Samus got a buff on up smash, it kills like 20% earlier now, at around 110, and the hits connect better (it still drops people too often). She got a HUGE nerf in the Mewtwo patch though, when they completely botched her ftilt which went from one of the best in the game to one of the worsts.
hey guys, ive been getting back into smash these past few days and i would like to actually get better at it now. I mostly play Villager, Shulk and Pikachu, sometimes ZSS.
I use the c-stick for smash attacks and almost never use jab/tilt attacks, do you think it's worth it to switch the c-stick to jabs and to relearn how to use smash attacks? Im really used to it already.
how does DI work, exactly? a guide i read said to move the control stick (they mean the stick you move with, right?) during the short hitstun of an attack, but i feel like that doesnt make any difference. somewhat related to that, i never remember to tech a landing.
i also usually forget to get some more damage in when grabbing someone because im afraid of them freeing themselves. at what percentage can i reliably get a few hits in?
i know the basic up-throw-thunder combo from pikachu, any other easy ones i should know?
help a noob out!
I keep cstick set to smash out of habit, what helps me with tilts is to hold the direction while doing something else before standing still. Like holding it while landing, drop pong the shield or doing some other attack. Later on you'll get the finesse of doing them no problem. You should definately pick up on jabbing and that's not the cstick that's interfering. Jab out of landing, out of rolls and dodges, even run up (shield) and jab. They're the quickest offensive options and they're the safest as well (try not to do the third jab on shields). Villager and pikachu have weird jabs though, and you should exchange them with neutral air for quick punishes. But really, cstick preference is up to you, it's probably a good idea to set them to tilts and do smashes the old way.
DIrectional Incfluencing hits means you can change the angle in which you're thrown off when hit and you slow down the speed of your launch by a bit. There's no visual indicator, just think of it as how someone can move in the air by pressing left or right, so when launched, that smaller force is applied to you and it'll let you live a bit higher percents that just letting the stick to neutral. Just remember to hold left or right when being hit (for vertical hits as well so you affect the angle). Regarding teching landings, there's a short window which you need to shield as you're landing, but remember you can get off tumbling state by pressing any attack button or air dodging so it's a good idea to do an attack when you're being sent off high enough so you don't have to worry about teching when landing.
Pummels are more reliable on higher percents, to make it easier think of it as like every 30% I can add an extra pummel. It's better to get the throw so don't YT greedy with them, what matters the most is that you can get one for unstaling purposes or just throw quickly so your opponent can't DI it correctly.
Last Pikachu and ZSS are very high execution characters (for competitive play). Pikachu can combo up tilts to one another at very low percents which then combos into a few up airs which you can close out with a neutral air.
Zss's gimmick is that she can combo of a down throw into up air, up air, up b at around 40% letting you get super early kills. Be sure to check video guides on YouTube regarding combos and more specific character knowledge