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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 57% without rage (around high 50's to early 60's range). |
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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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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, 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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 84% without rage (around mid to high 80's range). |
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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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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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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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 68% without rage (high 60's range). |
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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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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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|summary= |
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|summary= |
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==== Gameplan ==== |
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Like Lucina, Chrom doesn't care as much about spacing as Roy or Marth. Chrom also has Ike's up B, but something Chrom has in common with Roy as an echo fighter is tending to rushdown his opponents more than Marth/Lucina, so we have to wall them out even more. |
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Like Lucina, Chrom doesn't care as much about spacing as Roy or Marth. Chrom also has Ike's up B, but something Chrom has in common with Roy as an echo fighter is tending to rushdown his opponents more than Marth/Lucina, so we have to wall them out even more. |
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Roy/Chrom have one of the best jabs, due to being a great combo starter in part. Jab > d-tilt and so on, so keep your distance. Another reason to do so is their up B being a good OoS option. |
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Roy/Chrom have one of the best jabs, due to being a great combo starter in part. Jab > d-tilt and so on, so keep your distance. Another reason to do so is their up B being a good OoS option. |
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Playing at the corner at 0% can be good to limit his combos while sending him off stage. This doesn't mean standing still at the corner, it’s about baiting him around the corner area to then grab him and b-throw. This also helps against his nair because if he crosses up to be safe, he ends up in a very disadvantageous position. His nair is normally strong because it’s safe, combos well, and has range. |
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==== Advantage ==== |
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For combos, he's very vulnerable to d-throw nair regrab at 0%, so use this to maximize combos and push him offstage. He's also susceptible to autocancel nair > grab > d-throw > autocancel nair > f-tilt. If our d-tilt is not a combo starter at 0%, go for tipper d-tilt since Chrom has fair out of hitstun like ROB. |
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Prioritize ledgetrapping from a distance to avoid reversals, especially at 0% because of his nair. |
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Do not attempt deep edgeguards unless you’re sure. His up B has 8 frames of vulnerability at the peak of the attack so staying at the corner works most of the time. Chrom's up B also 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, but down angle f-tilt kills him early if he's without his double jump. If he's farther out, can go off to nair or fair him where your tilts won't reach. |
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==== Disadvantage ==== |
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Against their jab at ledge, limit ledge drop or ledge jump between 45% and 90%, as they can jab > f-smash to punish. |
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If hit by their side B during ledge drop, prepare to DI out by moving the stick in the opposite direction during the side B animation to avoid dying early. For ledge jump, also DI out to avoid early deaths. |
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Watch how they charge their neutral B when edgeguarding and delay your recovery accordingly, or do a beefy up B. Watch for their counters too, and tech & hold down when hit by one. |
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Watch how they charge their neutral B when edgeguarding and delay your recovery accordingly, or do a beefy up B. Watch for their counters too, and tech & hold down when hit by one. |
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Their jab, f-tilt, and f-smash can hit us at the ledge, so be careful. |
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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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SDI up & in against his nair to reduce being combo'd or escape 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. Even just mashing rapid jab at ledge can put him in a bad spot. |
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Their dair hits Ridley under plats, as does Chrom up B, so still shield or avoid. |
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Their dair hits Ridley under plats, as does Chrom up B, so still shield or avoid. |
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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 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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 64% without rage (around mid to high 60's range). |
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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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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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Their normals besides d-tilt and Chrom jab are punished by our OoS aerials and such; smashes are f-smash punished OoS, while Chrom f-smash is punished by shorthop SPR OoS. Landing aerials are too safe though, so reset. Charged neutral B is a shield breaker, but the side B hits are pretty unsafe on shield; even d-smash works also from skewer (after the last hit). If he misses a counter nearby, whiff punish. |
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Their normals besides d-tilt and Chrom jab are punished by our OoS aerials and such (a staled jab is punishable though); smashes are f-smash punished OoS, while Chrom f-smash is punished by shorthop SPR OoS. Landing aerials are too safe though, so reset. Charged neutral B is a shield breaker, but the side B hits are pretty unsafe on shield; even d-smash works also from skewer (after the last hit). If he misses a counter nearby, whiff punish (skewer, f-smash, etc). |
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Despite his up B being -29, it can't be punished with f-smash OoS. Dash attack, f-tilt, or d-tilt after shield drop instead. |
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Their u-tilt, dash attack, smashes, any side B hits, and ledge getup attack attack (-22) are u-tilt punished OoS should he be at u-tilt > uair kill %. |
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Their u-tilt, dash attack, smashes, any side B hits, and ledge getup attack attack (-22) are u-tilt punished OoS should he be at u-tilt > uair kill %. |
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* u-tilt -> fullhop uair (87-90%) |
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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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* u-tilt > double jump uair (91-100%) |
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Major credit to Mezcaul on most of advantage and disadvantage. |
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}} |
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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 57% without rage (high 50's range). |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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His d-smash is whiff punished by Wing Blitz forward in terms of end lag. |
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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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 55% without rage (mid to high 50's range). |
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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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Skewer > jab 2 > whatever, for delayed getup. |
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Skewer > jab 2 > whatever, for delayed getup. |
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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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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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 59% without rage (high 50's to early 60's range). |
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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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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 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. If he whiffs a counter nearby, skewer punish. |
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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, but do dash attack, f-tilt, or d-tilt after shield drop instead since his up B avoids the f-smash. If he whiffs a counter nearby, skewer or f-smash 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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 72% without rage (around early to mid 70's range). |
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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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 79% without rage (high 70's to early 80's range). |
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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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His dash attack, smashes, fair, uair, and dair are whiff punished by Wing Blitz forward in terms of end lag. |
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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 60% without rage (early to mid 60's range). |
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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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His KO Punch is whiff punished by Wing Blitz forward or anything in terms of end lag. |
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One thing Ridley players don't like is to approach by air, but against Lucas that's a good way to pressure him. Our uair combos into itself, but doesn't have good horizontal range and doesn't kill when staled as such. |
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One thing Ridley players don't like is to approach by air, but against Lucas that's a good way to pressure him. Our uair combos into itself, but doesn't have good horizontal range and doesn't kill when staled as such. |
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Another thing Ridley players don't necessarily like to do is recover high or above ledge, but doing so here when possible is good because if you're below ledge and his PK thunder comes out, you're usually dead. It's better to take some percent and recover high than recover low and die. |
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He has a lot of Ness weaknesses to be aware of, like how hard it is for him to land against disjointed range. He’s better at covering himself off stage than Ness, but is still very exploitable. |
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He has a lot of Ness weaknesses to be aware of, like how hard it is for him to land against disjointed range. He’s better at covering himself off stage than Ness, but is still very exploitable. |
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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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Parrying Lucas's PK can be more reasonable to time. If the Lucas likes to d-tilt spam on your shield into f-tilt, just hold shield until it spaces you outside the tilts, and then you can punish what he may do after or roll away and reset. |
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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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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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* 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 and how we're able to hit Lucas during PK thunder 2. |
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Credit to smub for some of the tips on neutral & how we're able to hit Lucas during PK thunder 2, and credit to TheMikeDrop on some more of the neutral & disadvantage tips. |
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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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Mega Man has a low shorthop, making it extra important to anti-air or d-tilt if timed well. |
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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 67% without rage (high 60's range). |
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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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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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|oneliner= |
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|summary= |
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|summary= |
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We're faster than them generally, though contest their disjointed aerials with your own, or otherwise shield/avoid, but watch out for dair's shield pressure and hold it past the shockwave; same with the Stone Scabbard up B. Swordfighter lacks effective OoS options except for Hero's Spin up B (like Link's up B spin but stronger in the air which you want to airdodge through), and has mostly laggy moves. Also no kill throw, so keep your shield up at high % unless they have Blurring Blade. |
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We're faster than them generally, though contest their disjointed aerials with your own and otherwise shield or avoid, but watch out for dair's shield pressure and hold it past the shockwave; same with the Stone Scabbard up B. Swordfighter lacks effective OoS options frame wise except for Hero's Spin up B (like Link's up B spin but stronger in the air which you want to airdodge through), and has mostly laggy moves. Also no kill throw, so keep your shield up at high % unless they have Blurring Blade. |
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===== Miscellaneous and frame data ===== |
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===== Miscellaneous and frame data ===== |
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Be careful about doing a tipper f-tilt on their shield, since their f-air OoS can punish you doing that, thanks to their airspeed mostly. Can try a tipper d-tilt on shield instead or bait with a fullhop and then landing nair as they try to shortop fair OoS, which with any luck will send them off stage without a jump. |
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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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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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 46% without rage (high 40's range). |
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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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His side B is whiff punished by Wing Blitz forward in terms of end lag. |
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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 68% without rage (around high 60's to early 70's range). |
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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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His side B (grounded) and Skewer are whiff punished by Wing Blitz forward in terms of end lag. |
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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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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), tap fullhop & forward simultaneously and then gyro toss, set L-stick to neutral & tap Z to 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 & airdodge/up B to recover to ledge. If fair isn't tipper, can bair from ledge or ledge jump uair depending on his position. |
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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), tap fullhop and then tap forward and gyro toss, set L-stick to neutral & tap Z to 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 & airdodge/up B to recover to ledge. If fair isn't tipper, can bair from ledge or ledge jump uair depending on his 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 0% as a mixup, you can do shorthop gyro toss > catch & hit with forward drift uair (same as above method) > quick dash & toss gyro up at ROB > shorthop skewer in place. 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 > quick dash & shorthop up toss > jump again forward & dair. Likewise at 40%, shorthop gyro toss > forward drift uair > quick dash & fullhop up toss > jump again forward & dair; jump + up B after to recover for any of them. |
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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 > quick dash & shorthop up toss > jump again forward & dair. Likewise at 40%, shorthop gyro toss > forward drift uair > quick dash & fullhop up toss > jump again forward & dair; jump + up B after to recover for any of them. |
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# https://www.youtube.com/watch?v=utclhWVhYao |
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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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* 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. You can also shorthop item toss OoS this way to convert into the usual gyro combos mentioned above. |
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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 & still respecting his laser) > 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 (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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* 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. Slamming gyro into ground is also good for anti-airing like in reaction to ROB setting up a nair, and then you can do a timely uair to combo. |
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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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 70% without rage (early 70's range). |
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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 70% without rage (early to mid 70's range). |
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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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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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 55% without rage (mid to high 50's range). |
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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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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 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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 54% without rage (around mid to high 50's range). |
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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 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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 69% without rage (high 60's to early 70's range). |
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His smashes are whiff punished by Wing Blitz forward in terms of end lag. |
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His smashes are whiff punished by Wing Blitz forward in terms of end lag. |
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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 68% without rage (high 60's to early 70's range). |
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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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His jab 3, fair, and dair are mostly 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. His side B that spikes is 18 frames in startup. |
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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 62% without rage (around low to mid 60's range). |
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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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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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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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On Small Battlefield side platforms (4% higher for regular Battlefield), u-tilt > quick dash u-smash kills at 56% without rage (mid to high 50's range). |
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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. |