
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You also need to respect his up tilt for the power it has. It has a lot of end lag though, so take advantage and punish if you shield or avoid and it whiffs. Don't let him place his Rush Coil below you when you respawn. Use the few seconds of your respawn invincibility to pressure him when possible. Also remember his d-tilt slide & spinning dash attack and shield them, and remember both can crossup shield which you can punish with a quick turnaround attack. Don't play on auto pilot here. |
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You also need to respect his up tilt for the power it has. It has a lot of end lag though, so take advantage and punish if you shield or avoid and it whiffs. Don't let him place his Rush Coil below you when you respawn. Use the few seconds of your respawn invincibility to pressure him when possible. Also remember his d-tilt slide & spinning DA and shield them, and remember both can crossup shield which you can punish with a quick turnaround attack. Don't play on auto pilot here. |
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Once you get in through his wall of projectiles, or if you cross him up and land behind him, he struggles, so attack/combo and keep up the pressure. His f-smash, while powerful, lacks knockback and is laggy and reactable, and if he ledge traps you with it, just do a ledge jump over it and attack. Gimp him depending on his recovery pattern. |
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Once you get in through his wall of projectiles, or if you cross him up and land behind him, he struggles, so attack/combo and keep up the pressure. His f-smash, while powerful, lacks knockback and is laggy and reactable, and if he ledge traps you with it, just do a ledge jump over it and attack. Gimp him depending on his recovery pattern. |
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Like other zoners, Battlefield is preferable to fight Mega Man on, though, beware of his up air especially on the top platform. |
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In general, you want to hold center stage and be very disciplined in shield. One aspect of pellet counterplay is paying attention to the rhythm that they tap A at, which tells you when you can punish or when you should keep shielding, since they can mix up their timings a lot. Also recognize situations where he has to expose himself with up B off stage, and remember to walk; walk & shield is crucial in this matchup, until you get in range for d-tilt or f-tilt, or till they run out of space, and when you get them off stage, you need to put pressure and try to kill him. Be patient in neutral, find your window, and if you get it, never let him do anything, try to make sure he never resets neutral and dies. Be careful with his dair that gives him some stall in his air to protect his landing and mix up his landing time. |
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Respect not only side B but Metal Blade as an anti-edgeguard as well. Although his projectiles lose to plasma outside of f-smash, he doesn't give you a lot of opportunities to charge it, and doesn’t stay in its threat range very long. He has that same Kazuya problem of having to recover high and airdodge into the ledge in a lot of situations, and that's where you can get your earliest kills. |
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===== Miscellaneous and frame data ===== |
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Mega Man up tilt has intangibility on frames 5-7 (at the beginning of the move before he ascends as well as some moves confirming into it if timed right) and d-tilt has intangibility on the leg during frames 3-12. You’ll want to shield the latter anyway though as mentioned, punishing if it crosses you up. Said d-tilt has a 40% chance of tripping on hit as well. |
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If Mega Man players overshoot with Crash Bomb, you can tipper f-tilt to detonate it and make your own ledgetrap out of it when he tries to recover. That happens when he attaches it to the ledge but not directly underneath it. The more you play against Mega Man, the more you realize how often he has to do what Snake and ROB do where they give up and go high instead of playing the ledge game, except unlike Snake, MM has actual good landing mixups that aren't immediately easy to contest. |
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Also, MM’s uair we can get through with Ridley dair if timed right, though with the end lag, MM will most likely be able to punish after, but can consider doing it as a mixup. |
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Mega Man from a distance you can use plasma pretty well against on stage; if you get the ability to charge it, he'll just have to jump or shield because it eats all of his projectiles and won’t get the chance to use f-smash, giving you a good window. While he may seem like a zoner as mentioned, he's arguably more of a wall that tries to stay close to you, making plasma good when he wants to be campy where he poses less of a threat. |
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One other thing about Leaf Shield, he can cancel it by picking up items such as his Metal Blade. The leaves still make him mostly invulnerable when picking up an item though, so respect it. |
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You only have to be careful about jump metal blade, but a platform or just being too far away will solve this. Leaf shield is the only counter, but it's punishable; just release plasma early and punish when he has to release it. Either get a hit if you time it well and don't let yourself get hit by it, or you take his stage which is great against Mega Man. Still, only use plasma if he's far, or you'll get lemon'd. He prefers to lemon at mid range which is where you'll want to f-tilt or d-tilt him. |
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Some other things for Mega Man: Hold center and be very disciplined in shield. Recognize situations where he has to expose himself with up B off stage. |
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Respect not only side B but Metal Blade as an anti-edgeguard as well. Although his projectiles lose to plasma outside of f-smash, he doesn't give you a lot of opportunities to charge it, and doesn’t stay in its threat range very long. He has that same Kazuya problem of having to recover high and airdodge into the ledge in a lot of situations, and that's where you can get your earliest kills. |
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In disadvantage, you gotta SDI out when he has you in metal blade stuff and general combos because while it still leads to combos, it might just save your life, especially if you can get things like the up tilt to miss in certain combos. Also, don't panic when he lemons successfully; he'll look for the panic options when you get out of hitstun. Whenever you get killed and drop the platform, don't let yourself get hit by side B; same for when he puts you in a tech chase, so don't techroll toward him if further away. |
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If MM players overshoot with Crash Bomb, you can tipper f-tilt to detonate it and make your own ledgetrap out of it when he tries to recover. That happens when he attaches it to the ledge but not directly underneath it. The more you play against MM, the more you realize how often he has to do what Snake and ROB do where they give up and go high instead of playing the ledge game, except unlike Snake, MM has actual good landing mixups that aren't immediately easy to contest. |
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Something to note on Mega Man's up B, it only goes one direction and becomes a moving target as soon as the invincibility (on frames 7-10) runs out, so he takes damage fast in that situation. It's a similar deal to Sonic's up B, except MM travels slower with his and is easier to react to. He also requires more time to act out of it. Our dair can work on it as a mixup. |
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===== Miscellaneous and frame data ===== |
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Mega Man from a distance you can use plasma pretty well against on stage; if you get the ability to charge it, he'll just have to jump or shield because it eats all of his projectiles and won’t get the chance to use f-smash, giving you a good window. MM may seem like a zoner but he's arguably more of a wall that tries to stay close to you, making plasma good when he wants to be campy where he poses less of a threat. |
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Like other zoners, Battlefield is preferable to fight Mega Man on, though, beware of his up air especially on the top platform. |
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Mega Man up tilt has intangibility on frames 5-7 (at the beginning of the move before he ascends as well as some moves confirming into it if timed right) and d-tilt has intangibility on the leg during frames 3-12. You’ll want to shield the latter anyway though as mentioned, punishing if it crosses you up. Said d-tilt has a 40% chance of tripping on hit as well. |
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You only have to be careful about jump metal blade, but a platform or just being too far away will solve this. Leaf shield is the only counter, but it's punishable; just release plasma early and punish when he has to release it. Either get a hit if you time it well and don't let yourself get hit by it, or you take his stage which is amazing against MM. |
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Something to note on Mega Man's up B, it only goes one direction and becomes a moving target as soon as the invincibility (on frames 7-10) runs out, so he takes damage fast in that situation. It's a similar deal to Sonic's up B, except Mega Man travels slower with his and is easier to react to. He also requires more time to act out of it. Our dair can work on it as a mixup. |
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Fire sword f-air is the safe aerial, so reset when shielding it. Can mostly punish the 3 hit bair however where he briefly turns around for the attack. Also when shielding his dair, reset with how safe it is. Ridley nair/fair clanks well with lemons. They're -25 > -23 > -20, but can still shield drop d-tilt as a true punish. MM can grab while Leaf Shield is active. |
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Mega Man multihits- Crossup dash attack (8 hits), u-smash (7 hits), uair under a plat (7 hits) |
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Mega Man multihits- Crossup dash attack (8 hits), u-smash (7 hits), uair under a plat (7 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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If you throw metal blade at Mega Man as he does lemons (specifically, metal blade connects with the hitbox close to his blaster), it actually puts him in clank lag. That said, metal blade loses to the pellets themselves, but if it's close enough to him it makes him clank and gives us a punish. |
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Also, remember to walk. Walk & shield is crucial in this MU, till you get in range for d-tilt or f-tilt, or till they run out of space, and when you get them off stage, you need to put pressure and try to kill him. |
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Mega Man has a low shorthop, making it extra important to anti-air or d-tilt if timed well. |
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It's really tough, and you gotta SDI out when he has you in metal blade stuff and general combos because while it still leads to combos, it might just save your life, especially if you can get things like the u-tilt to miss in certain combos. |
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His u-tilt, u-smash, and d-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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To clarify on plasma, only use if he's far, or you'll get lemon'd. He prefers to lemon at mid range which is where you'll want to f/d-tilt him. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Don't panic when he lemons successfully; he'll look for the panic options when you get out of hitstun. Also whenever you get killed and drop the platform, don't let yourself get hit by side B. Same for when he puts you in a tech chase, so don't techroll toward him if further away. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Be patient in neutral, find your window, and if you get it, never let him do anything, try to make sure he never resets neutral and dies. Be careful with his dair that gives him some stall in his air to protect his landing as well as mix up his landing time, etc. |
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Fire sword f-air is the safe aerial, so reset when shielding it. Can mostly punish the 3 hit bair however where he briefly turns around for the attack. Also when shielding his dair, reset with how safe it is. Ridley nair/fair clanks well with lemons. They're -25 > -23 > -20, but can still shield drop d-tilt as a true punish. MM can grab while Leaf Shield is active. |
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Mega Man's jab/f-tilt/nair is punished by our OoS aerials and shield grab if shielded up close. His u-tilt and d-tilt have enough end lag to be punished by f-smash when shielded (or u-smash OoS for the u-tilt before he lands), tho have to turnaround f-smash (or shorthop turnaround skewer OoS) for d-tilt due to its ability to crossup. His u-smash and d-smash when shielded can also be punished by Rid f-smash, while dash attack is punished by our OoS aerials or Rid u-smash due to it being able to crossup too. MM d-smash is even skewer/d-smash punishable with shield pushback. |
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Mega Man's jab/f-tilt/nair is punished by our OoS aerials and shield grab if shielded up close, and our jab 1 comes out before his. His u-tilt and d-tilt have enough end lag to be punished by f-smash when shielded (or u-smash OoS for the u-tilt before he lands), tho have to turnaround f-smash (or shorthop turnaround skewer OoS) for d-tilt due to its ability to crossup. His u-smash and d-smash when shielded can also be punished by Rid f-smash, while dash attack is punished by our OoS aerials or Rid u-smash due to it being able to crossup too. MM d-smash is even skewer/d-smash punishable with shield pushback. |
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His jab/f-tilt/nair, crossup d-tilt, u-tilt, u-smash, d-smash, and ledge getup attack are also u-tilt punishable on shield should he be at u-tilt > uair kill %. |
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His jab/f-tilt/nair, crossup d-tilt, u-tilt, u-smash, d-smash, and ledge getup attack are also u-tilt punishable on shield should he be at u-tilt > uair kill %. |
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* u-tilt > double jump uair (96-105%) |
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* u-tilt > double jump uair (96-105%) |
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Major credit to smub for the edgeguarding tips, and Zant for the neutral tips along with the use of plasma. |
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Major credit to smub for the edgeguarding tips, Zant for the neutral tips along with the use of plasma, and CheeseCapo for the finding on metal blade clanking with pellets if it gets to him up close. |
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Some metal blade item labbing- |
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https://x.com/ClipartCriminal/status/1370275545087369217 |
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}} |
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}} |
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MK uair requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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MK uair requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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His neutral B and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His rapid jab finisher is shield punishable with dash attack or dash grab, while his normals are punished by our OoS aerials and shield grab, except for his d-tilt and f-smash; after shielding his f-smash, he may go for a d-smash or something after that you can punish. MK u-smash and maybe side B is punished by shorthop SPR OoS. |
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His rapid jab finisher is shield punishable with dash attack or dash grab, while his normals are punished by our OoS aerials and shield grab, except for his d-tilt and f-smash; after shielding his f-smash, he may go for a d-smash or something after that you can punish. MK u-smash and maybe side B is punished by shorthop SPR OoS. |
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Shadow Ball's wavy movement can make it hard to dodge, and fully charge usually hits you at ledge, so don't hang there too long. Don't forget the movement mixups and B-reverses too. Even uncharged shots can lead to combos, so be ready to shield, jump, or dodge; jumping usually being the best option. |
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Shadow Ball's wavy movement can make it hard to dodge, and fully charge usually hits you at ledge, so don't hang there too long. Don't forget the movement mixups and B-reverses too. Even uncharged shots can lead to combos, so be ready to shield, jump, or dodge; jumping usually being the best option. |
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Be careful of plasma with its side B reflector in mind, which can also aid its recovery. Is also a command grab; when you get flipped by it, can attack, airdodge/tech, or jump. Is an RPS situation to try and get away from what you think Mewtwo will do. Airdodge through if it fair's. If it holds still to punish airdodge, then attack instead, and if it spaces back to avoid your attack and punish, then better off jumping away and getting back to neutral. You're typically not gonna be able to react to all this though, so catch on to Mewtwo's habits. |
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Be careful of plasma with its side B reflector in mind, which can also aid its recovery. Is also a command grab; when you get flipped by it, can attack, airdodge/tech, or jump. Is an RPS situation to try and get away from what you think Mewtwo will do. Can try to airdodge through if Mewtwo does a fair, but will be more likely to get us since Ridley's a big body. If Mewtwo holds still to punish airdodge, then attack instead, and if Mewtwo spaces back to avoid your attack and punish, then better off jumping away and getting back to neutral. You're typically not gonna be able to react to all this though, so catch on to Mewtwo's habits. Also remember if Confusion whiffs, you'll have 44 frames to punish with something, so there is a risk to them throwing it out in neutral. |
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Keep Disable in mind and don't be too predictable near Mewtwo. If used in the air, it knocks you back without stunning, and now has intangibility on frames 10-16, so can be used to beat out attacks if timed right. Also watch out if Mewtwo does a tech followed by down B, so you don't get reversaled during a tech chase (is a 16 frame startup). |
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Keep Disable in mind and don't be too predictable near Mewtwo. If used in the air, it knocks you back without stunning, and now has intangibility on frames 10-16, so can be used to beat out attacks if timed right. Also watch out if Mewtwo does a tech followed by down B, so you don't get reversaled during a tech chase (is a 16 frame startup). |
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If Mewtwo does side B off stage to turn itself around (with its back facing you), it means they'll do a rising bair to get on stage with. |
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If Mewtwo does side B off stage to turn itself around (with its back facing you), it means they'll do a rising bair to get on stage with. |
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Confusion also combos after ~90%. DI out to avoid a Mewtwo d-throw followup. A lot of its other combos start with an upward attack and continues on with a rising double jump aerial. |
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Confusion also combos after ~90%, potentially allowing for a f-air kill followup after ~110%. DI out to avoid a Mewtwo d-throw followup. A lot of its other combos start with an upward attack and continues on with a rising double jump aerial. |
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D-smash, aside from its shield safety, also has relatively low end lag, meaning it can be used as a bait. Mewtwo loves to use Teleport to escape the corner of a stage, so keep in mind. |
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D-smash, aside from its shield safety, also has relatively low end lag, meaning it can be used as a bait. Mewtwo loves to use Teleport to escape the corner of a stage, so keep in mind. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Its d-smash and dair can hit us under plats, so still shield or avoid there. |
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Its d-smash and dair can hit us under plats, so still shield or avoid there. |
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Don't do a ledge neutral getup if they're charging a full shadow ball, since our hurtbox is still big enough to be hit by it. |
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Mewtwo multihits: nair (6 hits), u-smash (4 hits) |
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Mewtwo multihits: nair (6 hits), u-smash (4 hits) |
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Respect its ledge getup attack range. |
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Respect its ledge getup attack range. |
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Their u-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out four frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed geutp. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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* Thrust Uppercut |
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* Thrust Uppercut |
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** This move is mainly is used to be a kill confirm off of down throw. If Brawler has no rage, it'll stop comboing at 115%. If Brawler has 90% it'll stop combing at 105%. If Brawler has max rage it'll stop comboing at 85%. |
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** This move is mainly is used to be a kill confirm off of down throw. If Brawler has no rage, it'll stop comboing at 115%. If Brawler has 90% it'll stop combing at 105%. If Brawler has max rage it'll stop comboing at 85%. Without rage it stops combing at 116%. |
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** Up air into Thrust Uppercut can be used as a kill confirm until Ridley is at max rage, which then Brawler cannot get anything off of up air. When Brawler is at max rage it will stop comboing around 130% on Ridley, which even then a raw (or even slightly staled) Thrust Uppercut will straight up kill him. Though the percentage to avoid this combo is to be around 140%, or to be safe, past 150% (at max rage). |
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** Up air into Thrust Uppercut can be used as a kill confirm until Ridley is at max rage, which then Brawler cannot get anything off of up air. When Brawler is at max rage it will stop comboing around 130% on Ridley, which even then a raw (or even slightly staled) Thrust Uppercut will straight up kill him. Though the percentage to avoid this combo is to be around 140%, or to be safe, past 150% (at max rage). |
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** SDI down to survive this move at high %. |
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** SDI down to survive this move at high %. |
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If they have Flashing Mach Punch neutral B, they can use it to trade when edgeguarding and you die if you press airdodge. |
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Their d-tilt hits Ridley at ledge, so don't stay there too long. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B 1 (Soaring Axe Kick) and up B 3 (Thrust Uppercut) recoveries, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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The Burning Dropkick side B is 18 frames and Onslaught is 16-30 +4 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use either move as such, leading to a potential early kill off stage. |
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Brawler is the lightest of the Mii's and we easily outrange it, though note the intangibility on its u-smash. |
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Brawler is the lightest of the Mii's and we easily outrange it, though note the intangibility on its u-smash. |
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Brawler multihits- fair (2 hits), Flashing Mach Punch (22 hits), Onslaught (8 hits), Helicopter Kick and Thrust Uppercut (6 hits) |
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Its fair is 2 hits. |
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Their dair and feint jump kick hit us under platforms, so still shield or avoid. |
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Soaring axe kick (rising) requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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Soaring axe kick (rising) requires about 2 SDI inputs, which has 7 hitlag frames for you to perform said SDI's. |
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DI up with his his Suplex side B at low %, or you'll have to land on the platforms. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Don't be too scared to shield against Brawler simply because of their d-throw > thrupper up B confirm, and shield plenty when not expecting it. At lower % you don't want to give him free combo starters with d-tilt, u-tilt, and rising nair by not shielding. |
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Brawler Suplex has 12% damage based armor like Alolan Whip, so watch out and do retreaing nair's, etc. If your shield health is low, don't shield Burning Dropkick, Feint Jump input kick, or Shot Put. |
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Brawler Suplex has 12% damage based armor like Alolan Whip, so watch out and do retreaing nair's, etc. If your shield health is low, don't shield Burning Dropkick, Feint Jump input kick, or Shot Put. |
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Although feint jump kick doesn’t bury like ZSS flip jump kick, still gotta tech when hit by it. |
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Although feint jump kick doesn’t bury like ZSS flip jump kick, still gotta tech when hit by it. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. Brawler can also jump over ledge trump nair without getting hit, so another reason to do the falling bair onto stage method. |
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Our uair comes out five frames faster than their dair, so it's possible to uair them as they're getting into position to dair spike with the right timing, although situational. Also note that Soaring Axe Kick and Head-On Assault will spike aerial opponents when descending, as well as Feint Jump spiking on its own with the kick a la Zero Suit Samus. |
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Their smashes, Flashing Mach Punch, Onslaught (grounded or landing), and Burning Dropdick are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Rapid jab skewer punish also applies, shorthop skewer OoS in this case. Brawler's normals are punished by our OoS aerials and shield grab, while its f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer/d-smash punishable with shield pushback, and its d-smash & feint jump kick are punished by shorthop SPR OoS. Its rapid jab finisher, smashes, and ledge getup attack are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. Said dair can be u-smash OoS punished if they're still in the air. If they whiff a counter throw nearby, skewer punish. |
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Rapid jab skewer punish also applies, shorthop skewer OoS in this case. Brawler's normals are punished by our OoS aerials and shield grab, while its f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer/d-smash punishable with shield pushback, and its d-smash & feint jump kick are punished by shorthop SPR OoS. Its rapid jab finisher, smashes, and ledge getup attack are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. Said dair can be u-smash OoS punished if they're still in the air. If they whiff a counter throw nearby, skewer punish. |
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Brawler specials: Shot Put is -19 on shield up close. Flashing Mach Punch (~20 hits) is -30 on shield, so can f-smash in response. The rarely seen Burning Drop Kick is -30 on shield, while the common Cloud up B esque Soaring Axe Kick is -23 on shield (watch out for at ledge). Feint Jump is like ZSS Flip Jump, with the kick at the end being -27 on shield, so can punish if you react quick enough. |
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Brawler specials: Shot Put is -19 on shield up close. Flashing Mach Punch is -30 on shield, so can f-smash in response. Burning Drop Kick is -30 on shield, while the Cloud up B esque Soaring Axe Kick is -23 on shield (watch out for at ledge). Feint Jump is like ZSS Flip Jump, with the kick at the end being -27 on shield, so can punish if you react quick enough. |
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Every other special is too safe on shield mostly, so reset when it comes to them; also respect Exploding Side Kick (dodge it like you would Falcon Punch), Onslaught (dodge it too preferably, though can still shield it but reset after), Helicopter Kick & its leg intangibility (may be used as horizontal recovery), Suplex command grab (watch out for at ledge), Head-On Assault that's like Yoshi & Bowser down B which you want to dodge, and Counter Throw if they have those. |
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Every other special is too safe on shield mostly, so reset when it comes to them; also respect Exploding Side Kick (dodge it like you would Falcon Punch), Onslaught (dodge it too preferably, though can still shield it but reset after), Helicopter Kick & its leg intangibility (may be used as horizontal recovery), Suplex command grab (watch out for at ledge), Head-On Assault that's like Yoshi & Bowser down B which you want to dodge, and Counter Throw if they have those. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B 1 (Lunar Launch) & up B 3 (Arm Rocket) recoveries, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Gunner multihits- jab 3 (2 hits), f-smash (7 hits), uair (7 hits) |
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Gunner has one of the slowest dash and run speeds in the game, so can also use your ground speed to your advantage here. |
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If they have Charge Blast, don't do a ledge neutral getup if they're charging a full charge shot, since our hurtbox is likely still big enough to be hit by it. |
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Gunner multihits- jab 3 (2 hits), f-smash (7 hits), uair (7 hits), Cannon Jump Kick (2 hits) |
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Their dair, lunar launch, cannon jump kick, bomb drop, grenade launch, and absorbing vortex hit us under platforms, so still shield or avoid. |
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Gunner up smash hits require about 2 SDI inputs, which have 6 to 9 hitlag frames for you to perform said SDI's. |
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Gunner up smash hits require about 2 SDI inputs, which have 6 to 9 hitlag frames for you to perform said SDI's. |
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Our uair comes out nine frames faster than their dair, so it's possible to uair them as they're getting into position to dair spike with the right timing, although situational. Likewise, our dair comes out six frames faster than their uair if you want to use it as a landing mixup, though only do so with the right timing and if you're confident it'll hit. Also note that Cannon Jump Kick's explosion will spike aerial opponents. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Their f-smash and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before theirs. |
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Our jab 1 comes out before theirs, so always use in close range. |
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Gunner's normals are punished by our OoS aerials and shield grab, and f-smash if you happen to shield up close is punished by our own. Its jab 3, u-tilt, d-tilt, dash attack, smashes, and ledge getup attack (-26) are shield punished by u-tilt should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield though, so reset there. Said dair can be u-smash OoS punished if they're still in the air, especially since Gunner's a floaty. |
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Gunner's normals are punished by our OoS aerials and shield grab, and f-smash if you happen to shield up close is punished by our own. Its jab 3, u-tilt, d-tilt, dash attack, smashes, and ledge getup attack (-26) are shield punished by u-tilt should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield though, so reset there. Said dair can be u-smash OoS punished if they're still in the air, especially since Gunner's a floaty. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Chakram (weak hit) requires about 2 SDI inputs, which has 7 frames of hitlag for you to perform said SDI's. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Swordfighter multihits- u-smash (2 hits), fair (3 hits), dair (4 hits), Blurring Blade (6 hits), Skyward Slash Dash (~6 hits) |
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Swordfighter multihits- u-smash (2 hits), fair (3 hits), dair (4 hits), Blurring Blade (6 hits), Skyward Slash Dash (7 hits), Hero's Spin air (5 hits) |
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Their stone scabbard and air power thrust hit us under platforms, so still shield or avoid. |
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Chakram (weak hit) requires about 2 SDI inputs, which has 7 frames of hitlag for you to perform said SDI's. |
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The Airborne Assault side B is 30 frames of startup in the air, so watch for that side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note that Stone Scabbard will spike during its descent. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Their smashes, Blurring Blade, Airborne Assault, Skyward Slash Dash, and Hero's Spin (grounded or landing) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before theirs. |
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Our jab 1 comes out before theirs, so always use in close range. |
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Swordfighter's normals besides d-tilt are punished by our OoS aerials and shield grab, while f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer punishable (shorthop skewer OoS specifically) with shield pushback. Its jab 3 & d-smash are punished by SH SPR OoS. Its jab 3, smashes, and ledge GUA are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. If they whiff a blade counter nearby, skewer punish. |
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Swordfighter's normals besides d-tilt are punished by our OoS aerials and shield grab, while f-smash and u-smash when shielded is punished by our f-smash. Its f-smash may also be skewer punishable (shorthop skewer OoS specifically) with shield pushback. Its jab 3 & d-smash are punished by SH SPR OoS. Its jab 3, smashes, and ledge GUA are u-tilt punishable should it be at u-tilt > uair kill %. Its landing aerials besides dair are too safe on shield, so reset there. If they whiff a blade counter nearby, skewer punish. |
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She can't overcommit too much in neutral because any smash attack is punishable by our dash attack, side B, or f-smash after shielding. Her 2 frame on us is inconsistent with how it beats WB and in general Ridley can end her stock consistently with a neutral win or two. |
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She can't over-commit too much in neutral because any smash attack is punishable by our dash attack, side B, or f-smash after shielding. Her 2 frame on us is inconsistent with how it beats WB and in general Ridley can end her stock consistently with a neutral win or two. |
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Other than that, just mix up your approaches so she'll whiff her smash attacks and you can punish often. Her disadvantage is bad like our own and she has slow fall speed, making her prone to getting juggled (tho remember her dair), so combo as much as you can once you start to get an opening. She has a tether recovery and as such will mainly try to recover vertically, but with her slow air speed, she's easy to gimp in addition to being vulnerable to CLS nair/fair before she pulls herself in with her tether, or if she tethers a little high, can jump plasma/SPR & drag down followed by jump release. Her ledge jump leaves her vulnerable too. On stages with platforms which you'll want to play her on when you get the chance, you can plasma her at times before she's in position to attack with arms. |
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Other than that, just mix up your approaches so she'll whiff her smash attacks and you can punish often. Her disadvantage is bad like our own and she has slow fall speed, making her prone to getting juggled (though remember her dair), so combo as much as you can once you start to get an opening. She has a tether recovery and as such will mainly try to recover vertically, but with her slow air speed, she's easy to gimp in addition to being vulnerable to CLS (crouch ledge slip) nair/fair before she pulls herself in with her tether, or if she tethers a little high, can jump plasma/SPR & drag down followed by jump release. Her ledge jump leaves her vulnerable too. On stages with platforms which you'll want to play her on when you get the chance, you can plasma her at times before she's in position to attack with arms. |
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Can also dash shield & shield jump/Double Shield Cancel fullhop to close the gap. If she does a tilt/smash while you're shielding, can jump OoS toward her before the 2nd hit comes out and punish. Dash shielding also makes her moves unsafely spaced. |
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Can also dash shield & shield jump/Double Shield Cancel fullhop to close the gap. If she does a tilt/smash while you're shielding, can jump OoS toward her before the 2nd hit comes out and punish. Dash shielding also makes her moves unsafely spaced. |
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Be aware of what arm she's using when doing an off stage edgeguard on her. Going above or below Ramram to edgeguard works and being observant in general to her disadvantage and pushing in instead of retreating & giving her more room to breathe. Don't get greedy though if she still has plenty resources to recover with. If you can't reliably edgeguard her yet, just stay on stage for a ledgetrap and do your best to not get grabbed (her b-throw kill & b-throw > dragon smash and all). Also watch out for ledge drop f-smash where she either goes from ledge to stage or regrabs ledge, and shield that. |
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Be aware of what arm she's using when doing an off stage edgeguard on her. Going above or below Ramram to edgeguard works and being observant in general to her disadvantage and pushing in instead of retreating & giving her more room to breathe. Don't get greedy though if she still has plenty resources to recover with. If you can't reliably edgeguard her yet, just stay on stage for a ledgetrap and do your best to not get grabbed (her b-throw kill & b-throw > dragon smash and all). Also watch out for ledge drop f-smash where she either goes from ledge to stage or regrabs ledge, and shield that. |
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For more specific things to look out for, neutral will mostly a guess game about how to go through arms. Know that you can react to her throwing an arm: |
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In f-tilt animation, be aware of the moment where she puts her elbow back and then throws the arm. Be ready to shield the moment you see it. You want her to throw both arms on your shield. If she does, she cant do anything but jump or walk. This allows you the time to do a dash in roughly half a stage length, then immediately shield, react, and pressure mid range. If she whiffs too close, you can dash nair or dash attack too. |
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Mixups to be aware of in neutral, advantage, and disadvantage: |
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* She can throw an arm low and then high to cover jumps, but you can roll in to avoid the 2nd one and get closer. |
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* If she throws just one arm and wait, she then can’t catch fullhop, though only if he sends ramram out first. |
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* When she's getting off stage, edgeguard her if he already if far enough. Otherwise set up fireballs, but be sure to not position yourself on the same horizontal line to avoid arm reversals. |
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* When you're getting off stage, the only way you can avoid edgeguard is to recover as low as possible (pick maps with low blastzones). Save your jumps if possible and mixup your up B timing, that way she’ll struggle with dragon laser 2-frames. |
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* When being ledgetrapped, the only way you have to be afraid of getting your ledghang hit is when she's charging ramram or dragon’s f-smash (she can with f-tilt but the spacing is hard and obvious). |
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* If she starts charging f-smash, you can ledge jump airdodge but to avoid ramram, mixup with ledge neutral getup > shield to bait timing. Don’t try reversal options, it just doesn’t work. Also don't try airdodging to ledge which is equally unreliable in this matchup. |
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* At close range, she’ll likely try to d-tilt slide. There’s not much you can directly do if it cross up. Just remember to try and jab her at close range before she gets the chance. |
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* At various frames during her neutral & up B. |
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* At various frames during her neutral & up B. |
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Her f-tilt (minus ramram), megawatt f-smash, u-smash, d-smash, and up B (grounded) are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out four frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers. The rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her u-tilt, u-smash, and d-smash are punished by Rid f-smash when shielded up close (the latter two also by shorthop skewer OoS with shield pushback), as are her f-tilt and f-smash variants. Her u-smash may even be skewer punishable with shield pushback. Her landing aerials besides dair are too safe on shield though, so reset there. |
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Our jab 1 comes out before hers. The rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her u-tilt, u-smash, and d-smash are punished by Rid f-smash when shielded up close (the latter two also by shorthop skewer OoS with shield pushback), as are her f-tilt and f-smash variants. Her u-smash may even be skewer punishable with shield pushback. Her landing aerials besides dair are too safe on shield though, so reset there. |
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* u-tilt > double jump uair (95-116%) |
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* u-tilt > double jump uair (95-116%) |
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Credit to smub for the edgeguarding tips. |
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Credit to smub for the edgeguarding tips, and major credit to Human on the specific neutral, advantage, and disadvantage things to look out for. |
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Proof of concept for colliding with Min-Min's hitboxes- |
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https://x.com/hellspike311/status/1541055757071699969 |
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}} |
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}} |
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The easiest scenario to get out of is juggling. G&W deals a lot of damage through juggling but will rarely kill you due to his upward kill power being pretty weak (only strong move is u-smash which is highly telegraphed). Do not land directly on G&W, as he can either punish you with an invincible up B or u-smash. Standard defensive options apply here (using extra jump to bait out uairs, fastfall airdodge, etc). |
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The easiest scenario to get out of is juggling. G&W deals a lot of damage through juggling but will rarely kill you due to his upward kill power being pretty weak (only strong move is u-smash which is highly telegraphed). Do not land directly on G&W, as he can either punish you with an invincible up B or u-smash. Standard defensive options apply here (using extra jump to bait out uairs, fastfall airdodge, etc). |
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G&W is quite good at edgeguarding our recovery due to bair/dair being strong disjointed moves and up B being a fast burst option that can hit us from below. Recovering low is the best option due to upward WB beating out dair and G&W not being able to easily get in position to up B. Make sure to swat him away with nair/fair if he tries to bair you. Be ready to tech if they try to bair our low recovery. Mix up your recovery depending on how the G&W likes to edgeguard. |
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G&W is quite good at edgeguarding our recovery due to bair/dair being strong disjointed moves and up B being a fast burst option that can hit us from below. Recovering low is the best option due to upward WB beating out dair and G&W not being able to easily get in position to up B. Make sure to swat him away with nair/fair if he tries to bair you. Be ready to tech if they try to bair our low recovery. Mix up your recovery depending on how the G&W likes to edgeguard, and you can always tech walljump if he does up B you from below as you're trying to recover to ledge. |
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The worst part of the MU is easily being ledgetrapped. We have very little options to deal with chef ledgetrapping due to our size and mediocre neutral ledge getup/ledge roll. Again to note is that there’s a decent amount of lag for every 5 uses of chef that G&W uses. During that you can try to nair or jump past chef. Be very patient at ledge due to G&W being able to confirm a f-tilt off of chef. Our ledge hang avoids everything but chef. G&W d-smash/u-smash covers both neutral getup and ledge roll. Our get up attack is big enough to beat those two options out. |
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The worst part of the MU is easily being ledgetrapped. We have very little options to deal with chef ledgetrapping due to our size and mediocre neutral ledge getup/ledge roll. Again to note is that there’s a decent amount of lag for every 5 uses of chef that G&W uses. During that you can try to nair or jump past chef. Be very patient at ledge due to G&W being able to confirm a f-tilt off of chef. Our ledge hang avoids everything but chef. G&W d-smash/u-smash covers both neutral getup and ledge roll. Our get up attack is big enough to beat those two options out. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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G&W nair can shield poke even a full health shield, so shield tilt often. |
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G&W fair and dair can hit us under platforms, so still shield or avoid them there. |
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G&W fair and dair can hit us under platforms, so still shield or avoid them there. |
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U-smash has full body invincibility on frames 21-25. Up B is invincible on frames 5-13. |
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U-smash has full body invincibility on frames 21-25. Up B is invincible on frames 5-13. |
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Ridley's sour fair on shield has gaps which allows it to catch certain OoS options like G&W up B. Only go for if you think he'll up B OoS though, since sour fair is not safe on shield. |
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Dash attack will beat Mr. Game & Watch's shorthop if spaced. |
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Dash attack will beat Mr. Game & Watch's shorthop if spaced. |
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Judge requires 2 SDI inputs, which has 29 hitlag frames for you to perform said SDI's. |
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Judge requires 2 SDI inputs, which has 29 hitlag frames for you to perform said SDI's. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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His d-tilt is whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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When off stage, use nair or fair as a get-off-me against PK thunder, but be ready to tech if it hits you. |
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When off stage, use nair or fair as a get-off-me against PK thunder, but be ready to tech if it hits you. |
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Also nair as a get-off-me against PK thunder when trying to land, but dair can be used if Ness is exposed and below Ridley; it can hit the ball and punish Ness with a decently strong hitbox. Fastfall nairdodge also has merits since it can put you below the bolt and lets you touch the ground and maybe even punish Ness. Don’t try and land on Ness though, as his OoS is good enough to punish our landing aerials unless spaced really well. Retreating to ledge or landing away from Ness is usually preferred. |
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Also nair as a get-off-me against PK thunder when trying to land, but dair can be used if Ness is exposed and below Ridley; it can hit the ball and punish Ness with a decently strong hitbox. Fastfall nairdodge also has merits since it can put you below the bolt and lets you touch the ground and maybe even punish Ness. Don’t try and land on Ness though, as his OoS is good enough to punish our landing aerials unless spaced really well. Retreating to ledge or landing away from Ness is usually preferred, as you can get punished by a PK thunder 2 finisher by staying too close when landing. |
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Wait out PK flash off stage rather than rush to get back to stage or a lower plat as he's charging it. One option though is get above him as he's charging it and then retreat to ledge rather than platform |
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Ness can stall with magnet and PK flash to slow his fall and give him time for mixups. Both can be challenged with fair if abused, so keep an eye for their habits. Magnet is much harder to punish since it’s faster and can be cancelled sooner, so you’ll likely have to punish what he does after. Flash is pretty reactable; be aware of the giant killing hitbox and go below and hit with fair. |
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Ness can stall with magnet and PK flash to slow his fall and give him time for mixups. Both can be challenged with fair if abused, so keep an eye for their habits. Magnet is much harder to punish since it’s faster and can be cancelled sooner, so you’ll likely have to punish what he does after. Flash is pretty reactable; be aware of the giant killing hitbox and go below and hit with fair. |
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2-framing his recovery is also viable. Just be aware that the first 10 frames of his active up B are invincible and if he holds down for a second, he can grab ledge during these invul frames and bypass his 2-frame (similar to Ridley, expect completely invincible). |
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2-framing his recovery is also viable. Just be aware that the first 10 frames of his active up B are invincible and if he holds down for a second, he can grab ledge during these invulnerability frames and bypass his 2-frame (similar to Ridley, expect completely invincible). |
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For juggling, Ness is a slow faller, so by design his landing is harder than most. Double jump is slow but goes really high, be aware that Ness can moon jump away/over you if you let him. Since his airdodge goes super far, it can be hard to chase at times. He can fake going to a lower platform, then airdodge to top platform. |
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For juggling, Ness is a slowfaller, so by design his landing is harder than most. Double jump is slow but goes really high, be aware that Ness can moon jump away/over you if you let him. Since his airdodge goes super far, it can be hard to chase at times. He can fake going to a lower platform, then airdodge to top platform. |
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Ness lacks great aerials to land with. Dair is slow and not great and fair is unsafe. Bair is his best for landing, safe but slowish in startup. Ness can also use PK Fire to land. Keep this in mind, especially near platforms where it can be landed with and be safe. |
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Ness lacks great aerials to land with. Dair is slow and not great and fair is unsafe. Bair is his best for landing, safe but slowish in startup. Ness can also use PK Fire to land. Keep this in mind, especially near platforms where it can be landed with and be safe. |
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Ness dair hits us under platforms, so still shield or avoid there. |
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Ness dair hits us under platforms, so still shield or avoid there. |
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We avoid his fair from ledge by crouching. Otherwise with Ness fair, can spot-dodge the 2nd hit onward to make the full move whiff, and like any aerial, Ness fair is less safe when used rising (-15), so we can punish a rising fair final hit crossup with up-smash. |
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We avoid his fair from ledge by crouching. |
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Instead of doing an OoS option on the 2nd hit of Ness dash attack, if you shield drop instead, the final hit will whiff due to intangibility on Ridley's tail. It doesn't work when fully spaced though (that said, can nair OoS a spaced dash attack to make the final hit whiff), but when the shield drop method does work, you can get a guaranteed grab or nair punish unlike shield grab or nair OoS in this instance, as well as being able to use any tilt move. There's also parrying the multi-hits of dash attack to make punishing it a little easier. |
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Ness multihits- DA (3 hits), fair (4 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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SDI is still the best way of getting out of PK Fire fast, with either mash or flick SDI being sufficient, but dash walk SDI can also work. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out seven frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Don't get too shield happy when pressured by him spamming PK thunder against you on stage, to the point of eventually allowing him to do a PK thunder 2 on you. Timely roll through him as he does it to beat this option, and then you can punish the end lag with a burst option. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Ness multihits- Dash attack (3 hits), fair (4 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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Ness's normals besides d-tilt and dash attack are at least punished by nair OoS, while his u-smash when shielded up close is punished by Rid f-smash or shorthop skewer OoS. His dash attack will cross you up a bit when shielded, so quickly turn around and punish accordingly. His landing aerials besides maybe fair are too safe on shield though, so reset there. PK Flash is also safe on shield, while his other three specials are at least punished by nair OoS when shielded up close. |
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Ness's normals besides d-tilt and dash attack are at least punished by nair OoS, while his u-smash when shielded up close is punished by Rid f-smash or shorthop skewer OoS. His dash attack will cross you up a bit when shielded, so quickly turn around and punish accordingly. His landing aerials besides maybe fair are too safe on shield though, so reset there. PK Flash is also safe on shield, while his other three specials are at least punished by nair OoS when shielded up close. |
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* u-tilt > double jump uair (90-100%) |
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* u-tilt > double jump uair (90-100%) |
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Major credit to the Ridcord JMU doc for much of this info. |
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Major credit to the Ridcord JMU doc for much of this info, and credit to Kyoki on the shield drop against Ness dash attack bit as well as the other parts on dealing with Ness fair. |
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Plasma armor can help against Ness’s recovery hitbox by charging neutral B off stage, and then you can freely dunk him. It requires stuffing his jump and sending him far out though. |
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https://x.com/acroraptor/status/1848005177086713931?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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* Red- Deals more damage for attacks, but less for throws. |
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* Red- Deals more damage for attacks, but less for throws. |
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* Yellow- Has larger hitboxes. |
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* Yellow- Has larger hitboxes, and is also the safest. |
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* Blue- Has more damaging throws. |
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* Blue- Has more damaging throws. |
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* White- Are very weak in attacks, but have significantly longer grab and toss range and deal more latch damage. |
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* White- Are very weak in attacks, but have significantly longer grab and toss range and deal more latch damage. That also comes with more lag. |
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* Purple- Are very strong in damage and knockback, but have very poor range and can't latch. |
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* Purple- Are very strong in damage and knockback, but have very poor range and can't latch. |
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* Pink- Will fly which helps with recovery, but not as high when used frequently. Watch the up B patterns before attacking, and then keep him on the ledge or gimp. |
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* Pink- Will fly which helps with recovery, but not as high when used frequently. Watch the up B patterns before attacking, and then keep him on the ledge or gimp. |
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Will need to mixup your approach too. Can occasionally plasma to block the thrown Pikmin, or use a long range tilt/aerial to smack them and Olimar at the same time. |
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Will need to mixup your approach too. Can occasionally plasma to block the thrown Pikmin, or use a long range tilt/aerial to smack them and Olimar at the same time. |
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Respect Olimar's Pikmin Whistle, as it has super armor, making it a good combo breaker. Anticipate when he does it and wait to punish after (is 7 frames). |
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Respect Olimar's Pikmin Whistle, as it has super armor, making it a good combo breaker. Anticipate when he does it and wait to punish after (is active for 5 frames). |
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Olimar's grab is fast, and its length depends on which Pikmin is used, white being the longest. If he grabs with blue, his up throw can KO. |
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Olimar's grab is fast, and its length depends on which Pikmin is used, white being the longest. If he grabs with blue, his up throw can KO. |
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When he's without Pikmin, he needs space to summon some, so don't give him the chance and lay on the pressure. He can still use jab, tilts, and nair without them, but no grabs. |
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When he's without Pikmin, he needs space to summon some, so don't give him the chance and lay on the pressure. He can still use jab, tilts, and nair without them, but no grabs. Although he can pluck Pikmin rather quickly, he can only do so when on the ground and there is usually enough time to punish Olimar if he doesn't secure his space before gaining more Pikmin. Thus, he's at his greatest disadvantage if you manage to keep him airborne and within his space due to the very short range and limited scope of his non-Pikmin attacks, which is partially where our d-tilt comes into play. |
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Conversely, his recovery becomes noticeably worse when he has Pikmin due to their varying weights, so he may have to resort to casting them aside if it improves his chances of recovering safely, thus ridding himself of major defenses. |
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Olimar multihits- u-tilt (6 hits), dash attack (2 hits), nair (5 hits) |
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Olimar multihits- u-tilt (6 hits), dash attack (2 hits), nair (5 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Since Pikmin Whistle's super armor is only active for 5 frames as mentioned, lingering moves such as our fair and maybe nair can punish it, especially during advantage time. |
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His fair, bair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Since Olimar's fastest OoS options are nair/fair at frame 10, it's possible for Ridley to nair his shield while landing, but retreating nair is otherwise still preferred. Olimar also has one of the worst initial dashes in both distance and speed (4th slowest in the game) and similarly slow airspeed (8th slowest in the game); in addition to his known floatiness, so his positioning has to be committal whether airborne or grounded. These weaknesses are what balance out the strengths of his Pikmin game. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His u-tilt, d-tilt, dash attack, and some Pikmin smashes (see UFD for which) are punished by our OoS aerials & shield grab, but his other normals are too safe. His landing fair & bair are also too safe shield, so reset. His landing nair we punish with our own OoS though, while his dair we can u-smash since he's floaty. His DA is shield punished by u-tilt should he be at u-tilt > uair kill %, while his ledge getup attack (-27) is punished by shorthop SPR OoS. |
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His u-tilt, d-tilt, dash attack, and some Pikmin smashes (see UFD for which) are punished by our OoS aerials & shield grab, but his other normals are too safe. His landing fair & bair are also too safe shield, so reset. His landing nair we punish with our own OoS though, while his dair we can u-smash since he's floaty. His DA is shield punished by u-tilt should he be at u-tilt > uair kill %, while his ledge getup attack (-27) is punished by shorthop SPR OoS. |
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* 1 f-smash |
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* 1 f-smash |
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* 1 d-smash |
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* 1 d-smash |
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* 1 u-smash (with your back turned against it) |
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* 1 u-smash (with your back turned against it which can also hit Pac standing on it) |
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* nair x2 |
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* nair x2 |
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* fair x2 |
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* fair x2 |
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* Plasma Breath, half charged |
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* Plasma Breath, half charged |
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* 1 forward or down angle Wing Blitz |
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* 1 forward or down angle Wing Blitz |
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If Pac's standing behind hydrant and shielding, any of our moves that one-shot hydrant will make hydrant hit him via shield poking. |
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Also be aware of what angle the moves send the hydrant since Pac has punish options when his opponent destroys it. Try to send it at an angle that hits him in the process. |
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Also be aware of what angle the moves send the hydrant since Pac has punish options when his opponent destroys it. Try to send it at an angle that hits him in the process. |
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Pac has intangibility on u-tilt. |
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Pac has intangibility on u-tilt. |
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Respect his ledge getup attack range; not quite as long as ours, but still has pretty good reach. |
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Skewer > jab 1 > f-smash |
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While Pac's dash attack is too safe on shield to be punished at all, you can at least fullhop OoS in between hits, creating a neutral reset. |
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Use retreating nair to get away from Pac grabs and catching fruits more like OoS. |
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The 1st part of his side B is 24-42 frames of startup, while the 2nd part is 35-53 frames, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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Use retreating nair to get away from Pac grabs and catching fruits more, like OoS. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than Pac hydrant in startup, so do it if you see it coming when he's above you off stage. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Pac's normals besides u-tilt & 4-hit dash attack are punished by our OoS aerials & shield grab, while d-smash when shielded close is punished by Rid f-smash. Pac f-smash & ledge getup attack (-26) are punished by shorthop SPR OoS. Its landing aerials are too safe on shield though, so reset. Side B is punished on shield by f/d-smash. His jab 3, smashes, side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Pac's normals besides u-tilt & 4-hit dash attack are punished by our OoS aerials & shield grab, while d-smash when shielded close is punished by Rid f-smash. Pac f-smash & ledge getup attack (-26) are punished by shorthop SPR OoS. Its landing aerials are too safe on shield though, so reset. Side B is punished on shield by f/d-smash. His jab 3, smashes, side B, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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* Don't wait to u-tilt when he's anywhere above you because of hydrant, though if you expect it, can dodge and whiff punish Pac with u-tilt. |
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* Don't wait to u-tilt when he's anywhere above you because of hydrant, though if you expect it, can dodge and whiff punish Pac with u-tilt. |
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Major credit to Hyuchurn on additional info for hydrant and fruits, as well as the specifics on ledgetrapping & edgeguarding, neutral, and Pac Man's gimmick setups. Also credit to Paco on stage platform specifics against Pac Man and additional info on the trampoline at ledge setup & how you can use trampoline against Pac Man when edgeguarding. |
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Pac-Man item labbing with Ridley- |
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Pac-Man item labbing with Ridley- |
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https://x.com/Nagare_K1/status/1227470728615931905 |
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https://x.com/Nagare_K1/status/1227470728615931905 |
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Major credit to Hyuchurn on additional info for hydrant and fruits, as well as the specifics on ledgetrapping & edgeguarding, neutral, and Pac Man's gimmick setups. Also credit to Paco on stage platform specifics against Pac Man and additional info on the trampoline at ledge setup & how you can use trampoline against Pac Man when edgeguarding. |
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}} |
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}} |
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* Her dash attack and bair have invincibility on the left arm due to that being where the shield on her body is. Said invincibility lasts from frames 5-16 (towards the end of DA) and 7-10 respectively, so not the whole duration. With that said, our spaced fair can beat out her bair due to being a multi-hit, and it clanks with her auto-reticle entirely if timed right. |
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* Her dash attack and bair have invincibility on the left arm due to that being where the shield on her body is. Said invincibility lasts from frames 5-16 (towards the end of DA) and 7-10 respectively, so not the whole duration. With that said, our spaced fair can beat out her bair due to being a multi-hit, and it clanks with her auto-reticle entirely if timed right. |
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In most matchups, Palu nair is primarily used for calling out jumps, but she'll get much more use out of it against Ridley since he's so tall. The most significant difference with this matchup is that it becomes a very good OoS option, when it is usually quite bad in other matchups. The best counterplay for nair is literally just to shield it. Make sure you shield all the multihits like with Byleth's. If she lands in front of you, should usually be able to punish with our own nair or shield grab. Up smash and nair should also cover if she crosses up on you, so it's probably wisest to just stick to nair OoS. If you do get hit by her nair, just do your best to SDI out of it. Is hard, but doable. |
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In most matchups, Palu nair is primarily used for calling out jumps, but she'll get much more use out of it against Ridley since he's so tall. The most significant difference with this matchup is that it becomes a very good OoS option, when it is usually quite bad in other matchups. The best counterplay for nair is literally just to shield it. Make sure you shield all the multihits (7 hits total) like with any similar looking nair's such as Byleth's. If she lands in front of you, should usually be able to punish with our own nair or shield grab. Up smash and nair should also cover if she crosses up on you, so it's probably wisest to just stick to nair OoS. If you do get hit by her nair, just do your best to SDI out of it. Is hard, but doable. |
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Otherwise bait and punish; catch landings (keep in mind she may do things like auto-reticle or counter as a landing mixup), whiff punish her laggy moves, etc. Ledgetrap her (particularly with nair & f-tilt, and to a lesser extent plasma, up smash, and d-smash) rather than edgeguard, unless confident you can 2 frame her teleport recovery or something. Keep in mind that depending where she’s at off stage, she may be able to explosive flame you if you’re near the ledge, but if you manage to get her in a plasma loop, it shouldn’t happen. |
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Otherwise bait and punish; catch landings (keep in mind she may do things like auto-reticle or counter as a landing mixup), whiff punish her laggy moves, etc. Ledgetrap her (particularly with nair & f-tilt, and to a lesser extent plasma, up smash, and d-smash) rather than edgeguard, unless confident you can 2 frame her teleport recovery or something. Keep in mind that depending where she’s at off stage, she may be able to explosive flame you if you’re near the ledge, but if you manage to get her in a plasma loop, it shouldn’t happen. |
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* However, the window to punish her landing aerials (bair or fair) is pretty small despite the 39 or 33 frames of end lag and requires perfect spacing with d-tilt (plus she can mix up with neutral B and side B from above), so is often easier to let them whiff and then pay attention to what they do after so you can set up a good situation afterward (shield pressure, positioning, etc). |
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* However, the window to punish her landing aerials (bair or fair) is pretty small despite the 39 or 33 frames of end lag and requires perfect spacing with d-tilt (plus she can mix up with neutral B and side B from above), so is often easier to let them whiff and then pay attention to what they do after so you can set up a good situation afterward (shield pressure, positioning, etc). |
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Her dair can hit us under a platform, so still shield it there. Said dair is only active a couple frames though. |
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Aside from calling out certain things with f-air (like her neutral B as pointed out), don’t jump is pretty emphasized in this matchup, with how well she stuffs them with her side B and such. Take advantage of your ground speed. |
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Aside from calling out certain things with f-air (like her neutral B as pointed out), don’t jump is pretty emphasized in this matchup, with how well she stuffs them with her side B and such. Take advantage of your ground speed. |
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Another thing about getting out of Palu nair, if on a platform, the last hit of said nair may not connect as she’s falling, which just leaves you hovering in the air. So you could SDI above platforms to escape stuff potentially if they don't follow. SDI up and away allows you to escape more easily than you might think, but she can mix up with a reverse nair if she reads the SDI to make you take more nairs, so mix up your SDI too. |
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Another thing about getting out of Palu nair, if on a platform, the last hit of said nair may not connect as she’s falling, which just leaves you hovering in the air. So you could SDI above platforms to escape stuff potentially if they don't follow. SDI up and away allows you to escape more easily than you might think, but she can mix up with a reverse nair if she reads the SDI to make you take more nairs, so mix up your SDI too. |
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On average, you may take a couple nair's from her followed by a couple uair's (her doing the latter in response to your SDI), getting you to around 50%. After you break out of that combo, expect a defensive play of autoreticle + shorthop bair, which you can slowly inch toward with d-tilt. |
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One other thing about her nair, when dealing with it in neutral (not disadvantage), the answer is spacing at max range. We have the range to beat her nair straight up (i.e. whiff punishing it with f-tilt, d-tilt, a preemptive nair of our own, or a retreating fair), but sometimes that does involve running back so that we don’t get hit first. Crouching also allows us to avoid her rising nair. She'll typically use rising nair on us more, making it more punishable if shielded, while her fair and bair is done landing, so watch out for those if she jumps and hasn't nair'd, which you deal with using the methods mentioned earlier. |
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One other thing about her nair, when dealing with it in neutral (not disadvantage), the answer is spacing at max range. We have the range to beat her nair straight up (i.e. whiff punishing it with f-tilt, d-tilt, a preemptive nair of our own, or a retreating fair), but sometimes that does involve running back so that we don’t get hit first. Crouching also allows us to avoid her rising nair. She'll typically use rising nair on us more, making it more punishable if shielded, while her fair and bair is done landing, so watch out for those if she jumps and hasn't nair'd, which you deal with using the methods mentioned earlier. |
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Aside from d-tilt being used to catch her landings with how aerial focused she'll be at times, one of its other main purposes against her is to discourage dash attacks; the invincibility of the move is on the shield that's on her arm, and d-tilt hits under it. |
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For more on neutral, can spam d-tilt to scare them from bursting in with dash attack or setting up bairs can be useful (can also catch her nair landings). It's fast enough that you can shield any zoning attempts and they can't just shorthop in for free. |
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That said, d-tilt isn't as good when you're at lower % since they're gonna be focused on getting nair's above all else, but when you're at mid % it's a great call to their movement. Of course, you can still use d-tilt during low % if you conditioned them to respect f-tilt; then they'll be looking for grabs and a low % dash attack to start things. D-tilt's also fast enough that you can shield any zoning attempts and they can't just shorthop in for free. |
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They may adapt to it by trying to play just outside your burst range and bait an option, but you can start taking advantage of it by pushing them to the corner. |
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They may adapt to d-tilt by trying to play just outside your burst range and bait an option, but you can start taking advantage of it by pushing them to the corner. |
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If you start to see her teleport from ledge, can dash attack the other way on reaction and hit her. It’s the same concept as catching landings with dash attack, or if you dash back and the opponent jumps in or something. It's not always about punishing what they’re doing but also punishing on what they didn't do. |
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If you start to see her teleport from ledge, can dash attack the other way on reaction and hit her. It’s the same concept as catching landings with dash attack, or if you dash back and the opponent jumps in or something. It's not always about punishing what they’re doing but also punishing on what they didn't do. |
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If they kill you first, you can try to get back at them with backdash f-smash since they’ll be throwing out nair's. |
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If they kill you first, you can try to get back at them with backdash f-smash since they’ll be throwing out nair's. |
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In neutral, dash shield is not recommended with how good her main aerials are. F-tilt and nair should be your main go to's. You can nair autocancel from a distance that equals about two rolls in distance, so not with the goal of hitting her. The goal is to make her come closer to you, and then punish. Doing a lot of nair will, in the mind of the Palutena player, prevent her from jumping. |
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In neutral, dash shield is not recommended with how good her main aerials are; unless you can make smart use of dash shield. F-tilt and nair should be your main go to's. You can nair autocancel from a distance that equals about two rolls in distance, so not with the goal of hitting her. The goal is to make her come closer to you, and then punish. Doing a lot of nair will, in the mind of the Palutena player, prevent her from jumping. |
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As far as disadvantage, getting off ledge is the worst spot to be in against Palutena. Being juggled sucks too since you can die early from uair, but you can make them commit by recover high and you still have a different timing or drift mixup. Do what you're comfortable with. |
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As far as disadvantage, getting off ledge is the worst spot to be in against Palutena. Being juggled sucks too since you can die early from uair, but you can make them commit by recover high and you still have a different timing or drift mixup. Do what you're comfortable with. |
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If you're getting edgeguarded, try your best to not recover horizontally, make good use of airdodge at different timings to avoid d-tilt. If you have to up B, aim for the wall and be ready to tech while DI down the counter to die later as usual. |
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If you're getting edgeguarded, try your best to not recover horizontally, make good use of airdodge at different timings to avoid d-tilt. If you have to up B, aim for the wall and be ready to tech while DI down the counter to die later as usual. Also, for a character that falls as fast as Palu, she needs to be more precise with positioning against a Ridley hugging the stage with up B; she doesn't stall in the air with counter long enough to deny the ledge from one spot, so sometimes she has to resort to double jump countering. |
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Don't drop ledge too much against Palutena while at high %. Just because she jumps a lot in ledgetrap mode (fishing for her fair or bair) doesn't mean you can beat her with your ledge drop aerials; mostly when you're lucky. Is advised to ledge jump the moment you see her start to land. You can also neutral getup, but be careful since from 90 to 150%, her d-throw bair kill confirm tends to be true regardless of your DI. It's important not to drop ledge against Palutena if you're at high %. |
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Don't drop ledge too much against Palutena while at high %. Just because she jumps a lot in ledgetrap mode (fishing for her fair or bair) doesn't mean you can beat her with your ledge drop aerials; mostly when you're lucky. Is advised to ledge jump the moment you see her start to land. You can also neutral getup, but be careful since from 90 to 150%, her d-throw bair kill confirm tends to be true regardless of your DI. It's important not to drop ledge against Palutena if you're at high %. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Ban FD against her, as it allows her to chain aerial combos across the stage without a platform to interrupt. |
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Ban FD against her, as it allows her to chain aerial combos across the stage without a platform to interrupt. |
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Her dair can hit us under a platform, so still shield it there. Said dair is only active a couple frames though. |
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Palu multihits- f-tilt (2 hits), u-tilt (6 hits), nair (7 hits), uair (6 hits, DI one way and then the other), side B (7 hits) |
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Palu multihits- f-tilt (2 hits), u-tilt (6 hits), nair (7 hits), uair (6 hits, DI one way and then the other), side B (7 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Her f-smash, d-smash, fair, bair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out before hers, so remember if up close. |
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Our jab 1 comes out before hers, so remember if up close. |
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Example of how we can body block Palu on platforms when she's teleport cancelling- |
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Example of how we can body block Palu on platforms when she's teleport cancelling- |
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https://x.com/zurassb/status/1823833598597767237?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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https://x.com/zurassb/status/1823833598597767237?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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Teching her d-tilt at ledge- |
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# https://www.youtube.com/watch?v=ilbpRnS2UDc |
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# https://www.youtube.com/watch?v=qMSkyqi8HcM |
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}} |
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}} |
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|oneliner= |
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|summary= |
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|summary= |
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Respect the float ability; can hover for ~2.5 seconds, allowing them to throw out aerials near the ground. Can also cancel a jump with float, cancel float as soon as it starts, and do aerials without throwing a turnip. The SH aerial multiplier doesn't apply to float since it counts as a fullhop. |
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Respect the float ability; can hover for ~2.5 seconds, allowing them to throw out aerials near the ground. Can also cancel a jump with float, cancel float as soon as it starts, and do aerials without throwing a turnip. The shorthop aerial multiplier doesn't apply to float since it counts as a fullhop. |
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Don't sit in shield since they can wait to shield poke, nor jump nearby which can be stuffed out. Do spaced anti-airs but don't mistime, or either move away & plasma some or nair OoS (tho watch out for her shield pressure options like retreating dair from a float). There's also tapping shield to keep her guessing. |
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Don't sit in shield too long since they can wait to shield poke, nor jump nearby carelessly which can be stuffed out. Do spaced anti-airs but don't mistime, or either move away & plasma some to bait an option or nair OoS (though watch out for her shield pressure options like retreating dair from a float). There's also tapping shield to keep her guessing. |
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Watch out for turnips like when recovering. Either take the hit or nair them, rather than airdodge. If you see a Mr Saturn, do not shield. Bomb speaks for itself. Stitch faced turnips are stronger than normal ones, and on the ground she doesn't throw them that far like midair. |
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Watch out for turnips like when recovering. Either take the hit or nair them, rather than airdodge. If you see a Mr Saturn, do not shield. Bomb speaks for itself. Stitch faced turnips are stronger than normal ones, and on the ground she doesn't throw them that far like midair. |
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Her d-throw combos well and her b-throw can kill, but by DI'ing the way she's facing during d-throw can mix up her followups. |
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Her d-throw combos well and her b-throw can kill, but by DI'ing the way she's facing during d-throw can mix up her followups. |
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Also watch out for f-air as a potential kill move, and her 4-hit dair leads into confirms, tho can DI away to avoid those. |
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Also watch out for f-air as a potential kill move, and her 4-hit dair leads into confirms, though can DI away to avoid those or up smash OoS in between her dair hits but this loses to falling nair, so be mindful of the mixup. |
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Her combo starters in general are dair, safe d-tilt, turnips, and d-throw. |
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Her combo starters in general are dair, safe d-tilt, turnips, and d-throw. |
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With her recovery, umbrella will only be used when below ledge, which will hit you there unless shielding. With how strong umbrella is, is best to edgeguard them before they recover from that low. |
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With her recovery, umbrella will only be used when below ledge, which will hit you there unless shielding. With how strong umbrella is, is best to edgeguard them before they recover from that low. |
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Otherwise in the case of extending your advantage state, switch your mental from throwing out d-tilt to f-air, as she'll almost never touch the floor but rather float out of hitstun. There's also retreating nair if she floats just barely too high for your up angled f-tilt to reach, as well as u-tilt. |
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When she's edgeguarding or ledgetrapping us, watch out for float and time your approaches. A beefy up B from low beats turnips. |
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Otherwise, use shorthop and fullhop nair along with falling fair's to make progress. Spaced aerials are actually good with Peach since her only forward OoS option is basically nair; fair OoS is frame 19, giving us 6 extra frames of leeway to shield it. |
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Better to shield and take grabs even at high percents in this matchup, than to not shield and take stray aerials or something; her throws don't kill aside from b-throw at the right position but her aerials do. Will also want to play shield heavy when she has turnip, even rolling if that's what it takes to avoid a turnip toss. |
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When she's edgeguarding or ledgetrapping us, watch out for float and time your approaches. A beefy up B from low beats turnips. When she's ledgetrapping, standing at roll distance can cover everything, but to cover ledge jump she needs to commit to fullhop fair. We can take advantage of that by using our fair to outrange her. |
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Although all her landing aerials are too safe on shield, her dair will trade at best and lose the % war. |
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Although all her landing aerials are too safe on shield, her dair will trade at best and lose the % war. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Her fair and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than the first hit of her dair, so it's possible to uair her as he's getting into position to dair with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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If she misses a Toad counter nearby, whiff punish. Her jab 2, f-tilt, u/d-smash, and ledge getup attack (-28) are shield punished by u-tilt should she be at kill confirm %. |
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If she misses a Toad counter nearby, whiff punish. Her jab 2, f-tilt, u/d-smash, and ledge getup attack (-28) are shield punished by u-tilt should she be at kill confirm %. |
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* u-tilt > fullhop uair (83-86%) |
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* u-tilt > fullhop uair (83-86%) |
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* u-tilt > double jump uair (87-95%) |
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* u-tilt > double jump uair (87-95%) |
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Credit to Paco on extending advantage state and up smash OoS as a mixup against her dair, AdmiralCrunch on neutral versus float & turnip, and CheesePaco on the counterplay to her ledgetrap f-air. |
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}} |
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===== Disadvantage ===== |
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===== Disadvantage ===== |
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In Pichu combos, DI/SDI out is generally good. Just pay attention if you're near ledge to not DI bair out and die at 70%. Also remember its f-throw at ledge can kill around the 150% range if not a little higher. |
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When being juggled, our dair can beat out Pichu's uair. Still have to watch out for Thunders in the air though with how strong it is, and the intangible u-smash. Pichu will be focusing more on catching landings, so have to be careful when and how you land. Use jumps wisely and try not to land right on top Pichu often. Landing bair is pretty safe if spaced. |
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Pichu’s f-tilt has trouble hitting Ridley on the ledge, requiring specific spacing. Pichu will attempt to bait you into an option with t-jolt; this is usually to force a reaction and get you to press a getup option quickly, so keep a level head and watch for patterns. You can afford to reset the ledge situation a few times to learn the holes in their patterns. Ledge jump and ledge drop nair can be good for Pichu’s who use t-jolt too late, as it beats the jolt and can hit Pichu. |
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In Pichu combos, DI/SDI out is generally good. Just pay attention if you're near ledge to not DI bair out and die at 70%. Also remember its f-throw at ledge can kill around the 150% range if not a little higher. For off stage, use every mixup possible to stay alive. Hang back and wait until Thunder passes before recovering, be ready to tech off stage aerials when trying to up B to ledge, etc. |
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Don’t forget that ledge getup attack has invulnerability all the way until the attack comes out, which can stop Pichu’s from attempting to hit you after ledge invul is gone. Holding down for a bit during up B so that you delay ledge snap just a bit (aka up B poking) can hit Pichu standing near the ledge. |
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For off stage, use every mixup possible to stay alive. Hang back and wait until Thunder passes before recovering, be ready to tech off stage aerials when trying to up B to ledge, etc. Be careful of doing up B near walls, as t-jolt will bounce along the stage and hit you during startup. This is very bad to get hit by. |
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When being juggled, our dair can beat out Pichu's uair. Still have to watch out for Thunders in the air though with how strong it is, and the intangible u-smash. Pichu will be focusing more on catching landings, so have to be careful when and how you land. Use jumps wisely and try not to land right on top Pichu often. Landing bair is pretty safe if spaced. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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T-jolt causes tumble at 92%. |
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T-jolt causes tumble at 92%. Also remember Pichu's t-jolt travels faster than Pikachu's along with being a bit more versatile. |
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Multihits: f-smash (6 hits), d-smash (5 hits), fair (4 hits), bair (6 hits), dair (2 hits), f-throw (5 hits) |
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Multihits: f-smash (6 hits), d-smash (5 hits), fair (4 hits), bair (6 hits), dair (2 hits), f-throw (5 hits) |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Pichu side B is 17 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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Pichu's jab requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Pichu's jab requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Dair & t-jolt hits us under plats, so still shield or avoid there. |
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Dair & t-jolt hits us under plats, so still shield or avoid there. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. Pichu can also jump over ledge trump nair without getting hit, so another reason to do the falling bair onto stage method. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 1 > f-smash |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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His side B is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Pichu's normals besides u-tilt & d-tilt are at least punished by nair OoS. Its landing aerials besides bair & dair are too safe on shield though, so reset. Point-blank T-jolt is pretty OoS punishable (-29/30), as is Thunder (-27). |
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Pichu's normals besides u-tilt & d-tilt are at least punished by nair OoS. Its landing aerials besides bair & dair are too safe on shield though, so reset. Point-blank T-jolt is pretty OoS punishable (-29/30), as is Thunder (-27). |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Misc: T-jolt doesn't really cause tumble at high % like Pichu's does. |
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Misc: T-jolt doesn't really cause tumble at high % like Pichu's does. Pika's is also slower and a bit easier to react to, which might make Rid d-smash hopping over jolt during ledgetrap more consistent. |
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Pika is invulnerable during frames 34-43 of thunder if it hits you. |
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Pika is invulnerable during frames 34-43 of thunder if it hits you. |
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DI Pika's dash attack the same way you would Cloud's and such; down & in near ledge, DI down at center stage, and down & away from far side. |
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DI Pika's dash attack the same way you would Cloud's and such; down & in near ledge, DI down at center stage, and down & away from far side. |
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For grab > thunder, Pikachu has two routes in which he can kill you based off your DI. With DI in, he can kill you off up throw > thunder from rought 90% to 140%. With no DI or DI out, he can kill you off d-throw > thunder, which takes some execution from roughly 90% to 120%. Thus, the counterplay is to DI out and jump away when the d-throw combo doesn't connect and DI in when d-throw does combo because they’ll always go for that. Eventually, it becomes a 50/50 of guessing which DI you’ll do. |
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* For grab > thunder, Pikachu has two routes in which he can kill you based off your DI. With DI in, he can kill you off up throw > thunder from roughly 90% to 140%. With no DI or DI out, he can kill you off d-throw > thunder, which takes some execution from roughly 90% to 120%. Thus, the counterplay is to DI out and jump away when the d-throw combo doesn't connect and DI in when d-throw does combo because they’ll always go for that. Eventually, it becomes a 50/50 of guessing which DI you’ll do. |
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Our d-smash is good for hopping over and punishing overly aggressive attacks from Pika. |
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Our d-smash is good for hopping over and punishing overly aggressive attacks from Pika. Max spaced d-smash may be preferred depending on the range they typically play. |
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D-smash and bair are 6 hits, so shield as long accordingly before potentially punishing. His nair is 4 hits & fair is 6 hits, while dair is 2 hits; f-throw is 5 hits.
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His d-smash and bair are 6 hits, so shield as long accordingly before potentially punishing. His nair is 4 hits & fair is 6 hits, while dair is 2 hits; f-throw is 5 hits. |
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Pikachu's jab requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. Same with Pika's fair, except it has 4 hitlag frames for you to perform them. |
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Pikachu's jab requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. Same with Pika's fair, except it has 4 hitlag frames for you to perform them. |
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Pika side B is 18 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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His d-smash, side B, and down B are whiff punished by Wing Blitz forward in terms of end lag. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Plant has a pretty fast grab to compensate for its low mobility, so watch out for that; not to mention its back and up throws have KO potential at high %. |
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Plant dair hits us under plats, so shield or avoid there. |
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Plant dair hits us under plats, so shield or avoid there. |
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Ptooie has 10% armor; damage based armor but on a projectile. |
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Ptooie has 10% armor; damage based armor but on a projectile. |
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Plant up B hits require 3 or more SDI inputs, each of which have 3 or so hitlag frames for you to perform said SDI's. |
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Respect Plant's ledge getup attack range. |
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Respect Plant's ledge getup attack range. |
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His dash attack, f-smash, u-smash, fair, and bair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Plant f-tilt 1, u-tilt, u-smash, f-smash, uair, and footstooled attack have head intangibility, as well as Long-Stem Strike after it comes out (15% armor before it comes out and 12% after it comes out). |
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Plant f-tilt 1, u-tilt, u-smash, f-smash, uair, and footstooled attack have head intangibility, as well as Long-Stem Strike after it comes out (15% armor before it comes out and 12% after it comes out). |
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That aside, try to DI/SDI away from their combos. Respect their disjointed aerials. Better to mostly stay grounded and anti-air or catch landings, especially with how floaty they are, making them prone to getting juggled. Don't whiff an attack by swinging too early though. |
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That aside, try to DI/SDI away from their combos. Respect their disjointed aerials. Better to mostly stay grounded and anti-air or catch landings, especially with how floaty they are, making them prone to getting juggled. Don't whiff an attack by swinging too early though. |
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Also watch out for their grab game. F-throw can lead into combos at early %, and kill at late % near ledge. Their side B can KO around 125% give or take, reflect projectiles when used, and has super armor, but comes with being very unsafe on shield as a tradeoff where they bounce off it and land (the aerial version of side B at least), though dodge instead if you don't have a healthy shield. Watch if they use side B from ledge and hold shield before attacking. |
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Also watch out for their grab game. F-throw can lead into combos at early %, and kill at late % near ledge. Their side B can KO around 125% give or take (on the ground at least, while the aerial version is weaker), reflect projectiles when used (reflects upward rather than back at you, and will cut short Pit's dash since he'll swing his arm prematurely), and has super armor, but comes with being very unsafe on shield as a tradeoff where they bounce off it and land (the aerial version of side B at least), though dodge instead if you don't have a healthy shield. Watch if they use side B from ledge and hold shield before attacking. |
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Their down B orbitars also reflect projectiles, as well as blocking physical attacks and pushing you away slightly, but they're vulnerable from above and below. Also the orbitars can only take 15%, after which it breaks and takes 10 seconds to recharge which you can then maybe plasma them. |
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Their down B orbitars also reflect projectiles, as well as blocking physical attacks and pushing you away slightly, but they're vulnerable from above and below. Also the orbitars can only take 15%, after which it breaks and takes 10 seconds to recharge which you can then maybe plasma them. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Pit's side B in the air is 21 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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Pit multihits- u-tilt (2 hits), f-smash (2 hits), u-smash (3 hits), nair (8 hits), fair (3 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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Pit multihits- u-tilt (2 hits), f-smash (2 hits), u-smash (3 hits), nair (8 hits), fair (3 hits), uair (5 hits, hold DI to the left and then right & vice-versa to survive longer) |
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Pit has a total of 4 jumps, with 3 midair jumps. |
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Pit has a total of 4 jumps, with 3 midair jumps. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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<tabber> |
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All three Pokemon are floaties, and all their recoveries suffer against plasma hard. When they're above you, they're way too dependent on Pokemon switching to mix you up, and there's situations where you just frame trap them anyway if they go for it. |
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All three Pokemon are floaties, making our u-throw > uair more reliable on them, and all their recoveries suffer against plasma hard. When they're above you, they're way too dependent on Pokemon switching to mix you up, and there's situations where you just frame trap them anyway if they go for it. |
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Credit to smub on that. |
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Credit to smub on that. |
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That said, the most important thing is to tech when they start f-tilting at higher percent, as jablock > f-smash is their earliest form of killing. Also try to DI away when being combo'd at low % and hold on to your jumps. Once he gets you off stage is when they switch to Ivysaur and will either try to edgeguard you with an aerial like dair, or ledgetrap with f-smash. |
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That said, the most important thing is to tech when they start f-tilting at higher percent, as jablock > f-smash is their earliest form of killing. Also try to DI away when being combo'd at low % and hold on to your jumps. Once he gets you off stage is when they switch to Ivysaur and will either try to edgeguard you with an aerial like dair, or ledgetrap with f-smash. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Squirtle multihits- bair & dair (6 hits), up B (8 hits) |
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Squirtle multihits- bair & dair (6 hits), up B (8 hits) |
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Remember that Squirtle side B is 23 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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His u-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Squirtle's normals besides f-tilt and u-tilt are punished by at least nair OoS, while u-smash when shielded up close is punished by Rid f/d-smash and shorthop skewer OoS with shield pushback. Jab 3, f-smash, and u-smash are also shield punished by u-tilt should it be at u-tilt > uair kill %. Its dash attack will cross you up when shielded, so quickly turn around and punish accordingly. Its landing aerials besides bair and dair are too safe on shield though, so reset there. Its side B is also -18 on shield, but wouldn't try to hard punish it OoS because after the bounce he can cancel into anything. |
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Squirtle's normals besides f-tilt and u-tilt are punished by at least nair OoS, while u-smash when shielded up close is punished by Rid f/d-smash and shorthop skewer OoS with shield pushback. Jab 3, f-smash, and u-smash are also shield punished by u-tilt should it be at u-tilt > uair kill %. Its dash attack will cross you up when shielded, so quickly turn around and punish accordingly. Its landing aerials besides bair and dair are too safe on shield though, so reset there. Its side B is also -18 on shield, but wouldn't try to hard punish it OoS because after the bounce he can cancel into anything. |
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Ivy nair hits require about 2 SDI inputs, each of which have 3 hitlag frames for you to perform said SDI's. |
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Ivy nair hits require about 2 SDI inputs, each of which have 3 hitlag frames for you to perform said SDI's. |
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His f-smash, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our dair comes out a frame faster than his uair if you want to use it as a landing mixup. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Aside from our jab 1 starting faster than Ivysaur's, their rapid jab finisher is f-smash punishable. Its other normals are punished by our OoS aerials and shield grab, while f-smash when shielded up close is punished by our own as well as shorthop skewer OoS. Ivy's DA, d-smash, and ledge GUA (-25) are punished by SH SPR OoS. Its landing aerials besides nair are too safe on shield though, so reset there, and watch out for dair which destroys us offstage and uair which covers most landing options. Its point-blank neutral B is shield punishable with f-smash & shorthop skewer OoS, and point-blank razor leaf is OoS aerial/grab punished. Its jab 2/rapid jab finisher, f-tilt, d-tilt, dash attack, smashes, point-blank neutral B & up B, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. |
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Aside from our jab 1 starting faster than Ivysaur's, their rapid jab finisher is f-smash punishable. Its other normals are punished by our OoS aerials and shield grab, while f-smash when shielded up close is punished by our own as well as shorthop skewer OoS. Ivy's DA, d-smash, and ledge GUA (-25) are punished by SH SPR OoS. Its landing aerials besides nair are too safe on shield though, so reset there, and watch out for dair which destroys us offstage and uair which covers most landing options. Its point-blank neutral B is shield punishable with f-smash & shorthop skewer OoS, and point-blank razor leaf is OoS aerial/grab punished. Its jab 2/rapid jab finisher, f-tilt, d-tilt, dash attack, smashes, point-blank neutral B & up B, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. |
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Zard’s f-smash and uair have intangibility on the head, and his one-way up B has super armor during the first few frames, so if you're gonna spike him, wait to do so after. |
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Zard’s f-smash and uair have intangibility on the head, and his one-way up B has super armor during the first few frames, so if you're gonna spike him, wait to do so after. |
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Remember that Zard side B is 23 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out seven frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational; same with our dair coming out a frame faster than his uair if you want to use it as a landing mixup. |
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His f-smash, d-smash, fair, and Flare Blitz are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Respect Zard's grab range and ledge getup attack range. |
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Respect Zard's grab range and ledge getup attack range. |
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When shielding Zard side B, only move/shorthop slightly forward and wait till he's closer to falling on ground for a skewer punish. Shielding said side B may push him on a platform on plat stages; avoid challenging it with plasma. Also, his u-smash is 2 hits. |
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When shielding Zard side B, only move/shorthop slightly forward and wait till he's closer to falling on ground for a skewer punish. Shielding said side B may push him on a platform on plat stages; can also Wing Blitz forward after shielding it, but avoid challenging it with plasma. Also, his u-smash is 2 hits. |
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Charizard's normals are punished by at least nair OoS (some by our other OoS aerials and shield grab), while f-smash and d-smash when shielded up close is punished by Rid f/d-smash (or u-smash OoS) and maybe shortop skewer OoS punishable as well depending on shield pushback. Its jab 3, smashes, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. Its fair, bair, and dair are punished by our aerials, grab, and u-smash OoS, but Zard's landing nair and uair are too safe on shield, so reset there. Flamethrower I would go for a neutral reset on when shielding, but Flare Blitz is punishable on shield with whatever (given that your shield won't break) when they're on stage and they flop to the ground, but when they’re falling back off you don’t really have time to chase them low. They shouldn't be trying to hit you with it otherwise outside of tech chases. |
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Charizard's normals are punished by at least nair OoS (some by our other OoS aerials and shield grab), while f-smash and d-smash when shielded up close is punished by Rid f/d-smash (or u-smash OoS) and maybe shortop skewer OoS punishable as well depending on shield pushback. Its jab 3, smashes, and ledge getup attack are also shield punished by u-tilt should it be at u-tilt > uair kill %. Its fair, bair, and dair are punished by our aerials, grab, and u-smash OoS, but Zard's landing nair and uair are too safe on shield, so reset there. Flamethrower I would go for a neutral reset on when shielding, but Flare Blitz is punishable on shield with whatever (given that your shield won't break) when they're on stage and they flop to the ground, but when they’re falling back off you don’t really have time to chase them low. They shouldn't be trying to hit you with it otherwise outside of tech chases. |
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Pyra has worse fastest OoS options than us (in frames). |
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Pyra has worse fastest OoS options than us (in frames). |
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Her dash attack, f-smash, u-smash, nair, fair, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational; same with our dair coming out a couple frames faster than her uair if you want to use it as a landing mixup. Also note that Prominence Revolt will spike aerial opponents when descending, although is reactable. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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===== Mythra ===== |
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===== Mythra ===== |
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If Mythra recovers horizontally with side B or out of a chase, can parry the last hit which is 5th and f-smash. Timing isn't too hard since it's a multi-hit. Wing Blitz forward & down with ledge snap also trades with/beats Photon Edge, and some plasma may be an option as well if spaced enough, so if you put em in a situation where they have to recover horizontal to ledge you can bash them in. She goes in freefall after side B if not close enough to ledge, but if she does get to ledge, she can also do a ledgehop (or ledgedrop double jump) side B to get back on stage. When she's the one in advantage, just remember she may use her side B to ledge trap, tech chase, or catch landings, so watch your timing accordingly. |
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If Mythra recovers horizontally with side B or out of a chase, can parry the last hit which is 6th and f-smash. Timing isn't too hard since it's a multi-hit. Wing Blitz forward & down with ledge snap also trades with/beats Photon Edge, and some plasma may be an option as well if spaced enough, so if you put em in a situation where they have to recover horizontal to ledge you can bash them in. She goes in freefall after side B if not close enough to ledge, but if she does get to ledge, she can also do a ledgehop (or ledgedrop double jump) side B to get back on stage. When she's the one in advantage, just remember she may use her side B to ledge trap, tech chase, or catch landings, so watch your timing accordingly. |
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Her neutral B Lightning Buster is 4 or 5 fits, though has less end lag to punish but still shield it. It has intangibility on release, so she may use it as a landing mixup or worse a potential edgeguard. We can dash attack it on whiff though thankfully. |
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Her neutral B Lightning Buster is 4 or 5 fits, though has less end lag to punish but still shield it. It has intangibility on release, so she may use it as a landing mixup or worse a potential edgeguard. We can dash attack it on whiff though thankfully, but keep in mind the 1st hit hits both in front and behind her. Also, she can B-reverse the move after charging it, in a similar vein to Mii Swordfighter's Blurring Blade and Sephiroth's Shadow Flare. |
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Throwing out a well timed and placed SPR or grab seems to be Ridley’s answer to Mythra’s Foresight ability. If she dodges the first hit of our f-air, the 2nd or 3rd can still hit her even during Foresight. Likewise, if she dodges one fireball, the other fireballs after will still hit her if you charged any plasma at all. Be careful of Foresight regardless though, lest you get punished easily. Try to shield or jab if caught. Foresight also makes it harder to apply platform pressure to her when she can roll/spot dodge to avoid a move while on plat or airdodge a uair, aside from how quick she can move or jump off it with her speed. Platform juggling her is not impossible though still. |
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Throwing out a well timed and placed SPR or grab seems to be Ridley’s answer to Mythra’s Foresight ability. If she dodges the first hit of our f-air, the 2nd or 3rd can still hit her even during Foresight. Likewise, if she dodges one fireball, the other fireballs after will still hit her if you charged any plasma at all. Be careful of Foresight regardless though, lest you get punished easily. Try to shield or jab if caught. Foresight also makes it harder to apply platform pressure to her when she can roll/spot dodge to avoid a move while on plat or airdodge a uair, aside from how quick she can move or jump off it with her speed. Platform juggling her is not impossible though still. |
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Her dair can hit us under platforms, so still shield or avoid it. |
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Her dair can hit us under platforms, so still shield or avoid it. |
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Her side B is whiff punished by Wing Blitz forward in terms of end lag. Also, if she uses side B off stage near ledge, our ledge jump dair can hit her; even if it doesn't spike with the sweetspot, still gives good advantage. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Mythra's directional airdodge also travels a bit further than most of the cast (barring only Ness and Lucas), so respect it when otherwise edgeguarding her. She has below average jump height however, still making her easy to edgeguard in addition to her fast falling speed. Not to mention, unlike regular directional airdodges, Mythra's during Foresight is not able to grab ledges, due to the ending lag being considered part of the Foresight animation, along with said animation being impossible to interrupt in any way until it's completed. |
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Our uair comes out a couple frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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On walled stages like Kalos, dair can only be teched if the other Ridley is facing the stage. |
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On walled stages like Kalos, dair can only be teched if the other Ridley is facing the stage. |
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His side B (grounded) and Skewer are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Side B, Arm Rotor: Aside from another get-off-me, is effective on shield. If you shield, make sure you hold it all the way to the end, and he may crossup & move himself far enough away to make it difficult to punish. It also reflects projectiles, so keep in mind when it comes to Plasma. It's worst when used off stage where it can kill really early, so do your best to recover above or below if you see him coming at you like that. That all said, if you space yourself well, Arm Rotor is quite whiff punishable, even with Skewer. |
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Side B, Arm Rotor: Aside from another get-off-me, is effective on shield. If you shield, make sure you hold it all the way to the end, and he may crossup & move himself far enough away to make it difficult to punish. It also reflects projectiles, so keep in mind when it comes to Plasma. It's worst when used off stage where it can kill really early, so do your best to recover above or below if you see him coming at you like that. That all said, if you space yourself well, Arm Rotor is quite whiff punishable, even with Skewer. |
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Also respect his throws. His up throw can kill around 160% and combo, and his d-throw buries like K Rool's and Banjo's. Mix up your mashing + airdodge as usual, but definitely don't let him get a u-smash kill or something. |
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Also respect his throws. His up throw can kill us around 175% and combo, and his d-throw buries like K Rool's and Banjo's. Mix up your mashing + airdodge as usual, but definitely don't let him get a u-smash kill or something. |
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Onto weaknesses, for one thing he struggles to KO. You'd think that wouldn't be the case, but his powerful moves come out slow and are easy to react to, so you can shield or dodge and punish often. This is why he'll often look for d-tilt up close, to get you in a KO position. He's also easy to combo due to his size like us, and doesn't have reliable combo breakers. His recovery is slow & linear, but can attack in between using it. Watch out for his uair from under the stage, and don't stay at the edge without shielding. |
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Onto weaknesses, for one thing he struggles to KO. You'd think that wouldn't be the case, but his powerful moves come out slow and are easy to react to, so you can shield or dodge and punish often. This is why he'll often look for d-tilt up close, to get you in a KO position. He's also easy to combo due to his size like us, and doesn't have reliable combo breakers. His recovery is slow & linear, but can attack in between using it. Watch out for his uair from under the stage, and don't stay at the edge without shielding. |
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Another thing with ROB's uair, when hit by it, can DI one way and then the opposite way on the 5th and last hit to live longer. |
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Another thing with ROB's uair, when hit by it, can DI one way and then the opposite way on the 5th and last hit to live longer. |
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Also, when a ROB uses laser off stage to delay or avoid being edgeguarded, watch out for it if you do so with plasma breath, as the laser will transcend and punish you for using plasma at that moment.
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When a ROB uses laser off stage to delay or avoid being edgeguarded, watch out for it if you do so with plasma breath, as the laser will transcend and punish you for using plasma at that moment. |
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When the situation's reversed and you're trying to avoid ROB's laser off stage while recovering, be it a jump or airdodge, be careful of how he may go to punish that option like we can set up 50/50s when the opponent avoids off stage plasma in certain ways. He can also punish your laser dodging with a gyro toss if he's in the right position, though he'll have to send us higher up off stage first. |
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Some small things to recognize is that our nair comes out faster than ROB's, making some air-to-air situations work in out favor, especially with good spacing. All his burner moves have the slow startup problem, which is why he folds when pressured from behind. While his nair starts from below, he still has to preemptively swing, which stops working when a character is fast enough to zonebreak it. |
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Some small things to recognize is that our nair comes out faster than ROB's, making some air-to-air situations work in out favor, especially with good spacing. All his burner moves have the slow startup problem, which is why he folds when pressured from behind. While his nair starts from below, he still has to preemptively swing, which stops working when a character is fast enough to zonebreak it. |
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Also, the higher up you parry his landing nair, the more time you have to react with something, so what helps is to condition an early nair in the air to get more out of parries. Also just because his disjoint is bigger doesn't mean he can't be traded with. U-tilt and uair do that a lot, and similar to Diddy's banana, you don't always want to rush to pick up gyro. Dash attack safely picks it up whether it's spinning or not, but that's usually what ROB's will react to out of shield. |
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Also, the higher up you parry his landing nair, the more time you have to react with something, so what helps is to condition an early nair in the air to get more out of parries. Also just because his disjoint is bigger doesn't mean he can't be traded with. U-tilt and uair do that a lot, and similar to Diddy's banana, you don't always want to rush to pick up gyro. Dash attack safely picks it up whether it's spinning or not, but that's usually what ROB's will react to out of shield. |
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Another thing when you parry ROB nair, how high he is when he hits your shield changes the optimal punish a lot of the time, so you may find yourself shuffling between gentleman jab, up tilt, and down tilt as parry punishes. |
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If timed and positioned right above a platform, ROB nair, bair, and dair can hit us when we’re under it, so shield them still. |
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If they try following up after doing up throw > fair at 0%, a buffered double jump nair out of hitstun will stuff them out |
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if you know they're going to escape high and bair in the upper blastzone to center themselves. You can use a nearby platform to chase after them with a high up air which'll kill them as early as 60% if you sweetspot them. Up tilt > up air has a solid window against ROB, and because of how big he is he gets frame trapped off of it easier than most characters. |
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When being ledgetrapped, be careful of ledge neutral getup versus ROB since if he up tilts you during it, he can confirm into up smash for a kill confirm at certain percents. Also be careful of ledge stalling since if he currently has gyro in his possession, he can ledge trump > gyro toss > side B for a kill. Likewise if his nair hits you in a corner, he can confirm into side B for a kill. |
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===== Gyro ===== |
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===== Gyro ===== |
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* If you catch gyro, it can also be good to throw it up which lets it stay in the air for a bit and ROB can't spawn another. It'll fall down eventually but it takes a while, so could be useful to eliminate gyro pressure. And don't just toss it up, but smash toss it up which sends farther (a smash input or A+B when tossing in a direction). |
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* If you catch gyro, it can be good to throw it up which lets it stay in the air for a bit and ROB can't spawn another. It'll fall down eventually but it takes a while, so could be useful to eliminate gyro pressure. And don't just toss it up, but smash toss it up which sends farther (a smash input or A+B when tossing in a direction). If you use C-stick for the item toss, be aware that it always smash tosses in the air even if you have tilt stick, so press A if you want to throw the item slower when airborne. |
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* If you have enough ledge intangibility, you can just wait the gyro out and then get off the ledge since it hits most ledge hangs; otherwise prepare to tech against the stage when you get hit by gyro. Also if gyro isn’t directly on the ledge (i.e. slightly further away but still threatens neutral getup), you can ledge jump and Z-catch the gyro (same input and timing as catching Diddy’s banana from ledge). |
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* If you have enough ledge intangibility, you can just wait the gyro out and then get off the ledge since it hits most ledge hangs; otherwise prepare to tech against the stage when you get hit by gyro. Also if gyro isn’t directly on the ledge (i.e. slightly further away but still threatens neutral getup), you can ledge jump and Z-catch the gyro (same input and timing as catching Diddy’s banana from ledge). |
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* The most consistent way to catch gyro is dash attack or pivot f-tilt but the best way is to run up jump + grab to shorthop Z-catch since you can act immediately after catching the gyro. Most normal characters can loop ROB once they hold gyro with something like gyro toss > nair/fair/uair > gyro toss again. |
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* The most consistent way to catch gyro is dash attack or pivot f-tilt but the best way is to run up jump + grab to shorthop Z-catch since you can act immediately after catching the gyro. Most normal characters can loop ROB once they hold gyro with something like gyro toss > nair/fair/uair > gyro toss again. However, gyro ends up behind Ridley on the ground when he z-drops it instead of in front of him for some reason, so be careful with your z-drop timings and placements. This is also why the Ridley gyro clips tend to show him starting the combo behind ROB, so that the z-drops will more reliably hit him. |
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* For doing the inputs, it can be easiest to start with a fullhop, and then z-drop and recatch it with A while drifting back a bit and descending as you're hitting opponent with the nair, fastfall, and repeat process to continue combo from there. Then if you have the timing down better, can start with a shorthop. Whether it’s fullhop or shorthop though, have to jump right over ROB before the Z-drop for the falling gyro to land on him, then A for nair while recatching and fastfall; rinse and repeat. |
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* There's also forward toss gyro > forward toss gyro (aka ROB's double toss combo) by doing a sneaky instatoss in between. Instatossing is where you Z-catch an item and then toss it instantly, making it look like one fluid motion that's hard to react to; throw forward > z-catch > throw it again. Some examples of double toss combos for Ridley, with ROB starting at 20%- |
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# https://x.com/cheese_capo/status/1895864751852601517?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# https://x.com/cheese_capo/status/1895882603074596914?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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For a breakdown on double gyro toss, you toss the gyro, then Z-catch it and as you do so, hold forward and toss it again, and drift forward into a late Ridley f-air. The last bit with the fair is important so that ROB dies for this 20 to death combo. |
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Don’t hold Z since it results in an airdodge, nor hold forward during the Z-catch since it results in a directional airdodge. If you input Z late for the Z-catch, you’ll also airdodge.
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So to start with, shorthop gyro toss, catch & hit with forward uair, fullhop and when you toss gyro from there, L-stick needs to be neutral & need to have good timing to catch gyro with Z, go back to holding forward after you catch it, and then need to double jump and throw gyro again; all in one fluid motion, and then at the end, delay the fair. |
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* ROB can crouch under gyro if you try to throw it at them around medium range but we can also do the same. This won't work if they are spinning gyro and then fire, it's only for when they are holding it and throw it as an item. |
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* ROB can crouch under gyro if you try to throw it at them around medium range but we can also do the same. This won't work if they are spinning gyro and then fire, it's only for when they are holding it and throw it as an item. |
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* Go here to see how you can pick up Gyro with simply initial dash and jab. Unlike most if not all the other ways, it gives you enough time to shield ROB laser after picking up Gyro. |
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# https://x.com/johnnumbers/status/1840130937696465107?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# https://x.com/johnnumbers/status/1840130940405985575?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# https://x.com/johnnumbers/status/1840130942998065390?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# https://x.com/johnnumbers/status/1840130945741185185?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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* When gryo hits you, be ready to tech from 40% and onward. |
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* Guide to gyro footstools for another layer of anti-ROB combos, although he can do the same to his opponent as well. You do footstool like OoS, press Z to z-drop gyro on them, around the peak of your jump, do a fastfall and then quickly do the inputs of Z > jump > Z again. This catches the gyro, inputs a footstool, and Z-dropping it again while drifting in. Also since Ridley z-drops gyro behind him as mentioned, he has to face the same direction ROB is when he's footstooling him at the start for the Z-drop to hit ROB. |
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# https://www.youtube.com/watch?v=utclhWVhYao |
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* There's also item toss OoS. i.e. you lock your shield either by double shielding or using your special button and hold left/right depending on opponent position, and let go of the other shield button or special button as long as your shield is tilting. From there, you can react to your shield getting hit by pressing the attack button and it will give you an item toss, which confirms into a dash attack at 100% on DI in and out. |
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* Although situational, if you get a gyro thrown or Z-dropped behind ROB and knock him into it like with an f-tilt in time, you get a free d-tilt > aerial on him. |
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* Aside from gyro toss uairs for ladder combos and gyro toss nair combos into off stage followed by an aerial/SPR and such, if you throw a gyro at ROB with both of you around mid stage and he's at like 70% or just high % in general, Wing Blitz forward covers everything in the corner. Likewise you can do gyro into a tech chase d-smash kill at higher % (100% range). At high % there's also plasma charge (be careful of how you use it neutral as usual) > gyro toss > running pivot up smash. |
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* If you ever slam gyro into the ground while standing, d-tilt can be good for recatching it as it's landing while throwing out a hitbox, and then do something like fullhop z-drop on a ROB that's on a side platform and down angle up B to ledge snap, or at mid %, d-tilt to recatch gyro the same way while launching ROB onto a side sideform > fullhop and gyro toss at the ROB while landing on the plat > f-smash. |
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* While it can be good to jump OoS against predictable gyro shots (aside from a healthy shield making it disappear), be careful of doing predictable gyro captures this way, as ROB can bait it out by cancelling the gyro charge into an aerial. There's also ROB being able to do a shorthop delayed gyro toss for placing it on platforms, making it harder for you to capture. Another neutral setup with gyro to be aware of is if ROB shoots out a gyro and then dash shields towards it, he can possibly either OoS punish your timed attack or if you attempt to grab gyro with A-button but end up clanking with it, then he can punish you for clanking with gyro and lead into his usual combos. |
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* Although shielding can be good against gyro as mentioned, ROB can fullhop z-drop and land grab into up throw at low to mid %, and d-throw bury at high % that lead to 0 to deaths on their own; aside from his normal ways to 0 to death you with gyro. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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If timed and positioned right above a platform, ROB nair, bair, and dair can hit us when we’re under it, so shield them still. |
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Its d-smash is 3 hits, while side B is ~6 hits without mashing & ~11 hits with mashing. |
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Its d-smash is 3 hits, while side B is ~6 hits without mashing & ~11 hits with mashing. |
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Try to utilize Ridley’s aerials to catch ROB’s hurtbox and make him use his fuel at ledge, as many ROB's like to skip ledge since they have to time their ledge snap if they recover low due to his hurtbox sticking above his up B. Speaking of his fuel, the amount of fuel ROB has can be spotted on his torso line gauge; it goes from yellow while charging to blue when fully charge as he's grounded. |
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When grabbing ROB near ledge at high %, can do a u-throw mixup so he’ll suffer more from landing than usual recovering. Also during advantage, watch out for ROB reverse side B at ledge, as it can scoop and kill at higher %. Shield if you anticipate it. |
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When grabbing ROB near ledge at high %, can do a u-throw mixup so he’ll suffer more from landing than usual recovering. Also during advantage, watch out for ROB reverse side B at ledge, as it can scoop and kill at higher %. Shield if you anticipate it. |
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If buried by his d-throw at lower %, be ready to DI his uair when mashing out of bury, or buffer a dair as a mixup. |
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If buried by his d-throw at lower %, be ready to DI his uair when mashing out of bury, or buffer a dair as a mixup. |
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When ROB does a TOD combo, SDI up & away can sometimes get out of it. |
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ROB bair might be able to hit ledge hang from on stage, so ledge getup attack when reacting to it. |
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ROB bair might be able to hit ledge hang from on stage, so ledge getup attack when reacting to it. |
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If you parry one d-tilt and they do another (mashing d-tilt on your shield), you can punish with jab. The other moves are too slow in this instance. |
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If you parry one d-tilt and they do another (mashing d-tilt on your shield), you can punish with jab. The other moves are too slow in this instance. |
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Our uair comes out nine frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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Crouch more to avoid its large quick aerials, though still be ready to shield laser or gyro. Crouching can let you avoid a gyro toss too as mentioned. |
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When ROB does a TOD combo, SDI up & away can sometimes get out of it. |
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While ROB side B can reflect projectiles as pointed out, it's not that good at doing so with the 13 frame startup and not reflecting during the whole duration; not that you'll ever want to plasma in neutral when you have laser and gyro to worry about, but can be good to know otherwise if using it as a mixup. |
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Crouch more to avoid its large quick aerials, though still be ready to shield laser or gyro. Crouching can let you avoid a gyro toss though. |
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His f-smash, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering delayed getup. |
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ROB jab 2 is punished by nair OoS, while its normals besides d-tilt are also punished by our other OoS aerials and shield grab. Its u-smash, d-smash, and ledge getup attack (-26) are punished by shorthop SPR OoS. Its f-smash is mostly shield punished by our own, and while its side B can crossup on shield, the hits are minus enough to be punished by f/d-smash, shorthop skewer OoS, etc. Its landing aerials besides dair are too safe on shield though, so reset there. Said dair you may be able to u-smash OoS too. |
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ROB jab 2 is punished by nair OoS, while its normals besides d-tilt are also punished by our other OoS aerials and shield grab. Its u-smash, d-smash, and ledge getup attack (-26) are punished by shorthop SPR OoS. Its f-smash is mostly shield punished by our own, and while its side B can crossup on shield, the hits are minus enough to be punished by f/d-smash, shorthop skewer OoS, etc. Its landing aerials besides dair are too safe on shield though, so reset there. Said dair you may be able to u-smash OoS too. |
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* u-tilt > double jump uair (99-108%) |
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* u-tilt > double jump uair (99-108%) |
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Major credit to smub for the neutral tips against ROB's nair and such, and major credit to Hyrchurn on the more specific things about gyro and whatnot. |
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Major credit to smub for the neutral tips against ROB's nair and such, major credit to Hyrchurn on the more specific things about gyro and whatnot, and credit to CheeseCapo on the gyro setup into dash attack at kill %. |
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Ridley gyro clips: |
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# Knocking ROB into a dropped gyro behind him for a combo https://www.twitch.tv/naigelnl/clip/CallousTubularSnoodOSkomodo?filter=clips&range=all&sort=time |
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Go here to see how you can pick up Gyro with simply initial dash and jab. Unlike most if not all the other ways, it gives you enough time to shield ROB laser after picking up Gyro. |
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https://x.com/johnnumbers/status/1840130937696465107?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# Setup into skewer https://x.com/iroll20s/status/1187278268128464897 |
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# Setup into dair @ 10:28 https://www.youtube.com/watch?v=YLKbi4LeVxQ |
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https://x.com/johnnumbers/status/1840130940405985575?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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https://x.com/johnnumbers/status/1840130942998065390?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# Setup into f-smash https://x.com/vreyvus/status/1140004284194525191?s=21 |
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# Airborne forward toss into falling uair which loops into itself, aka uair ladders https://x.com/himo_pechio/status/1469330311150727171?s=21 |
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https://x.com/johnnumbers/status/1840130945741185185?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# General nair gyro combo https://x.com/imesam/status/1727047137236767122?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# Difficult setup into bair, starting with ROB at 45% https://x.com/cheese_capo/status/1895217896231706927?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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# Footstool gyro into our kill confirm https://x.com/leptiiban/status/1896188035936797025 |
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# Ridley gyro tutorial https://x.com/orpheeate/status/1894708620278878256?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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}} |
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}} |
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Thunder, elthunder, and arcthunder all get cancelled out by a single fireball. When arcfire is airborne, it also loses to plasma aside from the other clanks. |
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Thunder, elthunder, and arcthunder all get cancelled out by a single fireball. When arcfire is airborne, it also loses to plasma aside from the other clanks. |
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Their dair is whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a couple frames faster than their dair, so it's possible to uair then as they're getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Credit to the Ridcord JMU section for a good chunk of this info. |
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Credit to the Ridcord JMU section for a good chunk of this info. |
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How shield tilting as Ridley helps against Robin- |
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https://x.com/bee_not_hachi/status/1748779229192266021 |
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}} |
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}} |
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When shielding a charged neutral B (Luma Shot), how you respond to it after depends on where it is, be it in front or behind you depending on how long it was charged. Jumping over the neutral B is a good option too. |
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When shielding a charged neutral B (Luma Shot), how you respond to it after depends on where it is, be it in front or behind you depending on how long it was charged. Jumping over the neutral B is a good option too. |
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When they're separated, watch out for Luma's edgeguarding & ledgetrapping as much as Rosa's if not more, with it often being the front row opponent. Get-off-me aerials before recovering can also help against it. That said, Rosa punishes a high recovery on stage, and while recovering low is better, she can gimp like with dair, so watch your timing. If Luma's attacking up close near ledge, getup attack is best, but if Luma's close and not attacking, don't ledge getup attack because it's a bait; Rosa will come punishing after you hit Luma. It's better to ledge jump in that situation. |
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When they're separated, watch out for Luma's edgeguarding & ledgetrapping as much as Rosa's if not more, with it often being the front row opponent. Get-off-me aerials before recovering can also help against it. That said, Rosa punishes a high recovery on stage, and while recovering low is better, she can gimp like with dair, so watch your timing. If Luma's attacking up close near ledge, getup attack is best, but if Luma's close and not attacking, don't ledge getup attack because it's a bait; Rosa will come punishing after you hit Luma. It's better to ledge jump in that situation. There's also up B poking Luma if Rosa's not nearby to punish. |
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When you grab Rosa, Luma can attack, so be as cautious in grabbing her as with Ice Climbers. Unlike IC's though, better off not pummeling and just throwing, preferably one that moves her away from Luma, and right after the throw, pull up shield so Luma doesn't hit you. If you throw Rosa far, can use that time to attack Luma and knock it off the stage. |
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When you grab Rosa, Luma can attack, so be as cautious in grabbing her as with Ice Climbers. Unlike IC's though, better off not pummeling and just throwing, preferably one that moves her away from Luma, and right after the throw, pull up shield so Luma doesn't hit you. If you throw Rosa far, can use that time to attack Luma and knock it off the stage. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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We can crouch under her fair while using d-tilt to stay under and hit a Luma that’s in front. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Pivot cancel f-tilt is good for repeated damage against Luma once you get momentum going, and they eventually die from it one way or another if you're free to do so for that long. |
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Her dair can hit us under platforms, but is not that strong. |
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Rosa u-tilt and u-smash have head intangibility. |
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Rosa u-tilt and u-smash have head intangibility. |
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Aside from dash attack, her nair is 2 hits, fair is 5 hits, and side B is 3 hits. |
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Aside from dash attack, her nair is 2 hits, fair is 5 hits, and side B is 3 hits. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Her dair can hit us under plats but is not that strong. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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We can crouch under her fair while using d-tilt to stay under and hit a Luma that’s in front. |
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Her f-smash, fair, and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out six frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. For Luma, our uair's four frames faster than their dair in startup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than hers, allowing us to get out of scramble situations better. |
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|oneliner= |
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|oneliner= |
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|summary= |
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|summary= |
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* Dash attack will beat Roy's short hop if spaced.
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Dash attack will beat Roy's short hop if spaced. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Ridley kill confirm: |
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* u-tilt -> fullhop uair (87-90%) |
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* u-tilt > double jump uair (91-100%) |
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}} |
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}} |
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|oneliner=Dragon's fist meets the Dragon's wrath |
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|oneliner=Dragon's fist meets the Dragon's wrath |
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|summary= |
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|summary= |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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* Placeholder |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Ridley kill confirm: |
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* u-tilt > fullhop uair (92-95%) |
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* u-tilt > double jump uair (96-108%) |
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}} |
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===== Gameplan ===== |
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===== Gameplan ===== |
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'''Counterplay: The unique attack Jab 1'''<br> |
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'''Counterplay: The unique attack Jab 1'''<br> |
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Samus Jab 1 is a very quick move at frame 3. Though Samus's jab 1 and 2 have an unique property: they do not connect into each other. Because of this, if they Jab 1 your shield, they will try to condition a punish from the out of shield option you do. They will typically pressure a spotdodge or a wait in shield then punish it with slow move like a timed jab 2, dash back pivot grab, or a slow normal like up tilt. |
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Samus Jab 1 is a very quick move at frame 3. Though Samus's jab 1 and 2 have an unique property: they do not connect into each other. Because of this, if they Jab 1 your shield, they will try to condition a punish from the out of shield option you do. They will typically pressure a spot-dodge or a wait in shield then punish it with slow move like a timed jab 2, dash back pivot grab, or a slow normal like up tilt. |
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The best way to understand how to beat this move is to think of Jab 1 as a completely separate attack from Jab 2. Since when Jab 1 is almost over that's when the Samus is able to use Jab 2. So they are more likely to do another option out of Jab 1 especially since Jab 2 isn't rewarding for them besides being a get off me. The best way to punish Jab 1 out of shield is to do either a grab or nair on reaction, as Samus cannot prepare a bait into time to punish your option nor have Jab 2 come out in time. Jab 1 will also not connect into Jab 2 until you are both at high percents typically when both players have max rage. This will allow you to shield Jab 2 if you get hit by Jab 1. |
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The best way to understand how to beat this move is to think of Jab 1 as a completely separate attack from Jab 2. Since when Jab 1 is almost over that's when the Samus is able to use Jab 2. So they are more likely to do another option out of Jab 1 especially since Jab 2 isn't rewarding for them besides being a get off me. The best way to punish Jab 1 out of shield is to do either a grab or nair on reaction, as Samus cannot prepare a bait into time to punish your option nor have Jab 2 come out in time. Jab 1 will also not connect into Jab 2 until you are both at high percents typically when both players have max rage. This will allow you to shield Jab 2 if you get hit by Jab 1. |
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'''Counterplay: Samus's forward aerial'''<br> |
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With Samus f-air's 28 frames of end lag along with the landing lag that comes with it, it can be whiff punished by the likes of SPR or dash attack. |
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You have to more or less skirt the edge of their f-air hitbox if they drift back but you can definitely be closer and within the explosions before it hits you. The hitbox and the explosion stuff can be misleading, with the explosions of f-air making the hitboxes seem bigger than they actually are. |
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Even better, if Samus is doing f-air and you're quite the distance away, doing SPR towards Samus when her f-air is at it's highest point will let your side B land with no issue so long as you get them in the max range in case they drift back. Still, have to watch the Samus as they f-air and you can react to the mid part of the move, and from there it just relies on if you can be and get in position to input side B. If you were already in position, then you can input side B once she reaches the tip of her jump. |
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Dash attack can be used to punish drift back f-air, but it's a gamble on getting a correct read of them doing it. If they're drifting back with the move though, they generally won't be fastfalling. You can also dash back and then immediately dash attack to allow for some hurtbox shifting during a f-air whiff punish. |
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F-air is also possible to punish OoS like if you dash toward them and then shield (dash shielding in other words) the last hit since it's only the final hit box that really hits. Dash grab OoS works in this case, though d-tilt and f-tilt won't reach her if she's drifting back, but if she fastfall's the f-air, then she'll end up in tilt range. |
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===== Advantage ===== |
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===== Advantage ===== |
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'''Corner pressure'''<br> |
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Their most common options out of corner situations are shield grabbing, rolling, and double jump fair from ledge. Our retreating nair gets shield grabbed, so be mindful of how to commit to it. D-tilt and f-tilt also work well at keeping her locked down in that spot and forcing her to not press buttons. |
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'''Juggling'''<br> |
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She has almost no ways to deal with anti-airs except to bomb or drift away, so getting underneath her at a diagonal angle gives you near free pressure with nair, u-tilt, and up smash. |
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Bomb is normally used as a tool to break hitfall and also reposition, so if the Samus is in range to be punished, then you can just aim to trade with the bomb and just hit them with uair as soon as they mash the first bomb. You do have to be quite precise when hitting Samus when she's in the bomb animation obviously, so if you're not fully confident in reading how they drift, then rising nair is a good catch all move to hit them even though there's obviously less reward than uair. You shouldn't really opt to remain grounded when juggling Samus, as she's a lot harder to track with up tilt alone. |
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* While we can destroy bombs before they go off with spaced d-tilt & f-tilt, smashes, nair, bair, and maybe fair, watch the Samus so you don’t get punished by CS or grab while doing it. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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'''Ledgetrapping'''<br> |
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'''Ledgetrapping'''<br> |
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Ridley can two frame with: |
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Ridley can 2-frame with: |
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<small> |
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* Sourspot and sweetspot forward tilt |
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* Sourspot and sweetspot forward tilt |
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* Wing Blitz |
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* Wing Blitz |
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</small> |
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</small> |
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Watch out for them doing a ledge drop fair, uair, and possibly zair, CS, missies, and bombs from ledge drop/closely off stage; we can crouch under her zair, avoiding zair into f-tilt. |
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'''Counterplay: Bomb Stall'''<br> |
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'''Counterplay: Bomb Stall'''<br> |
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If Samus is offstage, a thing they will typically do is bomb stall. Bomb stalling is a '''horizontal''' stall, that allows Samus to time grabbing a ledge and evade edge guards. Down Special allows Samus to fall a little slower and weave back and forth quickly. Keep in mind if Samus bounces off a bomb, she cannot act. Making her susceptible to attacks. The only thing Samus can do is move back and forth, so its best to force Samus to go low to make her use a double jump. This is effective as bomb stalling isn't really good at stalling vertically as Samus falls way faster than her bombs do. Once you take Samus's jump she is forced to stay around the height of ledge as if she bomb stalls a little too much, then she will not be able to recover. So she will only be allowed to roughly do 2-4 bombs before having to go to ledge. Note that she can only bring out two bombs and cannot bounce again without the bounce animation finishing. You should be intercepting her trying to get to ledge not the position where she is at. Also, do not be afraid of the bomb, as Ridley's aerials will beat it out and hit Samus. Using the bombs as a form of hitbox extension can be quite helpful for edge guards. |
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If Samus is off stage, a thing they will typically do is bomb stall. Bomb stalling is a '''horizontal''' stall, that allows Samus to timely grab a ledge and evade edgeguards. Down Special allows Samus to fall a little slower and weave back and forth quickly. Keep in mind if Samus bounces off a bomb, she cannot act, making her susceptible to attacks. The only thing Samus can do is move back and forth, so it's best to force Samus to go low to make her use a double jump. This is effective because bomb stalling isn't really good at stalling vertically, as Samus falls way faster than her bombs do. |
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Once you take Samus's jump she is forced to stay around the height of ledge since if she bomb stalls a little too much, then she will not be able to recover. So she will only be allowed to roughly do 2-4 bombs before having to go to ledge. Note that she can only bring out two bombs and cannot bounce again without the bounce animation finishing. You should be intercepting her trying to get to ledge, not the position she's currently at when bombing. Also, do not be afraid of the bomb, as Ridley's aerials will beat it out and hit Samus. Using the bombs as a form of hitbox extension can be quite helpful for edgeguards. |
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* While we can destroy bombs before they go off with spaced d-tilt & f-tilt, smashes, nair, bair, and maybe fair, watch the Samus so you don’t get punished by CS or grab while doing it. |
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===== Disadvantage ===== |
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===== Disadvantage ===== |
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'''Trying to land'''<br> |
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You don’t want to land near Samus due to her uair ladders in part which dair doesn't contest, but can get out with DI up + in or SDI up if caught in it; can also nair if diagonally above her. SDI away from up B if it hits from the side. |
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With Samus up smash, can escape the final hit by SDI'ing in the same direction they're facing. Only works if you don't get sucked into the big hold area above her, being hit by the sour hitboxes of the arm. |
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'''At Ledge'''<br> |
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'''At Ledge'''<br> |
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Samus AND Dark Samus can two frame with: |
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Samus and Dark Samus can 2-frame with: |
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<small> |
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* Up tilt |
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* Up tilt |
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* Down special |
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* Down special |
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</small> |
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</small> |
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Her u-tilt, d-tilt, and d-smash hit us at ledge, though not her CS but watch out for it when you get off ledge. Bomb hits ledge hang and activates on hit. Can avoid the bomb by dropping and regrabbing ledge. However, she has plenty moves that'll hit you on regrab. |
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If the bomb isn't directly at the ledge, you can ledge jump to avoid it. Ledge getup attack can hit her while she's laying a bomb at ledge, but we also take the hit from the bomb, so it's a trade, but still a way to get out off ledge. There’s also sharking her bomb ledgetraps with uair, which you can also use if you ledge drop or get hit by a bomb and she goes up to u-tilt you. |
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It can also be a good option to just tank the bomb at ledge depending on how much their neutral B is already charged, where full CS takes 16 frames to come out compared to the 3 to 13 frames of other variants; so if you do a getup option and they're fully charged, it can be harder for them to time their full CS in a way that successfully hits you, whereas if they're still charging and you do a ledge getup like in response to a bomb, it's easier for them to time their CS release and hit you. |
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Basically, if they perfectly time their option in response to your ledge option, you just abstain and let the bomb hit you at ledge instead of being rash and going through with it which is asking for a bigger punish. You're still in a tough spot regardless, but knowing all this makes you more levelheaded in this situation like when you know how to deal with Belmont ledgetrapping. Even as bad as our ledge roll normally is, it can get past some ledgetrap bomb placements, similar to how it can be used as a mixup with Belmont ledgetrapping. |
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'''Off stage'''<br> |
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Aside from her dair, CS, and maybe bair, Samus fair is the other main move you have to worry about for off stage edgeguarding as you’re trying to recover. If you see her getting into position to use fair as she jumps off stage, delay your jump, or if you’re already up high enough, maybe set your L-stick to neutral for a moment to hang back and let her move whiff. Ridley has a fairly linear approach to recovering, so we have to use every mixup trick we can at times, but we also have many ways we can pull easy reversals if you position yourself correctly while still making it back to stage safely. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > jab 1 > f-smash, for covering a delayed getup option. |
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Our uair comes out six frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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Don't do a ledge neutral getup if they're charging a full charge shot, since our hurtbox is likely still big enough to be hit by it. |
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Respect her ledge getup attack range; not quite as long as ours, but still has pretty good reach. |
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Her d-tilt hits us under a platform, so still shield or avoid. Same with a lingering bomb above plat that can hit us. |
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F-air train works well beating her off stage at early % due to being floaty. |
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F-air train works well beating her off stage at early % due to being floaty. |
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As she starts up a CS or super missile, d-tilt can hit both it and her before it comes out. When CS isn’t charged halfway or higher, d-tilt clanks with it which means if you run, tipper d-tilt will hit Samus; you will clank with her CS, so no big followups, but she’s a floaty and displacing her is the first step to killing her. |
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As she starts up a CS or super missile, d-tilt can hit both it and her before it comes out. When CS isn’t charged halfway or higher, d-tilt clanks with it which means if you run, tipper d-tilt will hit Samus; you will clank with her CS, so no big followups, but she’s a floaty and displacing her is the first step to killing her. |
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Aside from grab, d-tilt and f-smash are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 1 > f-smash, for covering a delayed getup option. |
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Aside from jab 2 (-15), her normals can be punished by nair/u-smash/grab OoS, while her d-tilt (-26), crossup dash attack, smashes, and ledge getup attack are shield punished by u-tilt should she be at u-tilt > uair kill %. Her landing aerials besides fair & uair are usually too safe on shield for us to punish normally, so reset there. |
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Aside from jab 2 (-15), her normals can be punished by nair/u-smash/grab OoS, while her d-tilt (-26), crossup dash attack, smashes, and ledge getup attack are shield punished by u-tilt should she be at u-tilt > uair kill %. Her landing aerials besides fair & uair are usually too safe on shield for us to punish normally, so reset there. |
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* Being in the air during SPR allows Ridley to stall and avoid (during startup) small projectiles like baby CS from a shorthop. If her neutral B is charged any though, better to do a fullhop, which SPR can still whiff punish if timed & positioned right, but only do if not expecting her to jump and shoot it, a missile, or fair/zair. Unstaled SPR kills her ~140% if not a little earlier from what's been tested, though how much DI affects it remains to be seen, but Ridley being at somewhere high % with rage can help it kill even earlier depending. |
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* Being in the air during SPR allows Ridley to stall and avoid (during startup) small projectiles like baby CS from a shorthop. If her neutral B is charged any though, better to do a fullhop, which SPR can still whiff punish if timed & positioned right, but only do if not expecting her to jump and shoot it, a missile, or fair/zair. Unstaled SPR kills her ~140% if not a little earlier from what's been tested, though how much DI affects it remains to be seen, but Ridley being at somewhere high % with rage can help it kill even earlier depending. |
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Her grab is 15 frames in startup & 37 in end lag, so you can dash attack her shield and jump or spotdodge and you'll still avoid a shield grab in time. Zair's 40 frames of end lag can allow you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop that is, as shorthop zair would cancel the end lag when they go to ground. |
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Her grab is 15 frames in startup & 37 in end lag, so you can whiff punish with even something like Wing Blitz forward. Her shield grab is frame 19, so you can dash attack her shield and jump or spotdodge and you'll still avoid a shield grab in time. Zair's 40 frames of end lag can allow you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop that is, as shorthop zair would cancel the end lag when they go to ground. |
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Ridley kill confirm: |
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Ridley kill confirm: |
Line 3,889: |
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* u-tilt > double jump uair (101-108%) |
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* u-tilt > double jump uair (101-108%) |
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There's also this Ridley-Samus matchup doc that was made; contains some of what was mentioned here, but also a lot that wasn't, and linking it here is more convenient than extracting everything from it. |
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Major credit to Sapphire on the counterplay to Samus f-air. There's also this Ridley-Samus matchup doc that was made; contains some of what was mentioned here, but also a lot that wasn't such as a lot more on neutral, and linking it here is more convenient than extracting everything from it. |
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https://docs.google.com/document/d/1_MBDK79m22WquExKpv69txqKSirsx6rT1nYVDKGVbU0/edit |
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https://docs.google.com/document/d/1_MBDK79m22WquExKpv69txqKSirsx6rT1nYVDKGVbU0/edit |
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When Dark Samus does her up B and as she lands, she bounces on the ground, whereas Samus just falls and lags. This gives Dark Samus an important mixup on stages with plats since she can land on the plat but then potentially bounce away from it and sometimes even evade things like our up tilt. |
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No differences recorded so far. |
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There's also the better roll Dark Samus sports that gives her more distance but doesn't turn into a morph ball. |
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}} |
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}} |
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Octoslash is easy to ledge trump (shorthop > airdodge down into ledge or fullhop while facing ledge > down angle Wing Blitz to snap to it) and punish. Off stage nair as well as a timely down angle f-tilt beats out every Blade Dash (up B 1) recovery to ledge. When you see a Seph up B, count to 2, and if it's still charging, then it's Octoslash. Bair may not always be a true ledge trump punish, but trumping will still make him have to regrab ledge which opens up all sorts of punishes with less to no ledge intangibility. |
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Octoslash is easy to ledge trump (shorthop > airdodge down into ledge or fullhop while facing ledge > down angle Wing Blitz to snap to it) and punish. Off stage nair as well as a timely down angle f-tilt beats out every Blade Dash (up B 1) recovery to ledge. When you see a Seph up B, count to 2, and if it's still charging, then it's Octoslash. Bair may not always be a true ledge trump punish, but trumping will still make him have to regrab ledge which opens up all sorts of punishes with less to no ledge intangibility. |
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Blade Dash is 25 frames of startup, while Octoslash is 36 frames. |
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Blade Dash is 25 frames of startup, while Octoslash is 36 frames. Also, a well timed and placed dair beats Blade Dash. |
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* Megaflare/Gigaflare |
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* Megaflare/Gigaflare |
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* Octaslash |
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* Octaslash |
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Although his grab range is poor as mentioned, his grab game itself is pretty rewarding. He has the b-throw > bair kill confirm, so watch out for it depending on his position, his f-throw can setup a tech chase even at 0% (so don't miss tech), and his other throws combo. |
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While the Winged form can activate as low as 30% if Sephiroth is two stocks behind the opponent, it conversely activates as late as 110% if Sephiroth is two stocks ahead; so you don't have to worry about it as much if he gets an early lead on you. Winged suffers from consistency issues similarly to Lucario's Aura, in that Sephiroth will have to play very carefully if he is to keep his advantage, which is easier said than done due to his noticeable frailty. Added with the damage-based armor on Seph's smash attacks when he has Wing, frequent usage of said smashes can make him more predictable and open to being punished. |
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His f-smash, u-smash, Scintilla, and Octoslash are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out eight frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Likewise, our dair comes out five frames faster than his uair if you want to use it as a landing mixup, though only do so if you have the timing down right and you're confident it'll hit him. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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His normals are punished by at least nair OoS, while u-smash up close is punished by Rid f-smash, or u-smash OoS. His d-tilt, f-smash, and blade dash up B are punished by shorthop SPR OoS. His landing aerials besides dair are too safe though, so reset there unless they're poorly spaced (said dair is u-smash punishable). If you happen to shield side B, neutral B, or missed counter up close, it's punished by our aerials/grab and u-smash OoS. Can f/d-smash for Octoslash crossup as mentioned above, or turnaround Skewer with how punishable it is. |
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His normals are punished by at least nair OoS, while u-smash up close is punished by Rid f-smash, or u-smash OoS. His d-tilt, f-smash, and blade dash up B are punished by shorthop SPR OoS. His landing aerials besides dair are too safe though, so reset there unless they're poorly spaced (said dair is u-smash punishable). If you happen to shield side B, neutral B, or missed counter up close, it's punished by our aerials/grab and u-smash OoS. Can f/d-smash for Octoslash crossup as mentioned above, or turnaround Skewer or Wing Blitz Forward with how punishable it is. |
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Jab 1/2/3, most of u-tilt, crossup d-tilt, dash attack, smashes, landing dair, point-blank flare, up B (both versions), missed counter (4 hits & -25), and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Jab 1/2/3, most of u-tilt, crossup d-tilt, dash attack, smashes, landing dair, point-blank flare, up B (both versions), missed counter (4 hits & -25), and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Sheik's up smash requires about 2 SDI inputs, which has 19 hitlag frames for you to perform said SDI's. Same for her uair hits except they have 3 hitlag frames for you to perform them. |
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Sheik's up smash requires about 2 SDI inputs, which has 19 hitlag frames for you to perform said SDI's. Same for her uair hits except they have 3 hitlag frames for you to perform them. |
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Her u-smash and up B are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out four frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Sheik's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her normals are punished by at least nair OoS (some punished by our other OoS aerials and shield grab), while u-smash when shielded up close is punished by Rid f-smash. Her d-smash & ledge getup attack (-25) are punished by shorthop SPR OoS. Her landing aerials besides dair are too safe on shield though as mentioned, so either challenge them directly or reset if shielded. Same with burst grenade. Vanish you punish like you would Zelda's up B, point-blank needles are OoS aerial/grab punished, and bouncing fish as mentioned is punishable with whatever on shield if you react quick enough and catch her landing; even if she airdodges. Can try shorthop skewer OoS to catch her landing in that instance. |
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Sheik's rapid jab finisher is shield punishable with dash attack or dash grab, and shorthop OoS into SPR. Her normals are punished by at least nair OoS (some punished by our other OoS aerials and shield grab), while u-smash when shielded up close is punished by Rid f-smash. Her d-smash & ledge getup attack (-25) are punished by shorthop SPR OoS. Her landing aerials besides dair are too safe on shield though as mentioned, so either challenge them directly or reset if shielded. Same with burst grenade. Vanish you punish like you would Zelda's up B, point-blank needles are OoS aerial/grab punished, and bouncing fish as mentioned is punishable with whatever on shield if you react quick enough and catch her landing; even if she airdodges. Can try shorthop skewer OoS or Wing Blitz forward to catch her landing in that instance. |
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Rapid jab finisher, dash attack, u-smash, d-smash, down B, up B, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. |
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Rapid jab finisher, dash attack, u-smash, d-smash, down B, up B, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. |
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Respect his ledge getup attack range. |
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Respect his ledge getup attack range. |
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Shulk side B is 22 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Aside from his up B OoS being frame 10 and his shield grab being frame 11, his OoS options are worse than ours, with nair/jab taking 16 frames and fair/uair/dair taking 17 frames. |
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When being ledgetrapped, be careful about trying a ledge neutral getup, since his up smash covers that well. |
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Falling nair is more consistent at 2-framing him than down angle f-tilt and the like since his up B can be used twice. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational; same with our dair coming out three frames faster than his uair if you want to use it as a landing mixup. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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His jab 3, smashes, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out faster than his and his ground game is worse, so while it's not recommended to be close to him, if you end up being there, worse for him. |
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Our jab 1 comes out faster than his and his ground game is worse, so while it's not recommended to be close to him, if you end up being there, worse for him. |
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The Belmonts might be more manageable on a Battlefield stage where you have plats to avoid their projectiles more easily as well as doing plat setups of your own. Regardless, axe throw shouldn't be hitting you when you can either cancel it out with nair, timingly advance towards Belmont and it misses, or double jump over if feeling bold. Holy cross you can react to by buffering nair similarly or either shield or jump over as you slowly approach (or react with plasma/jumping plasma so they have a projectile to watch out for), though like with Link boomerangs, watch out for it on the way back (if you grab and d-throw them at the right time, the invincibility frames of d-throw will protect you from the returning projectile, and can pummel while waiting). Holy water just try to shield as much as you can and SDI out of it when hit. The holy water ledge trap of theirs can easily be avoided by just ledge jumping over them, and the water itself doesn't do much damage when you're at ledge. |
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The Belmonts might be more manageable on a Battlefield stage where you have plats to avoid their projectiles more easily as well as doing plat setups of your own. Regardless, axe throw shouldn't be hitting you when you can either cancel it out with nair, timingly advance towards Belmont and it misses (they can still buffer f-tilt that'll keep you from rushing in on them after a whiffed axe toss, so remember dash shielding), or double jump over if feeling bold. Holy cross you can react to by buffering nair similarly or either shield or jump over as you slowly approach (or react with plasma/jumping plasma so they have a projectile to watch out for), though like with Link boomerangs, watch out for it on the way back (if you grab and d-throw them at the right time, the invincibility frames of d-throw will protect you from the returning projectile, and can pummel while waiting). Holy water just try to shield as much as you can and SDI out of it when hit. The holy water ledge trap of theirs can easily be avoided by just ledge jumping over them, and the water itself doesn't do much damage when you're at ledge. |
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Still have to watch out for his other options when being ledgetrapped of course. In this matchup particularly, ledge rolling is typically the lowest risk option while the Belmonts are ledgetrapping, since most of the time they'll just be reacting with a sour unspaced f-tilt. That said, you're asking for the worst if you do a ledge neutral getup, with all the ways Belmont covers that option, but it can be used as a mixup even though holding shield after is your only option to deny the immediate holy water they're gonna throw out (assuming it doesn't stuff your neutral getup already), and even after shielding the holy water you'll still have to deal with f-tilt/bair pressure that you can't guarantee a punish against without a correct read. |
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For their whip itself, mainly remember they can angle their f-smash up and down, so don’t be too obvious with shorthop approaches and ledge stalling. Their fair and bair they can angle as well, which is sort of a problem when trying to catch their landing with a spaced d-tilt since they may still be able to hit you even when crouched (along with maybe dropping an axe or holy water as mixups from above). Their u-tilt doesn't have a diagonal blind spot for you to get in on, but their u-smash and uair does, though still have to watch out for axe and uppercut mixups when getting in on them that way. |
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Aside from when holy water is running out, mainly ledge jump if they're just waiting at roll distance to f-tilt you, and when you're trying to get off the ledge under any circumstance, you shouldn't be attacking your way out like with nair since usually you'll get outranged by Belmont every time; just do a neutral reset after getting off the ledge successfully. |
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For their whip itself, mainly remember they can angle their f-smash up and down, so don’t be too obvious with shorthop approaches and ledge stalling. Their fair and bair they can angle as well, which is sort of a problem when trying to catch their landing with a spaced d-tilt since they may still be able to hit you even when crouched (along with maybe dropping an axe or holy water as mixups from above), although Belmont's fair/bair comes out frame 14, making it sort of reactable. Their u-tilt doesn't have a diagonal blind spot for you to get in on, but their u-smash and uair does, though still have to watch out for axe and uppercut mixups when getting in on them that way. |
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For some more on holy water, he can't B-reverse it. You can pummel to disable holy water and get a normal d-throw punish by doing so; just have to buffer 2 pummels like you normally would with later % grabs. If you buffer even one pummel it gives you a good time to react to the positioning of holy water, deciding whether you want to pummel again to disable the projectile or d-throw to get a combo going. If you aren't confident you can grab though, a drift in and out nair will work as a punish since it's disjointed enough to escape from holy water. Also, if holy water hits your shield point blank, you can grab Belmonts before they can act. |
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For some more on holy water, he can't B-reverse it. You can pummel to disable holy water and get a normal d-throw punish by doing so; just have to buffer 2 pummels like you normally would with later % grabs. If you buffer even one pummel it gives you a good time to react to the positioning of holy water, deciding whether you want to pummel again to disable the projectile or d-throw to get a combo going. If you aren't confident you can grab though, a drift in and out nair will work as a punish since it's disjointed enough to escape from holy water. Also, if holy water hits your shield point blank, you can grab Belmonts before they can act. |
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Otherwise, remember the spacings and openings + maneuverabilities in which you can plasma in neutral (while he's camping with his own projectiles) that makes it easier to approach him. Mainly do said approaches with pivot f-tilt and extended dash cancel d-tilt; while I mentioned the ways in which you can do so from the air, that's mainly if you're forced to like when you've been launched. |
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Otherwise, remember the spacings and openings + maneuvers in which you can plasma in neutral (while he's camping with his own projectiles) that makes it easier to approach him. Mainly do said approaches with pivot f-tilt and extended dash cancel d-tilt; while I mentioned the ways in which you can do so from the air, that's mainly if you're forced to like when you've been launched, and if you're too stationary with plasma while he's not using projectiles, you'll get punished by fair/bair. |
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That aside, they're easy to gimp with their poor recovery. A tough matchup for sure with their range, but still more forgivable than other zoners. |
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Belmonts are easy to gimp with their poor recovery, though otherwise during advantage, still have to watch out for their buffered up B's out of hitstun, every spotdodge > d-tilt out of the corner, and the continually buffered shorthop bair's they use to deny center stage. A tough matchup for sure with their range, but still more forgivable than other zoners. |
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We can punish Belmont's f-tilt with d-tilt OoS after they f-tilt your shield 3 times. On the 3rd if you shield you can d-tilt immediately but if you get hit with the sweetspot of f-tilt (the ball at the end) you can only punish after 4 f-tilts. |
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If you overextend your advantage on stage, you'll be hit by a buffered up B or disrupted by a double jump backward into dair; aside from his setups with cross and holy water, late hit dair > up B is a kill confirm of his. |
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When it comes to intercepting them on their path to the ledge, their tether distance gives them the freedom to stall in very low spots, but otherwise share the same weakness as other tethers like when you intercept their path to ledge. Belmonts particularly can mostly only tether in horizontal adjacent spots though with fair/bair; while he can tether vertically with uair, he'd rather up B in that spot to have a hitbox out. In any case, if you've punish their tether options enough, they'll start mixing in directional airdodges. |
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While plasma is great at forcing a route commitment, with either them burning a jump to get over it or committing extremely low to get under it, Belmont also has cross which absorbs a few fireballs before being forcefully sent back that can allow them to slip through if they're fast enough. That said, if you go off stage against them to aerial, be careful about approaching them horizontally due to cross. It's still a commitment on their end though, since they're sacrificing their air momentum and stalling in place to keep you out, meaning a lot of the time they need to pick an option immediately after whether it's an angled tether or their double jump. |
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When a full stream of plasma breath interacts with cross, a few fireballs will be absorbed, but the rest will deny an entire lower area for a moment. Belmont players know this however and will do whatever they can to wait it out, or just not exist in that area whether it's choosing to tether into an immediate ledge grab rather than stalling, or burning a whole double jump before making the tether/airdodge in. The better Belmont's will also mix in early up B's to swat away Ridley's that try extending on them after their used double jump. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Holy water requires about 2 SDI inputs, which has 5 hitlag frames for you to perform said SDI's. |
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Belmont multihits: dash attack (6 hits), nair (7 hits), holy water (9 hits) |
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Belmont 2 frames us with: Final hit dash attack, close d-smash, fair, bair, dair, axe, holy water |
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We can punish Belmont's f-tilt with d-tilt OoS after they f-tilt your shield 3 times. On the 3rd if you shield you can d-tilt immediately but if you get hit with the sweetspot of f-tilt (the ball at the end) you can only punish after 4 f-tilts. You can also shorthop OoS after their 1st f-tilt on shield to make the 2nd one whiff. |
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His smashes are whiff punished by Wing Blitz forward in terms of end lag. |
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Our uair comes out a couple frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Likewise, our dair comes out three frames faster than his uair if you want to use it as a landing mixup, though only do so if you have the right timing and you're confident it'll hit him. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than theirs, allowing us to get out of scramble situations better. |
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Rapid jab skewer punish also applies, shorthop skewer OoS in this case. His dash attack (6 hits and -26 on shield) crosses you up when shielded, so turn around quick and punish accordingly. Simon's other normals besides f-tilt are punished by our OoS aerials and shield grab up close. His jab 2/rapid jab finisher, dash attack, smashes, and ledge getup attack (-25) are also shield punished by u-tilt should he be at u-tilt > uair kill %. D-tilt 1 and 2 is even punished by Rid f-smash when shielded, and his f-smash is shield punished by most of our burst options. His landing aerials besides nair (7 hits) and dair are too safe on shield though, so reset there. Axe is safe on shield which you'll mostly want to be avoiding anyway (swat it away with an aerial if expecting it when you're doing a jump-in), partly because of its shield damage. |
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Rapid jab skewer punish also applies, shorthop skewer OoS in this case. His dash attack (-26 on shield) crosses you up when shielded, so turn around quick and punish accordingly with f-tilt. Simon's other normals besides f-tilt are punished by our OoS aerials and shield grab up close. His jab 2/rapid jab finisher, dash attack, smashes, and ledge getup attack (-25) are also shield punished by u-tilt should he be at u-tilt > uair kill %. D-tilt 1 and 2 is even punished by Rid f-smash when shielded (shield drop dash attack is more consistent though), and his f-smash is shield punished by most of our burst options. His landing aerials besides nair and dair are too safe on shield though, so reset there. Axe is safe on shield which you'll mostly want to be avoiding anyway (swat it away with an aerial if expecting it when you're doing a jump-in), partly because of its shield damage. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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* u-tilt > double jump uair (100-107%) |
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* u-tilt > double jump uair (100-107%) |
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Major credit to Sapphire on how we can punish Belmont f-tilt, and to Kyoki on the specific info for holy water. |
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Major credit to Sapphire on how we can punish Belmont f-tilt, to Kyoki on the specific info for holy water & what Belmont 2-frames us with, and to Smub on more of the specifics of escaping Belmont ledgetrapping and advantage state versus them. |
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Some item labbing counterplay- |
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# https://x.com/TheZepDragon/status/1366946827560505344 |
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# https://x.com/5AIT0ART/status/1593633832816746500 |
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}} |
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}} |
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Another option is attacking the mortar with ledge drop nair. Then there's jump while drifting away. Typically this will work in most situations unless Snake is literally hugging the ledge (SPR would make quick work of this position). Rolling is a good option if you can get your timing down as to avoid the up smash hitbox. However, the danger of this option is increased if there is a C4 behind Snake. |
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Another option is attacking the mortar with ledge drop nair. Then there's jump while drifting away. Typically this will work in most situations unless Snake is literally hugging the ledge (SPR would make quick work of this position). Rolling is a good option if you can get your timing down as to avoid the up smash hitbox. However, the danger of this option is increased if there is a C4 behind Snake. |
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The best way to react to C4 in general is wait until you hear Snake say "There!" before picking your defensive option. Also remember Snake's deadly up tilt when trying to land. |
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The best way to react to C4 in general is wait until you hear Snake say "There!" before picking your defensive option. Also remember Snake's deadly up tilt when trying to land. |
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p.s. Directional airdodge is best for avoiding nair 1 > up tilt. |
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===== Advantage ===== |
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===== Advantage ===== |
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For going off stage and hitting him, bair is our best option but fair gives us the dumbest 50/50 in the game on Snake. Hit him with all 3 hits and force him to tech the stage spike or deliberately miss the 3rd hit and watch him airdodge to his death. |
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For going off stage and hitting him, bair is our best option but fair gives us the dumbest 50/50 in the game on Snake. Hit him with all 3 hits and force him to tech the stage spike or deliberately miss the 3rd hit and watch him airdodge to his death. |
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Aside from that, Ridley's advantage vs Snake consists of trying to get rid of that obnoxious sypher up B (has 8% armor) and juggling the hell out of Snake while he's above us. |
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Aside from that, Ridley's advantage vs Snake consists of trying to get rid of that obnoxious cypher up B (has 8% armor) and juggling the hell out of Snake while he's above us. |
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Snake trying to recover low to ledge with cypher is easy bait for f-tilt and d-smash due to cypher extending the hitbox of these moves and making 2-framing a total breeze. Drop down bair is also viable due to bair's damage being able to obliterate through Snake's cypher armor (fair can do this as well but requires all 3 sweet spots). It should be noted that Snake can airdodge up before grabbing ledge to help avoid 2-framing. This also lets cypher go up, possibly hitting Ridley during d-smash. |
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Snake trying to recover low to ledge with cypher is easy bait for f-tilt and d-smash due to cypher extending the hitbox of these moves and making 2-framing a total breeze. Drop down bair is also viable due to bair's damage being able to obliterate through Snake's cypher armor (fair can do this as well but requires all 3 sweet spots). It should be noted that Snake can airdodge up before grabbing ledge to help avoid 2-framing. This also lets cypher go up, possibly hitting Ridley during d-smash. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Snake multihits- nair & dair (4 hits) |
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Snake multihits- nair & dair (4 hits) |
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Z-catching grenades and throwing them back with the right timings is good for messing up Snake's gameplan. He then has to be more careful and cook his grenades for longer to stop you from throwing them back, but this means you have more time and breathing room to approach him. Effective use of Z-catching and Instatossing can change how you play this matchup for the better. |
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If you grab Snake during his up smash startup and d-throw or something at the right time, the throw invincibility will protect you from the mortar. |
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If C4 is not detonated, it will automatically go off in a little over 26 and a half seconds. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation, and with Snake particularly you'll have to delay it a bit so you can snatch him under his cypher. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Although his fair can spike, it has 23 frames of startup, so is possible to hit him with our aerials beforehand. |
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With them having a frame 4 airdodge, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource. |
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His jab 3, fair, and dair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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** If not charged (where it glows gold), it will do a hop at the start. |
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** If not charged (where it glows gold), it will do a hop at the start. |
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** Can be charged for 6 seconds. |
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** Can be charged for 6 seconds. |
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** Release window is frame 17. |
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** A single hit attack. |
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** A single hit attack. |
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** Most of the time will stop in front of a shield unless its fully charged. |
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** Most of the time will stop in front of a shield unless its fully charged. |
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** Full charge crosses up on shield. |
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** Sonic will jump upward once pressing jump. |
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** Sonic will jump upward once pressing jump. |
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** Grounded release has 6 frames of invulnerability. |
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** Grounded release has 6 frames of invulnerability. |
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** Sonic can do a Spin Dash air pivot to alter his direction midair while keeping horizontal momentum. |
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* {{clr|special|Spin Charge}} (Down Special) |
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* {{clr|special|Spin Charge}} (Down Special) |
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** Will not hop after any charge. |
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** Will not hop after any charge. |
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** Can be charged for 11 seconds. |
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** Can be charged for 11 seconds. |
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** Release window is frame 15. |
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** A multihit attack. |
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** A multihit attack. |
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** Will always cross up shield. |
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** Will always cross up shield; same for aerial Spin Charge. |
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** Sonic will jump at an arc once pressing jump. |
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** Sonic will jump at an arc once pressing jump. |
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** TEST if this move transcends plasma breath |
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** TEST if this move transcends plasma breath |
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** Aerial Spin Charge can cover more horizontal ground than aerial Spin Dash. |
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** Aerial variant will lose its hitbox if Sonic is not going fast enough. |
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** Aerial variant will lose its hitbox if Sonic is not going fast enough. |
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** Aerial Spin Charge when held back sends Sonic in an "arc". |
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</small> |
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</small> |
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Another thing that lets you know easier when Sonic is using Spin Dash instead of Spin Charge is that as he is spindashing, he moves a little backwards, while in Spin Charge, he stays in place. Also, grounded Spin Charge is much more unsafe on shield, making it more punishable on crossup if it's not charged enough. |
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===== Gameplan ===== |
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===== Gameplan ===== |
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Notes: |
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Notes: |
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</small> |
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</small> |
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Sonic may also charge his homing attack (neutral B). It charges longer, deals more damage, and is effective against projectiles & shield depending on how much health it has. When bracing yourself for it, don't roll or spot-dodge too soon, as he'll punish on reaction. If your shield's still big, then can hold it to block, but if it's small, then you're likely to get poked, in which case it's best to dodge the homing special right when Sonic attacks. Requires some timing and practice, but if you get it, he has lots of lag when he hits the ground and can do a good punish on him. If he uses neutral B to ledgetrap, airdodge on stage. |
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Sonic may also charge his Homing Attack (neutral B). It charges longer, deals more damage, and is effective against projectiles & shield depending on how much health it has. When bracing yourself for it, don't roll or spot-dodge too soon, as he'll punish on reaction. If your shield's still big, then can hold it to block, but if it's small, then you're likely to get poked, in which case it's best to either dodge the Homing special right when Sonic attacks, or angle/tilt your shield upward. Requires some timing and practice, but if you get it, he has lots of lag when he hits the ground and can do a good punish on him. If he uses neutral B to ledgetrap, airdodge on stage. |
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Ridley's punish options for homing attack on shield: |
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Ridley's punish options for Homing Attack on shield: |
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* Up Smash (front)- True if Sonic is positioned correctly. Works better when he hits your shield from above. |
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* Up Smash (front)- True if Sonic is positioned correctly. Works better when he hits your shield from above. |
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* Fair/bair- True for most if not all homing attack spacings. |
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* Fair/bair- True for most if not all homing attack spacings. |
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''Most of these two frame options can be beaten out by doing a beefy up special (especially Sonic's spring).''</small> |
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''Most of these two frame options can be beaten out by doing a beefy up special (especially Sonic's spring).''</small> |
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Also respect his edgeguarding, between fair, bair, dair spike (tech it), uair, homing attack, and spring (up B) which may gimp if not careful like after an airdodge. His recovery's good, so can go deeper than you'd might expect. Watch as he comes out, don't do anything predictable like an immediate jump, and mix up your recovery. |
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Also respect his edgeguarding, between fair, bair, dair spike (tech it), uair, Homing Attack, and spring (up B) which may gimp if not careful like after an airdodge. His recovery's good, so can go deeper than you'd might expect. Watch as he comes out, don't do anything predictable like an immediate jump, and mix up your recovery, especially when it's easier for him to do a Homing Attack edgeguard on bigger characters. You can preemptively nair off stage to beat it or at least trade with it, although a good Sonic can just preemptively beat your up B with Homing. |
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When you lose a stock, Sonic can place a spring like underneath angel platform, causing you to bounce and drain respawn invincibility time. Drift away upon respawn to avoid bouncing off of spring. Triplat stages can make the spring forced with that said, but you can bounce and directional waveland down. |
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Sonic can airdodge our combos at 0%, though will usually opt not to but is a option to keep in mind. He has plenty options to mixup what he can do, his light weight and small hurtbox makes most combos not go up to very high %; d-throw > u-tilt at 25-50% will trap him into a grab or hit him with u-tilt. |
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Sonic can airdodge our combos at 0%, though will usually opt not to but is a option to keep in mind. He has plenty options to mixup what he can do, his light weight and small hurtbox makes most combos not go up to very high %; d-throw > u-tilt at 25-50% will trap him into a grab or hit him with u-tilt. |
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Attempting to juggle him is mostly pointless unless he has already used his jump or up B (can't use specials or jump after using up B). |
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Attempting to juggle him is mostly pointless unless he has already used his jump or up B (can't use specials or jump after using up B, but he can aerial or airdodge as mentioned). |
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For Sonic's options in disadvantage, he has a frame 2 airdodge, frame 4 spring (many Sonic's like to up B past the ledge and surprise the opponent with a bair which you can space around and punish), dair mixup, and all his specials will mixup his movement with homing attack stalling him in the air, spin dash doing a small hop with invulnerability and then charging right forward, with him being able to cancel spin dash/spin charge with a jump to move around. |
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For Sonic's options in disadvantage, he has a frame 2 airdodge, frame 4 spring (many Sonic's like to up B past the ledge and surprise the opponent with a bair which you can space around and punish), dair mixup, and all his specials will mixup his movement with Homing Attack stalling him in the air, Spin Dash doing a small hop with invulnerability and then charging right forward, with him being able to cancel spin dash/spin charge with a jump to move around. |
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Can exploit grabbing ledge when they’re off stage so that when they commit to Homing Attack, they just shoot straight into the lower blast zone. |
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Can exploit grabbing ledge when they’re off stage so that when they commit to Homing Attack, they just shoot straight into the lower blast zone. |
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If they like to do an uncharged Homing Attack at first, just spot dodge. Whiff punishing through that will force them to start charging it and mix up their timings. |
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If they like to do an uncharged Homing Attack at first, just spot dodge. Whiff punishing through that will force them to start charging it and mix up their timings. If he doesn't charge his Homing Attack for long and goes straight at you, can punish with f-smash but mainly as a read. Likewise, if he misses a Homing Attack and slams against the floor, is good to know to Skewer punish it. |
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Shorthop SPR beats Spin Dash from the corner. Otherwise though, dash attack can be more consistent. Also remember our grab is active for 3 frames which can be used and timed consistently as well. Of course, Sonic can choose to jump and escape the threat range of all such grounded options before spin dashing. |
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Shorthop SPR beats Spin Dash from the corner. |
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One thing that lets you know easier when Sonic is using spindash instead of spincharge is that as he is spindashing, he moves a little backwards, while in spincharge, he stays in place. |
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Sonic's dash attack as expected crosses up on shield, but is pretty punishable. |
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Sonic's dash attack as expected crosses up on shield, but is pretty punishable. |
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When he has to recover from high, he’s stuck in a momentum since his air acceleration is bad; just have to watch out for his aerials if you go out to attack him. |
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When he has to recover from high, he’s stuck in a momentum since his air acceleration is bad; just have to watch out for his aerials if you go out to attack him. Otherwise, take advantage of his bad air acceleration by juggling him. |
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If he doesn't charge his homing attack for long and goes straight at you, can punish with f-smash but mainly as a read. Likewise, if he misses a homing attack and slams against the floor, is good to know to skewer punish it. |
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Wait until hearing the sound effect of their up B and then f-tilt soon after; not immediately but a bit after. That's how you 2 frame him. |
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Wait until hearing the sound effect of their up B and then f-tilt soon after; not immediately but a bit after. That's how you 2 frame him. |
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Sonic multihits- u-tilt (2 hits), u-smash (~6 hits), fair (~5 hits), Spin Charge (4 hits) |
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His u-smash is invulnerable on frames 14-18, side B on frames 17-22 during chargeup, and up B on frames 5-7. |
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His u-smash is invulnerable on frames 14-18, side B on frames 17-22 during chargeup, and up B on frames 5-7. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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Sonic multihits- u-tilt (2 hits), u-smash (~6 hits), fair (~5 hits) |
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Our uair comes out six frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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His normals are punished by our OoS aerials and shield grab. His jab 3 is -26 & can be shorthop SPR OoS punished, while dash attack is -38 on shield and so can be punished with shorthop turnaround skewer OoS, etc. Likewise his u-smash is -29 which is f-smash punishable, and d-smash is -34 which is skewer punishable with some shield pushback (shorthop skewer OoS may be better). His landing aerials besides fair and dair are too safe on shield though, so reset there. Same goes for spin dash (side B) which is + on everything, but shielding’s still better than being hit by it. Homing attack however can be from -22 to -16 on shield, and spin charge (down B) is -33 unless it’s the jump aerial version which is -1. |
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His normals are punished by our OoS aerials and shield grab. His jab 3 is -26 & can be shorthop SPR OoS punished, while dash attack is -38 on shield and so can be punished with shorthop turnaround skewer OoS, etc. Likewise his u-smash is -29 which is f-smash punishable, and d-smash is -34 which is skewer punishable with some shield pushback (shorthop skewer OoS may be better). His landing aerials besides fair and dair are too safe on shield though, so reset there. Same goes for spin dash (side B) which is + on everything, but shielding’s still better than being hit by it. Homing attack however can be from -22 to -16 on shield, and spin charge (down B) is -33 unless it’s the jump aerial version which is -1. |
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His jab 3, f-tilt, u-tilt, dash attack, smashes, possibly homing attack (but have to move in with how it bounces off shield a little), grounded spin charge, and ledge getup attack (-27) are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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His jab 3, f-tilt, u-tilt, dash attack, smashes, possibly Homing Attack (but have to move in with how it bounces off shield a little), grounded Spin Charge (-33), and ledge getup attack (-27) are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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* While Spin Dash normally appears too safe on shield, there are still ways you can punish it OoS even if they hit shield and then do the jump. The timing is weird at first but you basically have to wait until you hear the 2nd hit since they get a new hitbox upon jumping, after which it's just one fullhop bair OoS. Pressing jump too early or before the 2nd shield hit eats the jump input from the shield lag and you end up with the shield drop f-tilt instead. The closer you are to Sonic, the more tighter it gets since he's faster in the air, and from the looks of things you need to get a fullhop bair exactly on the frame that would give you an auto shorthop bair. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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* u-tilt > double jump uair (85-92%) |
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* u-tilt > double jump uair (85-92%) |
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Credit to the Ridcord JMU section for a certain chunk of this info. |
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Credit to the Ridcord JMU section for a certain chunk of this info, and to Sapphire on fullhop bair OoS against Spin Dash. |
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}} |
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That all said, when shielding Thundaga, be aware that he can run up and grab during the last hit, so evade accordingly. Delay your recovery to ledge if he has Thundaga active. |
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That all said, when shielding Thundaga, be aware that he can run up and grab during the last hit, so evade accordingly. Delay your recovery to ledge if he has Thundaga active. |
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If Blizzaga is active, be more wary about throwing out long range hitboxes (d-tilt, etc) than you otherwise would in neutral since even the tip of those moves can allow him to freeze you if he's close enough. That said, if you use a spaced d-tilt and it's not close enough to hit him, it may bait Sora to throw out Blizzaga, making it whiff. When frozen by it, mix up your mashing speed. At high %, may want to mash out slower so that you don't pop out right when Sora uses his up B to KO you and instead break free after that move is done. After the ice though, some Sora's also go for a landing uair since even if you mash out slower, they can still punish, so gotta mix up the timing. |
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If Blizzaga is active, be more wary about throwing out long range hitboxes (d-tilt, etc) than you otherwise would in neutral since even the tip of those moves can allow him to freeze you if he's close enough. That said, if you use a spaced d-tilt and it's not close enough to hit him, it may bait Sora to throw out Blizzaga, making it whiff. When frozen by it, mix up your mashing speed. At high %, may want to mash out slower so that you don't pop out right when Sora uses his up B to KO you and instead break free after that move is done. After the ice though, some Sora's also go for a landing uair since even if you mash out slower, they can still punish, so gotta mix up the timing. Blizzaga also does a lot of shield damage. |
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* Dash attack has intangibility on foot during frames 7-18. |
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* Dash attack has intangibility on foot during frames 7-18. |
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Otherwise, just anti-air Sora whenever you can, being a floaty who will spend most of his time in the air. Even just up tilt can keep him juggled for awhile if you play it patiently with him. Sora has one of the worst grab ranges too. His key blade itself also isn't as long as that of other swordies. For ledgetrapping with Rid d-smash, do so mid range with how quick his ledge roll is. |
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Otherwise, just anti-air Sora whenever you can, being a floaty who will spend most of his time in the air, although he also has bad airspeed and ground speed. Even just up tilt can keep him juggled for awhile if you play it patiently with him. Sora has one of the worst grab ranges too. His key blade itself also isn't as long as that of other swordies. For ledgetrapping with Rid d-smash, do so mid range with how quick his ledge roll is. |
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When Sora mashes side B near ledge without yet grabbing it, we can 2 frame him with f-smash and such. |
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When Sora mashes side B near ledge without yet grabbing it, we can 2 frame him with f-smash and such. |
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Aerial sweep (Sora's up B) does not hit behind him on startup, and Sora is vulnerable to spikes (i.e. our dair) since the move does not hit directly above him; except during the last hit where the keyblade aims upward, so be fast if you're going to spike him before that or before he transitions into his side B. It's still possible to dair him during the 1st hit of his side B at least depending on the timing. Also, may want to delay your dair in case he stalls off stage with a magic spell first, which is common before he does up B. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Sonic blade slows down slightly upon hitting a shield (although given the short amount of time it takes to transition between hits, punishing the move can prove to be difficult), while Sora cannot input any actions if the move concludes in the air, making him very vulnerable. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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For SDI on Sora, wait until the last hit of multi-hits like f-tilt, u-tilt, nair, fair, and up B, because those give you considerably more hitlag frames to perform needed SDI inputs, while the first couple hits only give you 1 hitlag frame to do so. That said, the single hit version of f-tilt and all three hits of sonic blade are more generous with their hitlag frames for you to SDI. |
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* Only the tipper hitbox covering the end of the keyblade makes nair looping possible, as it gives more frames of hitstun than the other two hitboxes. The tipper is also the lowest priority hitbox, so if it overlaps any with the other two, Sora will lose a good few frames of hitstun advantage, making nair loops not true. Sora having enough rage also messes up his nair loop game. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Sora has a fast grab to compensate for his earlier mentioned lack of range compared to other swordsmen and short grab range, with b-throw at ledge being a potential kill move at high %, and his other throws that combo. |
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Despite his high amount of active attack frames, he has below average frame data in his moveset, making it hard for him to escape from combos. With that and the earlier mentioned low fall speed, air speed, and ground speeds, he is particularly susceptible to wall of pain combos like with our f-air. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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* u-tilt > fullhop uair (82-89%) |
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* u-tilt > fullhop uair (82-89%) |
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* u-tilt > double jump uair (83-94%) |
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* u-tilt > double jump uair (83-94%) |
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Proof of concept on skewer OoS punishing 3rd hit of side B- |
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https://x.com/TheZepDragon/status/1450334042860183553 |
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}} |
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}} |
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You can get by if you play a more methodical and spaced advantage game, not letting them set up. You do have the ground speed to keep up with them, after all. Can try to hold center stage versus Steve and see how it works out, but you also have to realize as long as Steve has a wall between you and him he’s more likely than not the one in control of the situation, especially if the wall is in front of a platform so that you’re forced to either land on it or behind the platform; both are extremely obvious and easy to catch. |
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You can get by if you play a more methodical and spaced advantage game, not letting them set up. You do have the ground speed to keep up with them, after all. Can try to hold center stage versus Steve and see how it works out, but you also have to realize as long as Steve has a wall between you and him he’s more likely than not the one in control of the situation, especially if the wall is in front of a platform so that you’re forced to either land on it or behind the platform; both are extremely obvious and easy to catch. |
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Onto mobility, Steve can abuse A-landings, even with fair & bair. Don't try to punish that, you'll get reversed as they spot-dodge. If they use their aerials from a short height and land close to you, can grab OoS and maybe up smash, but good Steve's won't use those moves from the height they get the landing lag. Get away from their A-landing with a roll or jump, as shielding will only allow them to pressure. |
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===== Crafting Table ===== |
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Remember the crafting table spawns about every 4 seconds, and can break it again in between your advantage time, not just in between taking his stocks. While he doesn't lose any resources the moment it's broken, he has to use them to make another table, more-so if it spawns again after falling off stage. |
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Remember the crafting table spawns about every 4 seconds, and can break it again in between your advantage time, not just in between taking his stocks. While he doesn't lose any resources the moment it's broken, he has to use them to make another table, more-so if it spawns again after falling off stage. |
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Rapid jab, d-tilt, u-tilt, nair, fair, and skewer would be least consequential to stale here. Apparently the table doesn't stale moves though surprisingly. |
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Rapid jab, d-tilt, u-tilt, nair, fair, and skewer would be least consequential to stale here. Apparently the table doesn't stale moves though surprisingly. |
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Skewering a Steve hitting the crafting table is relevant sometimes. Not needing to stale any other move helps. Only go for it though when you know he has a lot of mixups and won't react in time. Tilts also work if you need to quickly remove the table and reset (safely break the table with them though, don't constantly give up positioning but breaking it with your pressure), but the skewer one hit is nice. |
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===== Blocks, Mining, and TNT ===== |
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Standing on blocks appears to cancel the end lag of skewer, after the animation at least which you can use against him like when he's on a platform. |
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Standing on blocks appears to cancel the end lag of skewer, after the animation at least which you can use against him like when he's on a platform. |
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* If you see a Steve minecarting between two blocks, going back and forth against them, wait for them to break, unless at a range where you think you can punish beforehand, but is risky. |
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* If you see a Steve minecarting between two blocks, going back and forth against them, wait for them to break, unless at a range where you think you can punish beforehand, but is risky. |
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Otherwise, just disrupt him from mining as much as possible. Even if he shields, dodges, or jumps over your attacks or plasma breath, it still interrupts his mining process. That said, a grab/tomahawk grab is likely a safer option when close up. There's a lot of lag for them to switch out of mining, so your chances of landing an attack or grab are usually good, and if they jump, they don't go very high. When crafting, Steve can shield or jump before finishing, so a grab or SPR is a safer option. |
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Otherwise, just disrupt him from mining as much as possible. Even if he shields, dodges, or jumps over your attacks or plasma breath, it still interrupts his mining process. That said, a grab/tomahawk grab is likely a safer option when close up. There's a lot of lag for them to switch out of mining, so your chances of landing an attack or grab are usually good, and if they jump, they don't go very high. When crafting, Steve can shield or jump before finishing, so a grab or SPR is a safer option. Since mining has 9 frames of end lag, shield is no longer frame 1 for Steve, though it is still one of his main options out of mining aside from minecart. |
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For more on counterplay to blocks, you can walk or dash/run through ones that are one block above the ground; works for all block types (iron, stone). |
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* Skewering a Steve hitting the crafting table is relevant sometimes. Not needing to stale any other move helps. Only go for it though when you know he has a lot of mixups and won't react in time. Tilts also work if you need to quickly remove the table and reset (safely break the table with them though, don't constantly give up positioning but breaking it with your pressure), but the skewer one hit is nice. |
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Depending on the timing, you might be able to ledge jump over a ledge placed TNT explosion, and then do a landing aerial to continue disrupting his mining. Apparently doing a ledge getup attack cancels the TNT ignition too, while plasma ignites it. Also too, a beefy Wing Blitz up will displace a TNT at ledge and push it a little further back, making it go off. Just keep the pressure up which is his main weakness. |
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For more on counterplay to blocks in addition to above, you can walk or dash/run through ones that are one block above the ground; works for all block types (iron, stone). |
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* Steve standing real close to his blocks almost always means he's looking to punish your move. |
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* Steve standing real close to his blocks almost always means he's looking to punish your move. |
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* While your tilts can hit him past blocks as mentioned earlier, in which he can't punish if you happen to hit him, if he's shielding, you're better off spacing tipper to just break a block and get out of there. |
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* While your tilts can hit him past blocks as mentioned earlier, in which he can't punish if you happen to hit him, if he's shielding, you're better off spacing tipper to just break a block and get out of there. |
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* Also remember it takes 9 frames for Steve to get out of his mining materials animation. Take that bit of time to push against the blocks since his ability to punish you will be slower. |
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* Also remember it takes 9 frames for Steve to get out of his mining materials animation. Take that bit of time to push against the blocks since his ability to punish you will be slower. |
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If there’s a block 1 block in the air, can walk under it and destroy it, then jump through the rest of the blocks above it, which breaks down a ton of crazy builds. Just gotta be careful since most Steve’s will panic minecart or anvil in disadvantage. |
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For the 3 block wall, first counterplay is to challenge them when they're building the blocks. If you see them start to build a wall, just attack near the top of where the 3rd block would be (full momentum fullhop nair being good for this), hitting Steve in the process. With successful punishes, they'll run away after placing one block, minecart, or try to punish your move by placing one block and going for an aerial. Be ready to deal with them one by one and do mixups; go for whiff punish or corner them to the ledge with confidence. If they do manage to build a wall, is important to mix up the timing of going in, and the timing of destroying the wall. If you try to break it right away, they'll time their f-smash or minecart to punish you, so try not to get your timings read. Also watch if he does other setups like two blocks walls, or the staircase. |
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* Upon respawning, always jump over walls and interact instead of breaking them. |
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* All our ledge options typically break any blocks in the way when you're being ledgetrapped. |
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Depending on the timing, you might be able to ledge jump over a ledge placed TNT explosion, and then do a landing aerial to continue disrupting his mining. Doing a ledge getup attack cancels the TNT ignition too (specifically, attacking a TNT that has redstone coming off of it which gets rid of the redstone and renders the pressure plate useless), while plasma ignites it. Also too, a beefy Wing Blitz up will displace a TNT at ledge and push it a little further back, making it go off. Just keep the pressure up which is his main weakness. |
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===== Minecart ===== |
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Attack from above or run away with jumping back; don't roll, because they normally minecart from double jump height, and then drop an anvil to hit where you're rolling. If you attack, be sure to check if they have gold or not. If they have gold minecart, multi-hit moves like our fair will be ineffective and they'll armor through. Some timely fullhop flickshot plasma may work as a mixup, as plasma destroys minecart with enough charge. A minecart that Steve is riding can be shielded, as it has a normal hitbox when occupied. The minecart has 8.4 HP and Steve himself has 60 knockback armor, though the minecart health can't drop to 0 during the first 17 frames before it starts moving. In terms of Plasma, a few or couple fireballs should do it in, and nair or bair if timed & positioned right. That includes sour nair, though a staled nair won't beat cart, so just be aware. |
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If you get caught in a minecart (a slow one), can delay mashing until near the blast zone to avoid Steve's fair spike, but even if you avoid it, he has blocks and anvil to edgeguard then, so usually if you're caught in minecart, you just get KO'd or combo'd with up tilt. |
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* When Steve’s still inside the cart, it can be shielded as it has a normal hitbox when occupied and punishable with anything up to 16 frames OoS, though will have to get a read on when Steve might jump out of the cart in which it becomes a command grab. |
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Otherwise, pay attention to the Steve's minecart patterns to make counterplay that much easier. |
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===== Combos and DI/SDI ===== |
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SDI up & away from Steve jab/f-tilt or d-tilt to avoid being sent off stage for a f-air spike (SDI fair on stage) or d-smash edgeguard. DI & SDI up versus up tilt ladders in the air (especially said ladder/NIL combo they do with blocks from 50% that leads to KO) while rolling away if on the ground (you can try making it harder for Steve by DI'ing to the side, but if they can react to that DI, then it'd be much harder or impossible to get out as they place a block left or right), and for his general combos including d-throw ones, mix up between SDI in and out. |
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SDI up & away from Steve jab/f-tilt or d-tilt to avoid being sent off stage for a f-air spike (SDI fair on stage) or d-smash edgeguard. DI & SDI up versus up tilt ladders in the air (especially said ladder/NIL combo they do with blocks from 50% that leads to KO) while rolling away if on the ground (you can try making it harder for Steve by DI'ing to the side, but if they can react to that DI, then it'd be much harder or impossible to get out as they place a block left or right), and for his general combos including d-throw ones, mix up between SDI in and out. |
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Can also just not SDI at times and go to ledge instead since ledge is your friend in disadvantage when it comes to getting away from certain combos like the Steve ones. |
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Can also just not SDI at times and go to ledge instead since ledge is your friend in disadvantage when it comes to getting away from certain combos like the Steve ones. |
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Speaking of d-throw, respect Steve’s grab range. Is a tether-like grab using a fishing rod, but unlike Isabelle's, it functions as an actual tether grab despite the lack of a grab aerial and tether recovery. Like some others of its kind, the grab itself starts up relatively fast but has high end lag (13 frames in startup and 29 in end lag), and despite the hook being able to visibly drop past ledges like Isabelle's, it will not grab opponents if it does so. The move does not use up durability points. The anvil from his d-throw does, though.
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Also respect Steve’s grab range. Is a tether-like grab using a fishing rod, but unlike Isabelle's, it functions as an actual tether grab despite the lack of a grab aerial and tether recovery. Like some others of its kind, the grab itself starts up relatively fast but has high end lag (13 frames in startup and 29 in end lag), and despite the hook being able to visibly drop past ledges like Isabelle's, it will not grab opponents if it does so. The move does not use up durability points. The anvil from his d-throw does, though. |
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* Steve's shorthop fair and bair are different from the regular ones where he uses a sword, and the fair doesn't spike. |
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===== Advantage ===== |
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While Steve blocks delay his fall, making it hard to punish his landing and keeping him afloat from off stage, he can't mine like normal while he's on them. That said, watch out for his anvil dair which is a powerful KO tool; like Pac-Man Hydrant but stronger. Does a lot of shield damage, so don't use it if it's low, but if you do, aerial OoS; jump OoS after shielding first hit and nair. For a hard read, Wing Blitz will go through anvil in a juggle situation, and is a good callout when they’re at high %. Uair also works against anvil like with Pac hydrant. |
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While Steve blocks delay his fall, making it hard to punish his landing and keeping him afloat from off stage, he can't mine like normal while he's on them. That said, watch out for his anvil dair which is a powerful KO tool; like Pac-Man Hydrant but stronger. Does a lot of shield damage, so don't use it if it's low, but if you do, aerial OoS; jump OoS after shielding first hit and nair. For a hard read, Wing Blitz will go through anvil in a juggle situation, and is a good callout when they’re at high %. Uair also works against anvil like with Pac hydrant. |
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Because of Steve’s low jumps and bad air speed & air acceleration, he also struggles against fullhop aerial mixups as he can’t really chase people in the air, nor does he do well against characters with decent options to minecart and can consistently harass Steve out of his range with mid range. Can also grab/SPR Steve out of shorthop minecart if timed right like Banjo Wonderwing. |
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Because of Steve’s low jumps and bad air speed & air acceleration, he also struggles against fullhop aerial mixups as he can’t really chase people in the air, nor does he do well against characters with decent options to minecart and can consistently harass Steve out of his range with mid range. Can also grab/SPR Steve out of shorthop minecart if timed right like Banjo Wonderwing. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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* When Steve’s still inside the cart, it can be shielded as it has a normal hitbox when occupied and punishable with anything up to 16 frames OoS, though will have to get a read on when Steve might jump out of the cart in which it becomes a command grab. |
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If there’s a block 1 block in the air, can walk under it and destroy it, then jump through the rest of the blocks above it, which breaks down a ton of crazy builds. Just gotta be careful since most Steve’s will panic minecart or anvil in disadvantage. Minecart is invincible for the first 17 frames (hence why you can do well against it from a distance after it starts moving), but not Steve himself when it comes to close range. |
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===== Stages and materials ===== |
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Steve gets different tools/materials to mine for based on the stage. Smashville and Town & City is good because they'll mostly mine wood there. His blocks will be weaker as a result and be destroyed much faster; wood being weaker than stone, and a wooden sword breaks more easily too. If you make them craft better materials, that's less times they can use gold/normal minecart. |
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Steve gets different tools/materials to mine for based on the stage. Smashville and Town & City is good because they'll mostly mine wood there. His blocks will be weaker as a result and be destroyed much faster; wood being weaker than stone, and a wooden sword breaks more easily too. If you make them craft better materials, that's less times they can use gold/normal minecart. |
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===== PMLG ===== |
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Onto mobility, Steve can abuse A-landings, even with fair & bair. Don't try to punish that, you'll get reversed as they spot-dodge. If they use their aerials from a short height and land close to you, can grab OoS and maybe up smash, but good Steve's won't use those moves from the height they get the landing lag. Get away from their A-landing with a roll or jump, as shielding will only allow them to pressure. |
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For the 3 block wall, first counterplay is to challenge them when they're building the blocks. If you see them start to build a wall, just attack near the top of where the 3rd block would be (full momentum fullhop nair being good for this), hitting Steve in the process. With successful punishes, they'll run away after placing one block, minecart, or try to punish your move by placing one block and going for an aerial. Be ready to deal with them one by one and do mixups; go for whiff punish or corner them to the ledge with confidence. If they do manage to build a wall, is important to mix up the timing of going in, and the timing of destroying the wall. If you try to break it right away, they'll time their f-smash or minecart to punish you, so try not to get your timings read. Also watch if he does other setups like two blocks walls, or the staircase. |
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For more on minecart, attack from above or run away with jumping back; don't roll, because they normally minecart from double jump height, and then drop an anvil to hit where you're rolling. If you attack, be sure to check if they have gold or not. If they have gold minecart, multi-hit moves like our fair will be ineffective and they'll armor through. Some timely fullhop flickshot plasma may work as a mixup, as plasma destroys minecart with enough charge. A minecart that Steve is riding can be shielded, as it has a normal hitbox when occupied. The minecart has 8.4 HP and Steve himself has 60 knockback armor, though the minecart health can't drop to 0 during the first 17 frames before it starts moving. In terms of Plasma, a few or couple fireballs should do it in, and nair or bair if timed & positioned right. That includes sour nair, though a staled nair won't beat cart, so just be aware. |
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If you get caught in a minecart (a slow one), can delay mashing until near the blast zone to avoid Steve's fair spike, but even if you avoid it, he has blocks and anvil to edgeguard then, so usually if you're caught in minecart, you just get KO'd or combo'd with up tilt. |
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To account for PMLG or hitstun cancel, these are when Ridley's moves send Steve into tumble- |
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To account for PMLG or hitstun cancel, these are when Ridley's moves send Steve into tumble- |
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People are way too afraid of diamond and over-respecting it. It's a dumb part of his kit, sure, but people go gorilla mode and think they have to just be in his face constantly when in reality a slow but consistent mid-range pressure like Ridley's usual gameplan is more effective. Get too close and you have to deal with Steve up tilt or whatnot. |
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People are way too afraid of diamond and over-respecting it. It's a dumb part of his kit, sure, but people go gorilla mode and think they have to just be in his face constantly when in reality a slow but consistent mid-range pressure like Ridley's usual gameplan is more effective. Get too close and you have to deal with Steve up tilt or whatnot. |
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Another way to look at mining, it's not really his win condition so much as it's his tool to make you approach and go in recklessly; like the timer of Wario's waft, except in this case it's nowhere as catastrophic if he gets diamond, since when he does, his combos are easier to SDI out of due to the really high multiplier and his up tilt combos are arguably less deadly than the wood or iron ones because you'll get out of them quicker. |
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Regardless of what material they have though, if Steve mashes a jab or up tilt on your shield, jumping OoS is ill advised. Either go for a parry or a roll away if spaced, but jumping is much more a risk in that scenario, so save that resource for a better moment. |
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* One interesting kill mixup is if Steve has a block above him but is below it and he’s at high %, can grab & d-throw him so he slams in to said block, and then finish off with a smash attack. |
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* One interesting kill mixup is if Steve has a block above him but is below it and he’s at high %, can grab & d-throw him so he slams in to said block, and then finish off with a smash attack. |
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https://x.com/5AIT0ART/status/1582114913107181568 |
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* Up and down smash on top of a block at early % can lead into air skewer- |
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https://x.com/SteveTechSSBU/status/1681721075799867397 |
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* If you see him approaching with a block, get out of there and don’t shield because he can melt it with d-tilt & minecart for pressure. |
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* If you see him approaching with a block, get out of there and don’t shield because he can melt it with d-tilt & minecart for pressure. |
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* Use a ceiling/wall tech when it comes to blocks. Unlike wall techs however, ceiling techs leave you unactionable until 25+ frames, leaving you free for a big punish. That said, when the Steve places a block diagonally above you like when you're cornered, expect him to try and grab, avoid it, and whiff punish him to knock toward the block instead; whiff punishing with fullhop nair followed by f-smash is good for instance. Even if they don't outright die from it, you're in a good position afterward. |
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* Use a ceiling/wall tech when it comes to blocks. Unlike wall techs however, ceiling techs leave you unactionable until 25+ frames, leaving you free for a big punish. That said, when the Steve places a block diagonally above you like when you're cornered, expect him to try and grab, avoid it, and whiff punish him to knock toward the block instead; whiff punishing with fullhop nair followed by f-smash is good for instance. Even if they don't outright die from it, you're in a good position afterward. |
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@ 9:58 |
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https://www.youtube.com/watch?v=1u96g0xM6wY |
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* Alternate way of recovering against blocks as Ridley; the wing blitz wall bounce- |
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https://x.com/RockManSSB/status/1690963353714503680 |
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Aside from breaking a corner block with an aerial where necessary (like if there's 4 blocks), mainly remember to hug the stage when recovering lower to get through the blocks, which you should be doing anyway in some other matchup situations. |
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* The SPR wall slam can even catch Steve if he's standing at ledge rather than standing on the block- |
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https://x.com/WeNeed2BanSonic/status/1754001232409289061 |
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* If you see Steve anvil dair and place a block next to himself, watch out since him attacking it gives him a big aerial boost which he can set up a combo off of. |
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* If you see Steve anvil dair and place a block next to himself, watch out since him attacking it gives him a big aerial boost which he can set up a combo off of. |
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* How you can fullhop nair over the three block wall as Ridley- |
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If shielding an unsafe move, roll away/jump OoS, making his tether grab whiff. |
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https://x.com/Mezcaul/status/1777037430081609949 |
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* Proof of concept for using anvil as a wall for SPR wall slam before it disappears- |
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https://x.com/oke_kyoki/status/1813697880525328556 |
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With how committal his up smash is during the active frames and to some extent the end lag (26 frames), it's fairly easy to get around it when trying to land, and then you can whiff punish it with the likes of SPR as you land or even skewer if lucky. |
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A good way to catch Steve recovering low with up B is to fullhop off stage, jump again to turn around, and down angle wing blitz snap to ledge. Have to be a little quick at it, but Steve up B isn't the fastest recovery, so it's quite doable. Otherwise, the 23 frames of startup for Steve up B is much easier to hit during than the glide itself. |
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If shielding an unsafe move, roll away/jump OoS, making his tether grab whiff. Be careful about shielding anvil dair though due to its shield break potential, as another reason you don't want to get too comfortable shielding. That said, the anvil does more shield damage when Steve is still on it which will always break in that instance, but you can jump OoS or spot-dodge before the landing it. |
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If Steve lands with the minecart on a platform and you're under it, can punish with u-tilt or u-smash. Likewise with ledgetrapping, you can up smash OoS punish the ledge jump minecart if it starts next to you and you won't get hit. |
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Steve's shorthop fair and bair are different from the regular ones where he uses a sword, and the fair doesn't spike. |
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Steve multihits- d-tilt (5 hits), u-smash (9 hits), d-smash (3 hits) |
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Steve multihits- d-tilt (5 hits), u-smash (9 hits), d-smash (3 hits) |
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A good chunk of Steve's moves (jab/f-tilt, u-tilt, fair, bair, uair) require either about or at least 2 SDI inputs, but they have plenty frames of hitlag (varies) for you to perform said SDI's. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out nine frames faster than his dair, so it's possible to uair him as he's getting into position to anvil dair with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Steve's normals are mostly too safe on shield. His dash attack is punishable with nair and grab OoS though, except when he has gold and diamond. F-smash and d-smash are at least punished by our OoS aerials and shield grab too, while his up smash is -11, so can only nair OoS against it. |
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Steve's normals are mostly too safe on shield. His dash attack is punishable with nair and grab OoS though, except when he has gold and diamond. F-smash and d-smash are at least punished by our OoS aerials and shield grab too, while his up smash is -11, so can only nair OoS against it. |
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Landing aerials are all too safe on shield as you would expect, except anvil dair which is -14, but the main way you punish that as mentioned is jump OoS after shielding it, and then aerial. His up B has a hitbox, so shield that if he glides into you; same with point-blank minecart which is -16 on shield and thus can punish with OoS aerials, shield grab, and up smash. |
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Landing aerials are all too safe on shield as you would expect, except anvil dair which is -14, but the main way you punish that as mentioned is jump OoS after shielding it, and then aerial. His up B has a hitbox, so shield that if he glides into you; same with point-blank minecart which is -16 on shield and thus can punish with OoS aerials, shield grab, and up smash. |
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Reminder that his ranged grab is 13 frames in startup and 29 in end lag, so can at least whiff punish with SPR and such. Mix in shield jumping, particularly Double Shield Cancel fullhop, to whiff punish such a grab. There's also moving away after shielding a safe move of his (d-tilt and such) which he may then go for a grab for you to whiff punish.
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Remember that his ranged grab is 13 frames in startup and 29 in end lag, so can at least whiff punish with SPR and such. Mix in shield jumping, particularly Double Shield Cancel fullhop, to whiff punish such a grab. There's also moving away after shielding a safe move of his (d-tilt and such) which he may then go for a grab for you to whiff punish. |
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Ridley kill confirm: |
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Ridley kill confirm: |
Line 4,708: |
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When Terry's at 100%, he has two command input moves. Buster Wolf with 8% and Power Geyser with 5% worth of armor respectively. Unlike Kazuya's rage ability, Terry maintains the ability to use GO moves until his stock ends. Power Geyser can KO anyone before 100% vertically and does high shield damage, but has more startup and ending lag than Buster Wolf, making it punishable especially if parried. Buster Wolf is a burst option that KO's anyone before 120%, but can be shielded if timed right. Also of note, Terry cannot use his GO moves while in the air, which you can use to your advantage. Also him looking for an opening to use his GO moves when he's over 100%, but don't give it to him. Be aggressive in finishing him off, within reason. |
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When Terry's at 100%, he has two command input moves. Buster Wolf with 8% and Power Geyser with 5% worth of armor respectively. Unlike Kazuya's rage ability, Terry maintains the ability to use GO moves until his stock ends. Power Geyser can KO anyone before 100% vertically and does high shield damage, but has more startup and ending lag than Buster Wolf, making it punishable especially if parried. Buster Wolf is a burst option that KO's anyone before 120%, but can be shielded if timed right. Also of note, Terry cannot use his GO moves while in the air which you can use to your advantage by keeping him in the air with moves like d-tilt, in addition to him being floaty. Also take advantage of him looking for an opening to use his GO moves when he's over 100%, but don't give it to him. Be aggressive in finishing him off, within reason. |
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Like other fighting game characters, has low speed & poor recovery. Also a poor grab game. |
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Like other fighting game characters, has low speed & poor recovery. Also a poor grab game. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Burning Knuckle can crossup on our shield, so punish accordingly. |
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Burning Knuckle has various but plenty frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out a frame faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. Also note the inputted version of Power Dunk will spike during the descent. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Power Geyser is whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Can OoS attack and anti-air plenty in this matchup, as he's a floaty. |
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Can OoS attack and timely anti-air plenty in this matchup, as he's a floaty that loves his specials. Also remember retreating nair to neutralize some of his specials while remaining mobile. |
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His normals besides f-tilt and d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab). His tackle dash attack can crossup your shield a bit, so react and punish accordingly. His landing aerials are too safe on shield though, so reset there. |
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His normals besides f-tilt and d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab). His tackle dash attack can crossup your shield a bit, so react and punish accordingly. His landing aerials are too safe on shield though, so reset there. |
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His jab 3, f-smash, u-smash, d-smash, point-blank Power Wave, Burning Knuckle, Power Dunk, the two GO moves, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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His jab 3, f-smash, u-smash, d-smash, point-blank Power Wave, Burning Knuckle, Power Dunk, the two GO moves, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. |
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Also remember retreating nair to neutralize some of his specials while remaining mobile. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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Tink’s bair has a wall of pain combo like we do with fair. |
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Tink’s bair has a wall of pain combo like we do with fair. |
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Respect Tink zair which does more than Yink’s. |
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Respect Tink zair which does more than Yink’s. Tink's d-throw doesn't have as much combo potential as the other two Link's, but his b-throw at ledge kills at high enough %. |
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Tink's bombs explode on impact instead of lingering like the other Link's, and his grounded spin attack (10 hits) is the fastest and deals the most knockback, but is -25 on shield. |
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Tink's bombs explode on impact instead of lingering like the other Link's, and his grounded spin attack (10 hits) is the fastest and deals the most knockback, but is -25 on shield. |
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Remember too if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
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Remember too if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our uair comes out six frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Our jab 1 starts faster than his, allowing us to get out of scramble situations better. |
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Tink's normals besides d-tilt can be punished by at least nair OoS (some by our other OoS aerials and shield grab). His landing aerials besides dair are too safe on shield though, so reset there. Said dair you may be able to u-smash OoS depending on altitude, but otherwise nair OoS it. His jab 3, up B (grounded), and ledge getup attack (-25) are punished by shorthop SPR OoS. |
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Tink's normals besides d-tilt can be punished by at least nair OoS (some by our other OoS aerials and shield grab). His landing aerials besides dair are too safe on shield though, so reset there. Said dair you may be able to u-smash OoS depending on altitude, but otherwise nair OoS it. His jab 3, up B (grounded), and ledge getup attack (-25) are punished by shorthop SPR OoS. |
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Note his grab is 12 frames in startup and 34 frames of end lag, so can potentially whiff punish with skewer and such. Also, zair's 53 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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Note his grab is 12 frames in startup and 34 frames of end lag, so can potentially whiff punish with Skewer, Wing Blitz forward, and such. Also, zair's 53 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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His jab 3, smashes, grounded up B, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately maneuver/jump the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
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His jab 3, smashes, grounded up B, and ledge getup attack are shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately maneuver/jump the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
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With lloid rocket, options for it are jump (most common one which Villager expects and counters with slingshot, so be ready to double jump or aerial/airdodge through it), shield (a decent option, but watch out for Villager trying to grab if you do and spot-dodge the grab), roll (the rocket is slow enough to avoid with it, but Villager could easily attack you if you roll, so wouldn't do it), and attack (aside from beating rocket with a couple fireballs, can also attack both it and Villager which makes the rocket explode, but have to make sure your timing is right or you'll get hit instead). |
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For lloid rocket, you can easily destroy Isabelle's mine before it comes out like with neutral moves, but with Villager's rocket that goes horizontal and can ride on as a recovery mixup, is more tricky. |
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Also, lloid rocket doesn’t become an active hitbox as soon as it spawns, so you actually have more room to hold forward; 52 frames of startup to be precise, and can also grab him during that. When he uses rocket in the air, he pauses for a second. When he does it on stage, it's usually to bait you to attack him and his landing, but he usually hits you instead, so stand your ground. |
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Options for it are jump (most common one which Villager expects and counters with slingshot, so be ready to double jump or aerial/airdodge through it), shield (a decent option, but watch out for Villager trying to grab if you do and spot-dodge the grab), roll (the rocket is slow enough to avoid with it, but Villager could easily attack you if you roll, so wouldn't do it), and attack (aside from beating rocket with a couple fireballs, can also attack both it and Villager which makes the rocket explode, but have to make sure your timing is right or you'll get hit instead). |
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Also, lloid rocket doesn’t become an active hitbox as soon as it spawns, so you actually have more room to hold forward. When he uses rocket in the air, he pauses for a second. When he does it on stage, it's usually to bait you to attack him and his landing, but he usually hits you instead, so stand your ground. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Their dair hits us under plats, so still shield or avoid it. |
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Their dair hits us under plats, so still shield or avoid it. Same with his dash attack on a plat due to being a projectile that hits at mid range on someone underneath him. |
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Villager d-smash can bury, so watch out. |
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Villager multi-hits: u-tilt (2 hits), u-smash (6 hits) |
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Villager d-smash can bury, so watch out. Also try to SDI out of his u-smash. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Timber axe is whiff punished by Wing Blitz forward in terms of end lag. |
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Villager rapid jab finisher is punished by dash attack, dash grab, and shorthop OoS into SPR. His normals are punished by more of our OoS aerials & shield grab, except his smashes. His landing aerials are also too safe. Axe is unsafe enough for us to f/d-smash punish, but it does much shield damage. |
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You can do a beefy side B (hold down during SPR to bypass ledge) to catch their up B recovery, along with any directional airdodge toward ledge. Be ready to tech though in the case of a trade situation. Beefy side B won't grab if they still have intangibility while at ledge, but unlikely to happen if they're at high %. |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. We can also hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Villager rapid jab finisher is punished by dash attack, dash grab, and shorthop OoS into SPR. His normals are punished by more of our OoS aerials & shield grab, except his smashes. His landing aerials are also too safe. Axe is unsafe enough for us to f/d-smash punish, but it does much shield damage. His grab is 14 frames in startup and 27 in end lag. |
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His rapid jab finisher, u-tilt, dash attack, and axe are shield punished by u-tilt should he be at kill confirm %. |
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Ridley kill confirm: |
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Ridley kill confirm: |
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===== Advantage ===== |
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===== Advantage ===== |
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Ridley can hit Wario on ledge with basically anything he wants. Wario’s ledge drop aerials aren’t that good either. Fair is fast but is stubby and you’ll be ledgetrapping from further ranges anyway. This means Wario is pretty standard on the ledge. He’s gotta mixup the default options to find his openings. Abuse plasma and tilts to condition and trap him. |
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Ridley can hit Wario on ledge with basically anything he wants. Wario’s ledge drop aerials aren’t that good either. Fair is fast but is stubby and you’ll be ledgetrapping from further ranges anyway. This means Wario is pretty standard on the ledge. He’s gotta mixup the default options to find his openings. Abuse plasma and tilts to condition and trap him. His go-to option tends to be ledge jump since he struggles on ledge. |
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If Wario has bike off stage, he can easily get back to stage for free by going high. Ridley has a hard time intercepting this form of recovery. Wario off stage without his bike though is food for us due to not being able to contest nair, fair, or bair off stage, along with his linear recovery without bike. |
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If Wario has bike off stage, he can easily get back to stage for free by going high. Ridley has a hard time intercepting this form of recovery. Wario off stage without his bike though is food for us due to not being able to contest nair, fair, or bair off stage, along with his linear recovery without bike. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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If you're being combo'd, you want to SDI away from plats, and if you're getting combo'd on a plat you want to SDI up. If Wario still has waft, you want to SDI towards center. |
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Keep in mind he can do uair > waft as a shield break if your shield’s not at full health. Also, fully charged waft on its own that passively charges over time has super armor. |
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If you do a landing pivot (holding the other direction as you land which makes you turn that direction in the process), you can punish his lingering nair with the back hit of our up smash. |
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Remember that Wario will play patiently by floating in and out of your range while gathering waft, an example being floating in and out with his aerials to safely poke in neutral. Also be careful of moves that whiff against smaller characters which he can whiff punish with his up tilt and then combo. |
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Up throw is his combo throw, making it dangerous on platform stages. |
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His fair OoS puts you in a tech chase situation, so be ready to tech when you see that stubby jump kick. |
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D-tilt > dash attack is a Wario kill confirm, so watch out at higher %, and jump OoS since d-tilt's safe on shield. His up tilt, nair, and uair also confirm into waft. Keep in mind he can do uair > waft as a shield break if your shield’s not at full health. Also, fully charged waft on its own that passively charges over time has super armor. |
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Bite is mashable. |
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Bite is mashable. |
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His up smash has head intangibility on frames 8-14. |
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His up smash has head intangibility on frames 8-14. |
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If you get him off his bike, can help to not use it up against him or destroy it instantly, and instead keep it on the ground like near the corner as long as possible to keep it out of play. Also, Wario side B is 20/24 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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Dair is 7 hits, so remember when shielding with it being unsafe. It also hits us easily under platforms. |
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Dair is 7 hits, so remember when shielding with it being unsafe. It also hits us easily under platforms. |
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His f-smash, u-smash, bair, uair, and Waft are whiff punished by Wing Blitz forward in terms of end lag. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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This character can consistently airdodge over ledge after getting ledge trumped, so may be best to do ledge trump > drop ledge > double jump to stage + falling bair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Our jab 1 comes out well before his, so always use up close. |
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Our jab 1 comes out well before his, so always use up close. |
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* u-tilt > double jump uair (96-106%) |
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* u-tilt > double jump uair (96-106%) |
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Major credit to the Ridcord JMU doc for a good chunk of this info. |
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Major credit to the Ridcord JMU doc for a good chunk of this info, and credit to Capo on SDI against Wario. |
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}} |
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}} |
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Their nair is probably their best combo starter. It deals plenty damage (especially with deep breathing), and is decent at shield poking, so angle your shield if needed. Also remember their other weird hitboxes, as their initial jab, u-tilt, f-tilt, and f-smash can hit from behind too. Their fair can hit normally in the front, but spike in the back. |
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Their nair is probably their best combo starter. It deals plenty damage (especially with deep breathing), and is decent at shield poking, so angle your shield if needed. Also remember their other weird hitboxes, as their initial jab, u-tilt, f-tilt, and f-smash can hit from behind too. Their fair can hit normally in the front, but spike in the back. |
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While Wii Fit fights well in both short range and long range due to their strong projectiles and hard-hitting normals, they struggle at mid-range as a result of lack of range on their tilts and aerials. This of course is where Ridley excels and can give them difficulty in approaching, with them having to rely more on the ball to do so. Wii Fit's also pretty floaty. |
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They're floaty, so don't have the best approach. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Their u-tilt has arm intangibility on frames 3-12, while their u-smash has invulnerability on frames 9-12, so don't try to land on top of Wii Fit Trainer. |
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Their u-tilt has arm intangibility on frames 3-12, while their u-smash has invulnerability on frames 9-12, so don't try to land on top of Wii Fit Trainer. |
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Don't do a ledge neutral getup if they're charging a full sun salutation, since our hurtbox is likely still big enough to be hit by it. |
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Wii Fit has one of the longest techrolls and ledge rolls in the game, which can make her hard to punish even if a roll is expected. |
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The ball is still an active hitbox even after shielding or parrying it, so watch your space. |
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The ball is still an active hitbox even after shielding or parrying it, so watch your space. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Their jab 3, f-smash, u-smash, and bair are mostly whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out four frames faster than their dair, so it's possible to uair them as they're getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Their jab 3, f-smash, and u-smash is shield punishable by our own f-smash. Their other normals and two projectile specials are punished by our OoS aerials and shield grab. Their d-smash & ledge getup attack (-27) are punished by shorthop SPR OoS. |
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Their jab 3, f-smash, and u-smash is shield punishable by our own f-smash. Their other normals and two projectile specials are punished by our OoS aerials and shield grab. Their d-smash & ledge getup attack (-27) are punished by shorthop SPR OoS. |
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While many of his moves are deadly, they're also risky (like our u-smash against many on the ground), so if he whiffs, then punish quickly. |
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While many of his moves are deadly, they're also risky (like our u-smash against many on the ground), so if he whiffs, then punish quickly. |
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His greatest weakness is still his recovery though. His vertical recovery's terrible, so he'll avoid going under the stage when possible, using side B to get back to the ledge. You can anticipate this and dunk or maybe 2 frame him just before he grabs the ledge (even with dair), but be careful, for he may see you coming off stage and change his directory, sending you downward to a stock loss. With that in mind and some practice, you should be able to beat him off stage consistently. |
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His greatest weakness is still his recovery though. His vertical recovery's terrible, so he'll avoid going under the stage when possible, using side B to get back to the ledge. You can anticipate this and dunk or maybe 2 frame him just before he grabs the ledge (even with dair), but be careful, for he may see you coming off stage and change his directory, sending you downward to a stock loss. With that in mind and some practice, you should be able to beat him off stage consistently. Plasma screws him over more than most of the cast too with how challenging it is to recover, at the very least narrowing down his mixups. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Wolf dair requires about 2 SDI inputs, which has 14 hitlag frames for you to perform said SDI. |
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Wolf dair requires about 2 SDI inputs, which has 14 hitlag frames for you to perform said SDI. |
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His side B is 18 frames of startup, so watch for their side B habits in disadvantage as a horizontal recovery, and to try and grab them with SPR when they use it as such, leading to a potential early kill off stage. His up B is also 18 frames in startup, so another option is to run off and nair/fair him. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out five frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. His side B that spikes is 18 frames in startup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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Skewer > jab 2 > insert followup here, for covering delayed getup. |
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* F-smash on head during frames 12-16 and and u-smash on foot during frames 11-13. |
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* F-smash on head during frames 12-16 and and u-smash on foot during frames 11-13. |
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* During neutral B. |
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* During neutral B. |
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Yoshi side B has 32 frames of startup, so if they use Egg Roll as a mixup habit in disadvantage for a horizontal recovery, try to grab them with SPR when they use it as such, leading to a potential early kill off stage. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Other notes- |
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Other notes- |
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* Ridley's non-jab grounded attacks all break it past 86% with no rage. |
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* Ridley's non-jab grounded attacks all break it past 86% with no rage. |
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* Ridley's aerial attacks all break it past 105% with no rage. |
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* Ridley's aerial attacks all break it past 105% with no rage. |
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* While on a platform, skewer can catch Yoshi double jumping onto it while ignoring the DJ armor. |
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* F-tilt and nair beat every hitbox Yoshi has except tongue grabs. |
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* F-tilt and nair beat every hitbox Yoshi has except tongue grabs. |
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* All of Yoshi's aerials can cross up shield when at full airspeed. |
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* All of Yoshi's aerials can cross up shield when at full airspeed. |
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* Yoshi’s grounded down B starts killing at 125% |
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* Yoshi’s grounded down B starts killing at 125% |
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* Respect his grab range. |
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* Respect his grab range. |
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* His f-smash and bair are whiff punished by Wing Blitz forward in terms of end lag. |
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* We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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* Although his fair can spike, it has 16 frames of startup, so is possible to hit him with aerials beforehand. Likewise, our uair comes out five frames faster than the first hit of his dair, so it's possible to uair him as he's getting into position to dair with the right timing, although situational. |
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* Skewer > jab 1 > f-smash, for covering delayed getup. |
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* Skewer > jab 1 > f-smash, for covering delayed getup. |
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Yink's arrows require about 2 SDI inputs, which have 3 hitlag frames for you to perform said SDI's. |
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Yink's arrows require about 2 SDI inputs, which have 3 hitlag frames for you to perform said SDI's. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our uair comes out a couple frames faster than his dair, so it's possible to uair him as he's getting into position to dair spike with the right timing, although situational. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Remember if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
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Remember if you grab him when a boomerang is still going, timely use d-throw to take advantage of the invincibility frames so it doesn't hit you on the way back. Can pummel while waiting. |
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Besides rapid jab skewer punish (with shorthop skewer OoS being more consistent, though shield drop > d-smash also works), Yink's normals apart from d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab), while his f-smash 2 is punished by Rid f-smash when shielded. His jab 3 & ledge getup attack (-25) are punished by shorthop SPR OoS. His landing aerials besides dair are insanely safe though as previously mentioned (as well as rising bair), so reset there. |
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Besides rapid jab skewer punish (with shorthop skewer OoS being more consistent, though shield drop > d-smash also works), Yink's normals apart from d-tilt are punished by at least nair OoS (some by our other OoS aerials and shield grab), while his f-smash 2 is punished by Rid f-smash when shielded. His jab 3 & ledge getup attack (-25) are punished by shorthop SPR OoS. His landing aerials besides dair are insanely safe though as previously mentioned (as well as rising bair), so reset there. |
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Already covered his specials on shield, though note his grab is 12 frames in startup and 33 frames of end lag, so can potentially whiff punish with skewer and such. Also, zair's 55 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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Already covered his specials on shield, though note his grab is 12 frames in startup and 33 frames of end lag, so can potentially whiff punish with Skewer, Wing Blitz forward, and such (same with f-smash 2). Also, zair's 55 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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His gentleman jab/rapid jab finisher, smashes, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately jump/maneuver the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
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His gentleman jab/rapid jab finisher, smashes, and ledge getup attack are also shield punished by u-tilt should he be at u-tilt > uair kill %. Remember not to shield too obviously though because of the tether grab (expect an up throw and immediately jump/maneuver the other way to avoid u-smash/uair/up B & pick your landing) which you may be better off whiff punishing than trying to shield punish the other mentioned moves. |
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===== Disadvantage ===== |
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===== Disadvantage ===== |
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Ledgetrapping is when she's at her strongest. Phase 4 and 5 of the knight can hit ledge hang. To avoid ledgetraps, regrab the ledge; Zelda doesn't cover the regrab due to the knight forcing a timed ledge option. Can also time a getup attack to get through the knight's attack with intangibility. Her f-smash is another ledgetrap move to watch out for, as it covers everything but ledge hanging and ledge jump, tho knight covers those options. |
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Ledgetrapping is when she's at her strongest. Phase 4 and 5 of the knight can hit ledge hang. To avoid ledgetraps, regrab the ledge; Zelda doesn't cover the regrab due to the knight forcing a timed ledge option. Can also time a getup attack to get through the knight's attack with intangibility. Her f-smash is another ledgetrap move to watch out for, as it covers everything but ledge hang and ledge jump, though knight covers those two options. |
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Keep in mind that her up angle f-tilt along with u-tilt are potent anti-airs similar to our own, and with how her u-tilt lingers, can sometimes even catch you while neutral airdodging down. You don't want to be right above her anyway when trying to recover on stage from up high because of her uair, so retreat to ledge when needed if nothing else or if you're not in a position for another vertical burst option like dair. Speaking of her uair, up tilt combos into it if she hits you with the back side of up tilt, and can also combo into her bair, but like with our up tilt > uair, its timing is tight and is % dependent. At mid % where uair won't kill, she may go for an up B instead, so try and airdodge that if possible. Be wary of directional airdodging her uair left or right when landing, because she can punish you after with her up B. When dealing with her uair onslaught from up high, keep an eye out on a possible up B finisher which you should try to airdodge. |
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Keep in mind that her up angle f-tilt along with u-tilt are potent anti-airs similar to our own, and with how her u-tilt lingers, can sometimes even catch you while neutral airdodging down. You don't want to be right above her anyway when trying to recover on stage from up high because of her uair, so retreat to ledge when needed if nothing else or if you're not in a position for another vertical burst option like dair. Speaking of her uair, up tilt combos into it if she hits you with the back side of up tilt, and can also combo into her bair, but like with our up tilt > uair, its timing is tight and is % dependent. At mid % where uair won't kill, she may go for an up B instead, so try and airdodge that if possible. Be wary of directional airdodging her uair left or right when landing, because she can punish you after with her up B. When dealing with her uair onslaught from up high, keep an eye out on a possible up B finisher which you should try to airdodge. |
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For her grab game, respect her pivot grab and don't make committal approaches too often like if she's backed into a corner or you face a Zelda that's competent at grabs. If you wait to shield a fully charged phantom, her grabbing will guarantee that you get hit by it. Her grab itself is slow though. Her f-throw can combo off a fully charged phantom, her d-throw is her bnb combo like most characters which you can DI but mix it up (such as DI'ing in instead of away to make her fair/bair hit on sour instead of sweetspot, and also keep in mind her d-throw gives you little time to react to tech when it launches you on a lower platform), her up throw can combo into fullhop nair and situationally uair as mentioned as well as a setup for potential kills at top platforms like with our up throw, and her up and back throws are kill throws at high %. Up throw killing though depends on weight, stage blast zone ceiling height, and DI, but if she uses up throw earlier to combo, it'll stale it. Her back throw kills earlier with that said, so remember if you're at high % and she's cornered which may be intentional for her to grab and b-throw you, though if she uses b-throw earlier for an attempted gimp, kill, or sending into a knight's path, it'll stale. |
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For her grab game, respect her pivot grab and don't make committal approaches too often like if she's backed into a corner or you face a Zelda that's competent at grabs. If you wait to shield a fully charged phantom, her grabbing will guarantee that you get hit by it. Her grab itself is slow though. Her f-throw can combo off a fully charged phantom, her d-throw is her bnb combo like most characters which you can DI but mix it up (such as DI'ing in instead of away to make her fair/bair hit on sour instead of sweetspot, and also keep in mind her d-throw gives you little time to react to tech when it launches you on a lower platform), her up throw can combo into fullhop nair and situationally uair as mentioned as well as a setup for potential kills at top platforms like with our up throw, and her up and back throws are kill throws at high %. Up throw killing though depends on weight, stage blast zone ceiling height, and DI, but if she uses up throw earlier to combo, it'll stale it. Her back throw kills earlier with that said, so remember if you're at high % and she's cornered which may be intentional for her to grab and b-throw you, though if she uses b-throw earlier for an attempted gimp, kill, or sending into a knight's path, it'll stale. |
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If she has a knight ready and you're off stage, fastfall or airdodge while drifting forward to recover low and avoid the strike. Don’t always recover low though like in the case of her going off stage to dair spike; you'll have to delay your up B in which case. |
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If she has a knight ready and you're off stage, fastfall or airdodge while drifting forward to recover low and avoid the strike. If she tries to dair you for recovering low, can either delay your jumps or up B to make the dair whiff, or try to uair her as she gets into position to dair; our uair is 11 frames in startup, while her dair is 14 frames. |
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If she's traveling through the air (like off stage) while charging the knight, it will catch onto ledges behind her, even if she doesn't land on the floor herself. She typically uses it to cover two bases when edgeguarding; the knight to cover ledge, while going low herself to catch a low recovery, but when recovering, you can defend yourself with attacks such as nair or uair (try to do so before she does something like neutral B that'll knock you back or worse send you into the path of the phantom strike) before using your up B to get back to the ledge, or if you use Wing Blitz early enough, will stop her in her tracks. Also watch out for nair or Nayru's Love possibly launching you to the side of the stage, and be ready to tech so you don't get stage spiked. All and all, mix up how you deal with the knight and recovering against her; it's a mind game battle more than anything. |
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If she's traveling through the air (like off stage) while charging the knight, it will catch onto ledges behind her, even if she doesn't land on the floor herself. She typically uses it to cover two bases when edgeguarding; the knight to cover ledge, while going low herself to catch a low recovery, but when recovering, you can defend yourself with attacks such as nair or uair (try to do so before she does something like neutral B that'll knock you back or worse send you into the path of the phantom strike) before using your up B to get back to the ledge, or if you use Wing Blitz early enough, will stop her in her tracks. Also watch out for nair or Nayru's Love possibly launching you to the side of the stage, and be ready to tech so you don't get stage spiked. All and all, mix up how you deal with the knight and recovering against her; it's a mind game battle more than anything. |
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If you connect an SPR on her at all, don't do the jump release in hope for an aerial setup (unless you’re at higher % than her where she can mash out), as she can counter most attempts with her aerials & specials. |
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If you connect an SPR on her at all, don't do the jump release in hope for an aerial setup (unless you’re at higher % than her where she can mash out), as she can counter most attempts with her aerials & specials. |
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With them being floaty, our u-throw > uair can work on them occasionally. Jumping at the right time can still beat this combo, but they still have to use up a valuable resource, and if they manage to airdodge a followup, you can typically land with an autocancel to frame trap them and punish if you read their trajectory. Even with Ridley's up throw still having no true followup at times, can do an empty jump + fastfall to bait them to use a resource and catch their landing accordingly, which floaties have a harder time dealing with. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Her fair, bair, uair, and up B are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Aside from what was mentioned about our uair coming out before her dair, our dair likewise comes out three frames faster than her uair if you want to use it as a landing mixup, though only do so with the right timing and if you're confident it'll hit her. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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Her rapid jab finisher is punished by f-smash OoS, and all of her normals besides d-tilt are punishable by at least nair OoS, though her landing aerials are too safe on shield, so neutral reset there. Her neutral B's similarly punishable if shielded up close, but gotta hold till the end of the move on the 4th hit, and since it's -25, you can shorthop SPR OoS as a response; same goes for her up smash and ledge getup attack which are -25. Her up B on the ground is -29, making it punishable by f-smash OoS. In the air however it's only -19, and can be even safer if she spaces it. |
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Her rapid jab finisher is punished by f-smash OoS, and all of her normals besides d-tilt are punishable by at least nair OoS, though her landing aerials are too safe on shield, so neutral reset there. Her neutral B's similarly punishable if shielded up close, but gotta hold till the end of the move on the 4th hit, and since it's -25, you can shorthop SPR OoS as a response; same goes for her up smash and ledge getup attack which are -25. Her up B on the ground is -29, making it punishable by f-smash OoS. In the air however it's only -19, and can be even safer if she spaces it. |
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With ZSS, she'll spend most of her time in the air, so camp her from the ground with your anti-airs rather than chase her and avoid her nair and zair combo starters, having your up tilt, up angle f-tilt, up smash, nair, and such ready, along with d-tilt to cover her overextensions; otherwise just knowing how to react to Flip Jump/Kick with practice or reading it when she’s in disadvantage, along with her dair to some extent. |
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With ZSS, she'll spend most of her time in the air, so camp her from the ground with your anti-airs rather than chase her and avoid her nair and zair combo starters, having your up tilt, up angle f-tilt, up smash, nair, and such ready, along with d-tilt to cover her overextensions; otherwise just knowing how to react to Flip Jump/Kick with practice or reading it when she’s in disadvantage, along with her dair to some extent. |
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Flip Jump has intangibility on frames 3 through 12. Visually, it ends when she reaches the apex of her flip, is on her way down, and around when you start seeing the blue afterimages (aka when she can kick), so don’t attack when her flip is on the way up. Timely abuse Ridley up smash and uair against it; if you're not early enough, then patiently wait till near the end of it and punish. Remember too that ZSS loses Flip Jump after using it until she touches the ground, which can be useful in off stage situations where she may be gimped, though edgeguard her quickly since she has two tethers to work with. If she tethers, can try and do an off-stage or Crouch Ledge Slip nair/fair on her, or SPR/jump plasma if she tethers high, depending. She can easily jump over charged Plasma with Flip Jump, so be careful with it, using one or two fireballs as bait, or Flickshot Plasma when retreating if you have room. Can shield Flip Kick, but with how safe it is on shield, she'll be away before you can punish as she bounces off with it. Reading/evading is the better option with how much end lag it has. In other words, pay attention to her panic options. If it's not Flip Jump, it may be dair, but that at least is more reactable, and easily punished when dodged. Dair is arguably easier to bait out too, though note it can hit you under a platform, so still shield it there. Surprisingly, she can’t airdodge fastfall too well, making her disadvantage pretty linear when she doesn’t have Flip Jump available, and is otherwise forced to dair or something. |
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Flip Jump has intangibility on frames 3 through 12. Visually, it ends when she reaches the apex of her flip, is on her way down, and around when you start seeing the blue afterimages (aka when she can kick), so don’t attack when her flip is on the way up. Timely abuse Ridley up smash and uair against it; if you're not early enough, then patiently wait till near the end of it and punish. Remember too that ZSS loses Flip Jump after using it until she touches the ground, which can be useful in off stage situations where she may be gimped, though edgeguard her quickly since she has two tethers to work with. If she tethers, can try and do an off-stage or Crouch Ledge Slip nair/fair on her, or SPR/jump plasma if she tethers high, depending. She can easily jump over charged Plasma with Flip Jump, so be careful with it, using one or two fireballs as bait, or Flickshot Plasma when retreating if you have room. Can shield Flip Kick, but with how safe it is on shield, she'll be away before you can punish as she bounces off with it. Reading/evading is the better option with how much end lag it has. In other words, pay attention to her panic options. If it's not Flip Jump, it may be dair, but that at least is more reactable, and easily punished when dodged. Dair is arguably easier to bait out too. Surprisingly, she can’t airdodge fastfall too well, making her disadvantage pretty linear when she doesn’t have Flip Jump available, and is otherwise forced to dair or something. |
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Other things to note about Flip Jump/Kick: |
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Other things to note about Flip Jump/Kick: |
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Aside from her nair and zair, watch out for her Blaster combo starters. Her d-smash/Blaster > up B Boost Kick kills us around 90%. If you see her charging her Blaster, can shield it if you do a dash shield, then punish with an OoS option. If they wall you out with zair's, something like a Wing Blitz forward from mid stage can be a decent mixup option to catch their landing. It can also go through Blaster, though wouldn’t rely too much on the timing. Our tilts, nair, bair, and even a single plasma beats out her Blaster too. |
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Aside from her nair and zair, watch out for her Blaster combo starters. Her d-smash/Blaster > up B Boost Kick kills us around 90%. If you see her charging her Blaster, can shield it if you do a dash shield, then punish with an OoS option. If they wall you out with zair's, something like a Wing Blitz forward from mid stage can be a decent mixup option to catch their landing. It can also go through Blaster, though wouldn’t rely too much on the timing. Our tilts, nair, bair, and even a single plasma beats out her Blaster too, though wouldn't do so with f-tilt with how much its clank end lag is. |
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She has hard to punish shield pressure (even with her rising aerial, but parries help to deal with that) but little shield damage and poke (aside from her fair which can poke due to being a 2-hit move and may need to shield tilt that), so can shield well against ZSS aside from Blaster and tether grab which is more reactable than regular Samus's; move around though. Most of what ZSS can do on shield is still relatively safe, especially zair and nair. If she tries to go for an aerial, you can react with an up smash or nair OoS as a get-off-me for rising aerials (her fair and bair). Do not try to up smash ZSS’s nair OoS however, especially a landing nair. It's hugely disjointed and safe. Also watch for her jabbing on your shield, as it's difficult to punish and spammable after a landing aerial due to it being a frame 1 move, though her jab 3 you can punish well. Regardless, if she bounces off your shield with Flip Jump, you can follow her aerial movement with an OoS aerial if quick enough. |
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She has hard to punish shield pressure (even with her rising aerial, but parries help to deal with that) but little shield damage and poke (aside from her fair which can poke due to being a 2-hit move and may need to shield tilt that), so can shield well against ZSS aside from Blaster and tether grab which is more reactable than regular Samus's; move around though. Most of what ZSS can do on shield is still relatively safe, especially zair and nair. If she tries to go for an aerial, you can react with an up smash or nair OoS as a get-off-me for rising aerials (her fair and bair). Do not try to up smash ZSS’s nair OoS however, especially a landing nair. It's hugely disjointed and safe. Also watch for her jabbing on your shield, as it's difficult to punish and spammable after a landing aerial due to it being a frame 1 move, though her jab 3 you can punish fine, or even just her jab 1 or jab 2 if she stops there to mix you up. Regardless, if she bounces off your shield with Flip Jump, you can follow her aerial movement with an OoS aerial if quick enough. |
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* Also watch out for Boost Kick OoS, and to DI the move, mostly DI down and in during the multi-hits, but the higher up you are when hit by her up B, the further out you must DI. DI out on the first hit may help you fall out of it. |
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* Also watch out for Boost Kick OoS, and to DI the move, mostly DI down and in during the multi-hits, but the higher up you are when hit by her up B, the further out you must DI. DI out on the first hit may help you fall out of it. |
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While she can rack up damage on us pretty easily, she struggles to kill without a stun to a smash attack or Boost Kick, so at high percent, keep your head and stay focused. |
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While she can rack up damage on us pretty easily, she struggles to kill without a stun to a smash attack or Boost Kick, so at high percent, keep your head and stay focused. |
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ZSS prefers to set up ledgetraps as opposed to edgeguards. None of her moves can hit you on ledge, but getting up is a different story. Her quick, low lag, big hitboxes make it hard to get back on stage. The biggest moves to watch out for are her grab, side B, and Blaster. They can all lead to another ledgetrap situation or even a kill in side B and Blaster's case. The short range of her aerials (barring nair) makes our ledge jump to nair a decently safe option, because it can snuff out some aerial options and provides decent protection, but it's important to watch for her up smash, nair, and other active aerials like fair. It’s important to mix up your ledge game too, with ledge drop > jump > fair, and whatnot. It just depends on the player and their habits, so be sure to pay attention, and above all, stay calm. |
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ZSS prefers to set up ledgetraps as opposed to edgeguards. None of her moves can hit you on ledge, but getting up is a different story. Her quick, low lag, big hitboxes make it hard to get back on stage. The biggest moves to watch out for are her grab, side B, neutral B, d-smash, and bair. They can all lead to another ledgetrap situation or even a kill in side B and Blaster's case. The short range of her aerials (barring nair) makes our ledge jump to nair a decently safe option, because it can snuff out some aerial options and provides decent protection, but it's important to watch for her up smash, nair, and other active aerials like fair. It’s important to mix up your ledge game too, with ledge drop > jump > fair, and whatnot. It just depends on the player and their habits, so be sure to pay attention, and above all, stay calm. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Even with her great speed, she still has to commit when she dashes in, and the key to understanding how she runs away or plays disadvantage is her flip jump. Once you have an understanding, hitting her becomes easier; this includes how she uses it from ledge where she can use it defensively or aggressively, so is suggested to give up a little more stage to keep the corner pressure going. |
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If she's fishing for shorthop side B's when ledgetrapping, doing a ledge jump into charged plasma can stall you followed by the fireballs hitting her. |
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# https://x.com/acroraptor/status/1878165292167102694?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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Her main throw is f-throw which sets up a tech chase starting at 18%, though to avoid being tech chased by this, you can DI up. |
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ZSS multihits- f-smash (2 hits), u-smash (~6 hits), fair (2 hits), side B (5 hits) |
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ZSS multihits- f-smash (2 hits), u-smash (~6 hits), fair (2 hits), side B (5 hits) |
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Her dair can hit us under a platform, so still shield or avoid there, and again, same with her d-smash. |
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Skewer > d-tilt > insert followup here, for covering delayed getup |
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Our nair can either trade with or beat her uair, as our aerial hits first from below. Her uair comes out a couple frames sooner than our nair though, so have to anticipate and time it. |
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Aside from maybe grab, her u-tilt, f-smash, nair, and Flip Kick are whiff punished by Wing Blitz forward in terms of end lag. |
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We can hit their ledge hang with dair, in the case of ledgetrump > ledgejump + dair. |
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Our uair comes out three frames faster than her dair, so it's possible to uair her as she's getting into position to dair spike with the right timing, although situational. For the flip kick spike, it has 9 frames in startup, so might be possible to hit her with our frame 8 nair beforehand. |
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Near ledge when she's at 0%, if you do d-throw followed by an aerial that puts her even slightly off stage, if you do a down angle wing blitz to ledge snap, if can spike her if she does a careless flip jump in response to being hit. Good to keep in mind as a knowledge check. |
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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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With ZSS, can also move a lot and challenge her in the air, especially when she goes for flip kick (given that you're not off stage) because if you try challenging it from the ground, miss, and get hit you're buried but if you're in the air you won't be buried. Still tech it though. |
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With ZSS, can also move a lot and challenge her in the air, especially when she goes for flip kick (given that you're not off stage) because if you try challenging it from the ground, miss, and get hit you're buried but if you're in the air you won't be buried. Still tech it though. |
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Her dash attack (dash back first if she crosses you up) & flip kick (dash whatever direction she's drifting) are also shield punishable by d-smash. Her jab 1/2/3, u-tilt, dash attack, f-smash, Flip Kick, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. Her ledge getup attack is also punished by f-smash OoS. |
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Her dash attack (dash back first if she crosses you up) & flip kick (dash whatever direction she's drifting) are also shield punishable by d-smash. Her jab 1/2/3, u-tilt, dash attack, f-smash, Flip Kick, and ledge getup attack are also shield punished by u-tilt should she be at u-tilt > uair kill %. Her ledge getup attack is also punished by f-smash OoS. |
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Her grab is 15 frames in startup and 33 frames in end lag, allowing a potential whiff punish with skewer and such, and since her shield grab would be frame 19, could dash attack her shield and still spot-dodge it or jump, or mix in shield jumping or Double Shield Cancel fullhop to bait a whiff. Like regular Samus though, watch out for up B as her fastest possible OoS option, and only dash attack her shield if you expect her to go for a grab. |
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Her grab is 15 frames in startup and 33 frames in end lag, allowing a potential whiff punish with Skewer, Wing Blitz forward, and such, and since her shield grab would be frame 19, could dash attack her shield and still spot-dodge it or jump, or mix in shield jumping or Double Shield Cancel fullhop to bait a whiff. Like regular Samus though, watch out for up B as her fastest possible OoS option, and only dash attack her shield if you expect her to go for a grab. |
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Also, zair's 30 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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Also, zair's 30 frames of end lag allows you to SPR after if you were stuffed out by it before. Mainly zair from a fullhop, as shorthop zair would cancel the end lag when they go to ground. |
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* u-tilt > fullhop uair (78-82%) |
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* u-tilt > fullhop uair (78-82%) |
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* u-tilt > double jump uair (83-86%) |
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* u-tilt > double jump uair (83-86%) |
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* If you're waiting to catch her landing with u-tilt, watch to see if she flip jumps first and act accordingly. |
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Major credit to Ridcord for much of this info. |
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Major credit to Ridcord for much of this info. |