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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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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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===== Gameplan ===== |
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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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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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==== Miscellaneous and frame data ==== |
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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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Their dair hits us under platforms, so still shield or avoid. |
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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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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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'''Belly Armor and it's Properties''' |
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'''Belly Armor and it's Properties''' |
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Belly Armor is a special hurtbox that spawns during specific attacks that are available to King. K Rool. When it spawns, it will overtake any hitbox that overlaps it. However, it will only tank an attack if he is facing the opponent or a hitbox connects to the hurtbox. The armor will not tank unblockables, grabs, or hitgrabs. The armor has a 18.01 HP threshold, allowing K. Rool to take up to 36.02% damage. The damage of an attack is split in half between K. Rool and the armor's HP. Damage multipliers like the 1v1 multiplier and the freshness bonus or staleness penalty are calculated before the split. The armor regenerates 0.08 HP every 16 frames, or around 0.3 HP per second. If the HP was theoretically at 0, then it would take roughly around 60 seconds to regain belly armor. |
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Belly Armor is a special hurtbox that spawns during specific attacks that are available to King K. Rool. When it spawns, it will overtake any hitbox that overlaps it. However, it will only tank an attack if he is facing the opponent or a hitbox connects to the hurtbox. The armor will not tank unblockables, grabs, or hitgrabs. The armor has a 18.01 HP threshold, allowing K. Rool to take up to 36.02% damage. The damage of an attack is split in half between K. Rool and the armor's HP. Damage multipliers like the 1v1 multiplier and the freshness bonus or staleness penalty are calculated before the split. The armor regenerates 0.08 HP every 16 frames, or around 0.3 HP per second. If the HP was theoretically at 0, then it would take roughly around 60 seconds to regain belly armor. |
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<small> |
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* If belly armor is broken, he will be stunned, having the same effect as a shield break. But unlike shield breaks, King K. Rool will regain full shield and belly armor. |
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* If belly armor is broken, he will be stunned, having the same effect as a shield break. But unlike shield breaks, King K. Rool will regain full shield and belly armor. |
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You can grab K Rool if you timely jump over the krown toss and he’s in end lag; you still have to worry about the returning krown, so timely use the invincibility frames on your d-throw animation to get past it, and pummel while waiting for krown to return before the d-throw. Alternatively, you can do a landing SPR if spaced right. |
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You can grab K Rool if you timely jump over the krown toss and he’s in end lag; you still have to worry about the returning krown, so timely use the invincibility frames on your d-throw animation to get past it, and pummel while waiting for krown to return before the d-throw. Another option is performing a quicker throw and immediately buffering shield after to protect yourself against the incoming crown which requires on the fly execution. Alternatively, you can do a landing SPR if spaced right. |
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K Rool enters end lag if he grabs the krown back, and to avoid this he has to commit to a punishable option like an aerial, grab, spotdodge, sheild, etc; so you can wait and try to meet their pace. Roll is something he’ll commonly do to pick up the krown. |
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K Rool enters end lag if he grabs the krown back, and to avoid this he has to commit to a punishable option like an aerial, grab, spotdodge, sheild, etc; so you can wait and try to meet their pace. Roll is something he’ll commonly do to pick up the krown. |
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Ridley gets more use out of plasma in this matchup than one would think. It outzones blunderbuss and can otherwise wall K Rool out, though krown toss mostly goes through plasma when active (3 fireballs on him preemptively will cancel the krown before it fully comes out though), so as usual, treat it as a neutral reset. |
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Ridley gets more use out of plasma in this matchup than one would think. It outzones blunderbuss and can otherwise wall K Rool out, though krown toss mostly goes through plasma when active (3 fireballs on him preemptively will cancel the krown before it fully comes out though), so as usual, treat it as a neutral reset. |
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'''Krown as an item''' |
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With krown as an item, Ridley can forward toss it, fair, and catch the krown while shield poking. It has similarities to gyro as a strong combo tool, but it sends K Rool at slightly different trajectories than gyro does ROB. Regardless of %, when you do shorthop krown item toss > forward drift nair/uair, K Rool always ends up behind you even if you catch the krown with said aerial. If you get him airborne, it could allow for a fullhop bair followup or if you want to be cheeky, fullhop turnaround skewer. |
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Aside from such combos you can do with krown once you have it, you can also use it to play basic reactionary gameplay or strengthen your edgeguards & ledgetraps. Keep in mind though that K Rool can cancel out your krown item toss with blunderbuss or do a shorthop fastfall nair to armor through while picking krown back up, so he's not helpless. |
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===== Advantage ===== |
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===== Advantage ===== |
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For juggling, aside from what was mentioned on how to handle his landing armored moves (nair, etc), he’s still not too fast in the air, so abuse Ridley’s ground speed and u-tilt or nair to catch other landing attempts. Respect his dair though which also has belly armor and can lead into u-smash as a kill confirm. Dair is slow though, so either react or whiff punish the startup (14 frames). |
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For juggling, aside from what was mentioned on how to handle his landing armored moves (nair, etc), he’s still not too fast in the air, so abuse Ridley’s ground speed and u-tilt or nair to catch other landing attempts. Respect his dair though which also has belly armor and can lead into u-smash as a kill confirm. Dair is slow though, so either react or whiff punish the startup (14 frames). |
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===== Disadvantage ===== |
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===== Disadvantage ===== |
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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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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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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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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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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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His dash attack, smashes, fair, 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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Skewer > d-tilt > insert followup here, for covering delayed getup. |
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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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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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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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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. You can also use metal blade to strengthen your edgeguarding against Mega Man and shield pressure because of its hitstun. |
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For his side B the Crash Bomber, best option is to shield it before it sticks on you, cancelling it out. Can either stick it back on him by running up close to him, or shield when the time is right and block the blast. He'll likely anticipate this and try to apply shield pressure with f-smash, so try to distance yourself before shielding so he can't pressure in time. If he's right on you, then just take the hit from the sticky explosion and move away, which is preferable to being hit by some of his other attacks like the f-smash. The best thing to do generally when Crash Bomb is on you is to go aggro, rather than shield and allow him to apply more pressure. Also watch out for him possibly trying to use it from off stage when you’re at ledge. |
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For his side B the Crash Bomber, best option is to shield it before it sticks on you, cancelling it out. Can either stick it back on him by running up close to him, or shield when the time is right and block the blast. He'll likely anticipate this and try to apply shield pressure with f-smash, so try to distance yourself before shielding so he can't pressure in time. If he's right on you, then just take the hit from the sticky explosion and move away, which is preferable to being hit by some of his other attacks like the f-smash. The best thing to do generally when Crash Bomb is on you is to go aggro, rather than shield and allow him to apply more pressure. Also watch out for him possibly trying to use it from off stage when you’re at ledge. |
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===== Gameplan ===== |
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The main differences with Pit and Dark Pit: |
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The main differences with Pit and Dark Pit: |
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===== Overall ===== |
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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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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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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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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 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 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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* 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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* 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 |
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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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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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* For gyro toss combos of the 0 to death variety, there's shorhop gyro toss > forward nair on hit + catch > shorthop gyro toss & forward nair on hit + catch > shorthop gyro toss > SPR > jump release > imagination. Input wise, just quickly press A after the shorthop gyro toss as you're moving, though remember to have stick set to neutral after each toss so you don't do a f-air instead. You'll have to run forward a bit before the 2nd buffered shorthop toss, and so on. |
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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- |
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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/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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# 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 fullhop gyro toss a bit late and thus input Z late for the Z-catch, you’ll also airdodge. |
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So to start with, shorthop gyro toss (buffered shorthop with C-stick), catch & hit with forward uair (it's a timing thing where you can't just use C-stick to buffer uair, but have to input it like you would when Z-catching an item but with an aerial instead of Z, though a cue to think about is after the gyro hits ROB, do the uair input while holding forward on left stick the entire time as you press up on C-stick at the right cue moment), fullhop gyro toss & hold forward until it hits, set L-stick to neutral & Z-catch, go back to holding forward and double jump & toss again; all in one fluid motion, and then at the end, delay the fair; jump back and airdodge or up B to recover to ledge. If fair isn't tipper, can bair from ledge or ledge jump uair depending on ROB's position. |
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At 0% as a mixup, you can do shorthop gyro toss > catch & hit with forward drift uair (same as above method) > toss gyro up at ROB > space a shorthop skewer. For a 0 to death double toss combo, there's shorthop gyro toss > forward drift uair > fullhop gyro toss > stick set to neutral and Z-catch > hold forward and toss again as you're landing > run off and jump to footstool dair > up B to recover. |
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At 10%, you can do shorthop gyro toss > catch & hit with forward drift uair > fullhop Z-drop behind you > dair for a spike; just remember that ROB has to be behind you as you drop it, and stick set to neutral so you don't gyro toss instead. A variant of the gyro dair setup at 20% is shorthop gyro toss > forward drift uair > shorthop up toss > jump again & dair. Likewise at 40%, shorthop gyro toss > forward drift uair > fullhop up toss > jump again & dair; jump + up B after to recover for any of them. |
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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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* 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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* 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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* 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 & still respecting his laser) > 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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* 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 (z-drop behind you & stick set to neutral) 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 down at the ROB while landing on the plat and quickly 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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* 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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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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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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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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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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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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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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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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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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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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While ROB side B can reflect projectiles as mentioned, 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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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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His f-smash, dair, and side B are whiff punished by Wing Blitz forward in terms of end lag. |
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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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# 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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# 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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# Setup into skewer https://x.com/iroll20s/status/1187278268128464897 |
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# Setup into dair @ 10:28 with ROB at 10% https://www.youtube.com/watch?v=YLKbi4LeVxQ |
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# Setup into dair @ 10:28 https://www.youtube.com/watch?v=YLKbi4LeVxQ |
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# Z-drop footstool setup into f-smash at center stage https://x.com/vreyvus/status/1140004284194525191?s=21 |
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# Buffered shorthop forward toss > forward landing uair > fullhop gyro toss > uair catch and loop, aka uair ladders https://x.com/himo_pechio/status/1469330311150727171?s=21 |
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# Setup into f-smash https://x.com/vreyvus/status/1140004284194525191?s=21 |
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# Shorhop gyro toss > forward nair on hit + catch > shorthop gyro toss & forward nair on hit + catch > shorthop gyro toss + Z-catch + gyro toss + Z-catch + toss > nair https://x.com/imesam/status/1727047137236767122?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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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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# 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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# Difficult setup into bair 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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# 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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# Ridley gyro tutorial https://x.com/orpheeate/status/1894708620278878256?s=46&t=NvvvokY_NM2udMgu8BGKVQ |
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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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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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}} |
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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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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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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 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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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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===== Minecart ===== |
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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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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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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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* 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 ===== |
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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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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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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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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. |
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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 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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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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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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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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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: |
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If he's camping at you with rockets and slingshots behind a tree, stay patient and watch for his patterns. Remember, the tree's only on the field for 14 seconds, so don't let him goad you into doing something stupid for him to punish. That said, if they mostly do fullhop slingshot, is possible to double jump over it and the tree and land an attack, but only go for if you see an opening. |
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If he's camping at you with rockets and slingshots behind a tree, stay patient and watch for his patterns. Remember, the tree's only on the field for 14 seconds, so don't let him goad you into doing something stupid for him to punish. That said, if they mostly do fullhop slingshot, is possible to double jump over it and the tree and land an attack, but only go for if you see an opening. |
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Also be aware that tree has a chance of spawning a woodchip item that can be used against you or vice-versa, as well as a healing item. |
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