- Cloud Strife from Final Fantasy VII is now available as a downloadable fighter.
- Corrin from Fire Emblem Fates is set to arrive as a downloadable fighter sometime in February.
- Bayonetta is set to arrive as a downloadable fighter sometime in February.
> Resources and Guides
Last thread: >>128447219
Every time I play, I always end up forgetting some multiple things about tech or certain moves characters have and only remember until way too late.
I just need to get better already.
Are you good at the game?
Also how many hours should I be practicing at this game a day? And by "this game," I mean Smash 4. Generally whenever I play, I play for about an hour and a half.
Also is it just me or are people in FG mode generally better? I used to have a decent win ratio of like, 60% or so (it used to be higher than that even) but the past couple of days, I swear I have done nothing but lose.
I'm aright at it
an hour is alright I have the game on for like 10+ hours a day I don't practice I just play, I usually play with one guy for an hour the next guy another hour and so on
FG sucks until you "banned" and fight those faggots and winrate doesn't matter
Foxtrot cancelling. You foxtrot in one direction, at the end of the initial dash animation where it can be cancelled, tap the same direction and immediately foxtrot the opposite direction. Timing and distance varies by character.
If you care about gitting gud, just playing the game doesn't help. You have to put your mind into your training. Execution is important but adaptation how you really get better.
Keep your mind in the game, don't autopilot ever. Your options should always be at the forefront of your mind. VoiD's combos look cool af but he can do that not because he's significantly more technical than every other player, but he keep the setups and combos themselves in his mind at all times so when he sees a moment that he can go for one, he's ready.
I see too many players who setup a techchase situation and just dash attack instead of watching for tech/missed tech and the better followups you can get
More so, pay attention to your opponent's playstyle and what options they go for. See how they react and keep that in mind during every interaction. When you see a habit, any habit, make sure you capitalize off that. If they adapt to your adaption, you have to counter-adapt and do so for the entire match.
PPMD after Apex went to no tournaments and said he practiced only about an hour a day, but come EVO he still gets 3rd. It's because he makes the most out of his practice.
tl;dr, think during the match, never autopilot
I thought I selected
>I see too many players who setup a techchase situation and just dash attack instead of watching for tech/missed tech and the better followups you can get
and pressed CTRL+S but looks like I didn't
Won't bother deleting and reposting, the post is still there.
If I can't even beat people on FG what hope is there for me.
I was going to enter the poverty tourney, but what the point?
I'll just be a free win.
Mango hax m2k got some fucked up hands. They just didnt take proper care of them given the amount of movement they do with them. Westballz and PPMD did the proper hand exercises and went to doctors
Zero and Nairo and Dabuz will ward off the invaders at G3.
Please never leave Sm4sh
not only does it prevent some guaranteed combos it gives characters like rosalina and ZSS some absurdly jank kill setups. If there were no rage, Sheik would be a more balanced character. Ness wouldn't be able to kill you at 65 percent from a back throw. You can argue that it is easily avoided to die to early but there are guaranteed setups that have the potential to kill at low percents(MKs up airs to Up B)
>If there were no rage, Sheik would be a more balanced character
>It's a dub mechanic that doesn't allow the player to come back from a stock deficit.
That's not how it works at all.
If anything, they would only work at lower percent.
More rage, more knockback. Less percent means less knockback. These are the basic rules of Smash 4 combos. (Maybe if I explain it to you like you're 12 you'll understand)
First off, there are no "stock deficits" in Sm4sh since you only have two stocks.
Second, rage doesn't prevent you from being able to kill the person with rage.
What you said makes no sense.
>sheik would be more balanced without rage
you what? her down throw up air is way more consistent and guaranteed without rage, it's often why you see two sheiks at high percent and one guesses the 50/50, and then when the new one respawns they'll just go for dthrow -> uair since with no rage it is confirmed
the increase in knockback does not cause a significant deviation in the percent range a combo connects.
>If anything, they would only work at lower percent.
That is what I said.
>That is what I said.
Sorry pal, but you messed up.
>>Having a ton of rage makes it difficult to combo, and therefore difficult to rack percent
>no it raises the percent range of your combos
>The ones that work at 40-55% now work at 55-65%, etc etc.
But I get your point.
Personally, I like that rage makes combos inconsistent. Instead of relying on the same guaranteed combos match after match, you have to read the situation and judge what will work and what won't. This goes for defensive play, too. When an aerial stops being guaranteed you need to judge your opponent to figure out whether or not you'll need to airdodge.
It reminds me of back when I was first learning Melee. I didn't look up combos, I just learned my character's moveset and figured out on the fly what worked and what didn't. (granted, I was a scrub) I'm hoping that rage makes Smash 4's meta stay "fresh" longer.
And at the end of the day, at least we can say it's better than Brawl.
Are you fucking stupid?
When you lose the first stock, and your opponent is at high percent, what goes through your mind? Not only are you at a huge disadvantage by playing from behind, but you're at the risk of getting combo'd easier and dying earlier. Once you take damage on the second stock it is extremely hard (and stressing)to come back and win. It is obviously player dependent but at a high level the person who loses the first stock USUALLY loses the game. Top players like ZeRo and Mew2King have noted this. People are gonna lame you out because the advantage is TOO high. Thus not good for the game
If you like you could test some combos. A combo will start working at an earlier percent. It will stop working at an earlier percent. The total range stays similar. The only net loss in percent range is for combos that work at 0%. A percent where non-rage 0% combos stop working and other combos begin to connect will still also be lower with rage and will transition similarly.
The only exception to this is fixed knockback and unnaturally high BKB.
I was more saying the location of the 10% range is raised rather than the range itself was increased.
>your opponent is at high percent
>you're at the risk of getting combo'd easier
You literally have no idea how rage works.
That's not how it works at all.
When I have 150% damage and rage is affecting me there are multiple follow ups out of down throws on multiple characters that I can no longer execute no matter their percentage.
Please don't tell me you "tested" this in training mode.
Shut the fuck up and tell me how I don't get rage you maggot. I've played this game since release and I love it, but there are some problems. Does dying to Ryu's Shoryuken at 60 after getting twice sound balanced? Does dying at 20 percent to Rosalina's upair sound fun? Tell me you faggot
>Does dying at 20 percent to Rosalina's upair sound fun?
Where has this ever happened? Unless you were kissing the blastzone already Rosalina is never going to kill you at 20% with Uair.
Is this bait?
That disproves nothing I said. A combo will start working at X percent and stop working at Y percent. If you have rage, X percent will be lower, Y percent will be lower. It is possible for Y to be lower than 0% while the a combo that was not true at 0% now has 0% fall between that X and Y.
There is no rage in training mode
That was a mistake in my first post, I admit.
>Is this bait?
Why did I fall for this shit lmao. Should have known there would never be actual discussion in this place. Do you even play or watch this game on a competitive level?
>It is possible for Y to be lower than 0% while the a combo that was not true at 0% now has 0% fall between that X and Y.
What the fuck are you talking about? I mean, this sentence doesn't even make sense.
If "Y percent" becomes lower than 0% it can no longer be executed, and, in general, lower percentage combos are more advantageous that higher percentage "combos."
Okay. It was bait.
More knockback=More hitstun
There is a balance between too high knockback that sends opponents too far, and too low knockback that lets the opponent act before a followup.
And nobody uses Ness' Fthrow because there is too much knockback at a bad angle and too much lag.
I understand that hitstun increases with knockback, but the two remain at the same proportion as percent/rage increases. So when your opponent is a high percent, there's less risk of getting combo'd, because their combos stop working at earlier percentages.
Nobody in this thread is arguing that rage making Ryu's true shoryu kill at 65% isn't dumb. We're just saying that the balance to that is that rage makes combos less reliable. Is it a fair balance? Probably not. But it's better than nothing.
>If "Y percent" becomes lower than 0% it can no longer be executed
This is true. And exists mainly for combos that work at 0% for a smaller range.
>lower percentage combos are more advantageous that higher percentage "combos."
This is character dependent.
You you mean up air follow up "with" zelda?
I wasn't arguing that either.
But hypothetically if the percent where your last true combo starts working is also kill percent for some kill move, that stays proportional too. So the rage percent where you last true combo starts working with usually be the kill percent for that particular kill move.
>This is character dependent.
Way to ignore a key word there, kiddo.
Also, show me a character who has better damaging combos at 80% instead of 0%.
>But hypothetically if the percent where your last true combo starts working is also kill percent for some kill move
That literally doesn't happen, so it's a completely moot point.
This is all hypothetical, since I don't know the exact data on how rage affects knockback, but if a combo with rage works up until a percent where it kills, won't it also work without rage, just at a higher percent?
I've never heard of a combo only killing when the user has rage.
>Also, show me a character who has better damaging combos at 80% instead of 0%.
Rage does not change the percent range for combos by 80%
There are a number of characters with better low-mid to mid percent combos than 0% combos. Greninja. ZSS. Sonic.
>if a combo with rage works up until a percent where it kills, won't it also work without rage, just at a higher percent?
Yes. With rage at lower percents, you do more knockback and more hitstun. Without rage at higher percent you do more knockback and more hitstun.
>I've never heard of a combo only killing when the user has rage.
Only with rage, not likely but will earlier.
You know something's hype when the commentator says "hype" three times in one sentence.
I give him a hard time, but I feel kinda bad for Q. I've been on solo commentary before, it ain't easy.
>the explosion will happen when you hit the ground, and GAME will fly out at people's faces
I'd try that myself but that last part sounds like it'd be kinda annoying for other people. I don't want to bother anyone.
Spongebob posting is against the rules so stop it
>OpTic becomes first eSports team to sign book deal, Harper Collins gives 6-figure advance to team members
Anon never mentioned which game he was being grabbed in.
A solution was offered that works in every game but brawl.
Anon still complaining that that solution doesn't work.
And then there's another anon who assumes the first was actually planning on taking advice and starts shitposting about tr4sh.
Seem right to you?
What's the general consensus on Meta Knight?
I tried him but I can't get the hang on him.
I read he has incredibly early kill setups, yet people survive to 150% when playing against me.
I cant hit upB cause of the weird angle (sometimes only the first one hits)
Also any general tips for Mewtwo? I understand he doesn't combo well but I don't kniw how to play as him.
Strong punish game, decent mobility, lackluster neutral game. He's alright.
For his punish game you want to use dash attack>up air, d throw> up air, d/f/b throw>dash attack>up air, or up tilt>up air at low-mid percents and chain up airs and end with an up b kill. You can make the angle steeper or shallower to account for positioning/DI. Fsmash and Bair are good kill tools at later percents and fsmash is safe on block. Fast fall bair after the second hit to spike. The third hit of ftilt can actually kill at high percents. Down tilt can jab lock at nearly any percent but needs good timing in some situations because attempting to lock an opponent just as they hit the ground can lead to them bouncing over your sword. Repeating rising dairs at about character height is a good way to dissuade people from approaching.
Mewtwo can combo. He can combo from his jab 1, down tilt, up tilt, FF Nair, full nair, and rising fair at low percents. Some of those moves can combo into each other. Jab>down tilt>fair works, at some percents Jab>down tilt>up tilt>up smash, or low percents the down tilt>up smash. Jab grab is a good mixup two since you have a kill throw. Jab can not rebound so it can actually stuff some approaches with good reaction time. It beats Sonic's spin dash for example. Remember your special moves, mainly neutral and down b will cancel double jump. You can use side b to help you recover. Up b can ledge cancel. You will probably die a 60%.
Send me a request and we'll play. Anything is fine.
He's really fun to play. I don't main him or anything, but I have been using him way more. It seems like the best killing moves he has are fsmash and teleportsbehindyou, otherwise you'll have to spend alot of time setting up your opponent for dair or upB.
Best ways to approach are dash attack (with utilt) and nair. His dair is pretty good too. It seems pretty tough to get in against characters with swords while using him (Marth/Lucina/Roy/Shota Angels/Muhnado Boy).
Something you can do with his upB is set it up with utilt or use it while your opponent is recovering. So uhh theres my shitty advice.
>want to get better with my character
>read the character primer in the pastebin
>it's fucking shit and only covers the most basic of elements
Really? I could write a better primer.
Sakurai has tasked you with picking the past character!
Who do you want as DLC?
Should be good to have one be a little more helpful on here, thanks anon. I just got rid of it, it's been in the back of my mind to remove it for a while but I just never got around to doing it. It's too basic and it's not like I can even add to it anymore myself.
What is /ssbg/s opinion on Little Mac? I find him to be
I don't think he is quitting Melee, I think hes going to juggle both games.
I don't think Melee will die if one person leaves either. Does Smash 4 die if Zero quits? Neither of them are like 64, where its literally just Isai keeping the scene alive.
64 is being kept alive because it's actually a good game, Isai is barely relevant because he keeps fucking off and doesn't support the scene. The scene could be bigger if he stuck around, but he sure as fuck isn't the one keeping it afloat. The only people who think at are documentary fags or Tr4sh players.
He's practically dropping Melee. Like, not playing it at all and playing smash 4 instead.
Melee might not die but it's going to lose a lot of fans when m2k is gone. Since Melee only lives because of these guys
And yes, if ZeRo quits smash 4 it will hurt the community aswell
PREVIOUSLY ON POVERTY TOURNEY VI:
>Horneaus got to Grand Finals for the first time
>Lister wins in the easiest and most free tournament ever
>European Rob dies
BUT NOW: NEW YEAR, NEW BEGINNINGS
WITH NEW AND OLD FACES, PREPARE FOR THE FIERCEST BATTLE OF ALL JANUARY
DISCOVER THE BEST PLAYER OF THE POOR COMMUNITY
R U S T L E M A N I A 3DS
I had a weird dream last night where right after bayo and corn came out they anounced a new smash with new default, battlefield-y stage that was like an island with a tower on it
I've forgotten most of them at this point but among the new characters was:
>A Belmont and Dracula, as a tie in for a sotn re-release
There were others I was like "really" towards but dreams are fleeting and all that
>beat a Captain Falcon
>switches to Cloud
>beat a Cloud
>switches to Little Mac
>beat a Little Mac
>switches to Captain Falcon
>tfw your main has nothing going for it that other characters do better
>no throw setups like almost everybody else in smash 4
>shitty hitbox placement
>relies solely on reads and gimps to win
Will Jigglypuff ever get Sakurai's blessing?
Back when the game was launched I thought that Pikachu and Lucario where the two character that we would be seeing a lot in the tournament scene.
Seems I was wrong, wonder why.
Maybe if Rest wasn't so high risk, shit reward and she had better mobility.
Actually, all the specials that aren't Pound are horrible.
>relies solely on gimps
Not even. With Smash 4's magnetic ledges and crazy recoveries Jigglypuff would have to push somebody off very far.
There are plenty of Lucarios in Japan but Pikachu does have a lot of under-represantation despite being so good.
>Not even. With Smash 4's magnetic ledges and crazy recoveries Jigglypuff would have to push somebody off very far.
Not really, it can be very easy to kill Ike by forcing him to use Aeather to recover and then hit him with a back air.
Ike doesn't have the type of recovery I'm talking about.
I'm talking about Pac-Man, Lucario, Sheik, Metaknight. How do you even gimp Mario without an airdodge read?
Mario can sweetspot from anywhere in the screen, ROB can just cancel it and act accordingly. Marth is 50/50 for me but I don't play a character that can float in place. Robin isn't even relevant.
Whatever you want.
>there will never be an update that buffs the entire cast to ZSS/sheik levels
One can only dream. Post buffs to your mains to make them significantly stronger
>SH dair auto cancels
>significant amount of end lag shaved off of up smash
>down and forward smash have less lag as well
>nair has fixed hitboxes (nair now having 3 frames of sweetspot instead of fucking one)
>down throw has a lower knock back angle allowing tech chases
>up airs hitbox more generous on the sides and maybe below
Let's list all the bullshit Yoshi has.
>jab (specially after a roll)
>giant hotbox eggs
>better shield breaker than other moves that are designated as shield breakers
>safe as fuck Smash attacks
My main is already significantly strong.
So basically the second coming of le toryah man?
ITT: Shitters who don't know the Yoshi MU on FD.
HINT: Play it like Ryu v. Balrog, and stay at a midrange where Eggs can be reaction-punished and his only safe options are approaching F-air/N-air (which you should either interrupt of run away from before punishing the whiff)
Auto cancel Dair returns.
Fair has higher shield stun/damage.
Faster jab, less end lag.
Better grab range, less end lag.
Grounded Wizard's Foot kills better, aerial Wizard's Foot gives him double jump back again.
UpB has grab armor.
Flame Choke has grab armor.
Warlock Punch gets super armor throughout, aerial does too.
Utilt gets super armor.
Back throw gets slightly more KBG so it can kill earlier.
>a throw setup like most other sm4sh characters have
>aerials end sooner and can actually combo into themselves
>reliable kill setup/reliable combos
I'm not even asking for much.
>Autocancel frames on nair
>make her jab frame 5
>less lag on dsmash and increased KBG so it's the same as fsmash
>completely rework ftilt into a multi-hit like nair with less endlag
>shorter FAF on autoreticle and reflect
>properly line up the invincibility frames on warp with the animation
>get rid of the stupid fucking meaningless sourspot on the shitty ass counter and decrease the endlag by at least 10 frames
>make up throw kill at like 130, 155 with proper DI
A man can dream.
>having a literal shit opinion
Palutena is best girl.
I'm top tier already, but a slightly larger disjoint on F-air so that I can counterhit stuff like Rosa N-air and Diddy F-air more easily would be nice.
Make back throw kill at around 120%
Nothing else, maybe fix the ledges to stop killing anything that touches them at 90°
He asked to bring my main to Sheik levels.
Just because you hate a character but still play them for easy wins it doesn't mean that people who play low tiers decided to play them because they are bad. I picked my main because he is the most fun to me, sure I wish he was better but I'm not going to switch from him because I still play for fun, even if I like to compete with others.
Not the guy you replied to by the way.
>all this back and forth about maylay and smash 4 being better or worse
Pic related is this thread when talking about melee after someone took some b8
Jab into up smash is not that easy unless you do it against someone like Dedede. You need to space the jab correctly, otherwise the opponent can easily get out. Of course it catches you off guard if you've never seen it.
At least Palutena is a real character, and is the best character.
just, best character for customs
still best girl though
It filled up, dorf left. Join.
Apparently he can't take an ass kicking like a man
Imagine how fucked up the game would be.
On my way.
>hitbox enlargement on most of her attacks (I'm tired of seeing phantom hits, dammit!)
>Faster Up Tilt so you can actually follow up the move and not get punished for using it on some characters
>Better KBG on Up Air
>Slightly better shield breaking properties on Header
>Header Ball's damage and hitbox time is not dependent on the strength of the move that it was hit by
>Sun Salutation can heal between 1% and 2.5% depending on charge
>Deep Breathing giving an actual fucking boost in knockback so you can kill 40% earlier rather than 15% earlier
>Buff Deep Breathing duration to 15-16 seconds instead of 10
>You can actually use Deep Breathing after it runs out and it lasts 13 seconds rather than 8
Only if he spaces it wrong. If he hits you with the tip it pulls you in.
>picking a red colour while on blue team
>mfw I've been hitting my teammate for the first 2 minutes
>tfw main is ZSS and she doesn't need buffs cause she's perfect
Guess I could do my secondary(s). Significantly stronger?
>Dthrow angle to 80, KBG to 50, and slighter faster FAF
>Jab 1-2 to frame 3-4 and FAF to frame 21-22, hitbox reworking, tipper hits stay angle 90 and 120, remove first soursport of jab 2, sourspot of jab 1 to angle 361
>ftilt frame 7-12
>dtilt tip hitbox added, angle 85, FAF 20
how do you fix up tilt
>nair to frame 3, hits 1-7 damage raised to 1%, FAF frame 45, landing lag 15 frames
>fair landing lag 14 frames
>bair FAF frame 27 (donkey kong can do it dammit)
>Dair FAF frame 30, autocancel frame 27
there good enough for brawl-
Post ANGRY MUSIC
>spamming taunts and teabagging
At first I thought only little kids, scrubs, and trolls did this shit. But I realized it's the complete opposite.
The more skilled someone is, the more likely they are to do that shit.
>already had each one made at standard heights and kits using guest miis for whenever i felt like using them
>The more skilled someone is, the more likely they are to do that shit.
You're making the little kids, scrubs, and trolls think they're good. Stop.
>cucks people by stealing games other people were setting up
>wastes your time by practing shit he should be doing in training mode during fights with you
>drops his controller mid-match to post here
>no contests in games
And of course, >is a giant shitposter and memelord
>Kirby will never be as good as he was in 64
She's only a little bit worse in Smash 4 compared to Melee, though.
Just out of the top 5 in Melee and probably like top 15 in Smash 4.
Kirby's design leads to him not being good unless he has some kind of broken move like he had in 64. Smash 4 is about as best as he'll get again.