New alt?
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PhailWhale
zachisasian
Rei
Plaid02
8 posters
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New alt?
Ok, I figure since I have time over winter break and too many regular brawls with Tink, Zelda and occasionally Olimar are getting boring, especially since I almost always play Zeph, who hates Zelda with a passion and doesn't really like Oli either, so I just use Tink vs. him. My long-winded point is that I'm thinking of taking on another alt for fun, but I don't really know who. My criteria are:
Ok, I think that's it. I was thinking maybe Kirby. Any other suggestions? Edit: I also could use some recommendations and techniques for whomever you recommend. |
Plaid02- Triforce Knight
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Re: New alt?
You basically described Tink...
Rei- Head Honcho
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Re: New alt?
Hence why I main him, I guess. Not all the criteria are necessary... |
Plaid02- Triforce Knight
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Re: New alt?
zachisasian wrote:This is by smashboard's backroom, not by me.
Top
Meta Knight
Snake
King Dedede
Mr. Game & Watch
Falco
R.O.B.
High
Marth
Wario
Lucario
Donkey Kong
Diddy
Pikachu
Ice Climbers
Kirby
Pit
Wolf
Middle
Toon Link
Olimar
Fox
Zelda
Zero Suit Samus
Bowser
Luigi
Peach
Ike
Shiek
Low
Lucas
Ness
Mario
Pokémon Trainer
Samus
Yoshi
Sonic
Jigglypuff
Ganondorf
Link
Captain Falcon
Pikachu
Lucario
Diddy Kong
Kirby
Pit
Fox
ZSS
Shiek
Lucas
Ness
Mario
PT
Yoshi
=)
Rei- Head Honcho
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Re: New alt?
JIGGLYPUFF!
zachisasian- Global Moderator
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Re: New alt?
Let's see... Of those, I might like Diddy, Kirby, ZSS, PT (especially Squirtle), maybe Jigglypuff, and maybe Mario, but his recovery sucks. Taking into account spiking ability and recovery... Probably Kirby or Diddy, maybe Squirtle or Jiggs. Do you have any techniques or things with them? I'll probably just have to try using them though... |
Plaid02- Triforce Knight
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Re: New alt?
How about sawnic. i will post here some techniques that i know.
Spindash Attack Recovery
Spindash Attack Recovery is a technique that allows you to return to the stage from the edge with aerial attacks. This is done by using the [Side-B] Spin Dash away from the ledge into an imidate [jump] > Aerial. This can be very useful against Smash attacks to your edge position.
How to do a Spin Dash Recovery...
Edge Position > [Side-B] Away from Edge > [Jump] + Aerial
(Please note that this technique can be done with most aerial attacks it is recommended that you use a [Back-Air] as it is usually the only move that will be effective in this situation. This is unless your opponent has jumped Off-Stage to try and Stage-Spike you of course)
___________________
Edgejumping
Edgejumping is a technique that allows you to correct a misstimed [Up-B] recovery by jumping off the ledge of a stage. It can also be used as a Short-Hop like suprise attack to enemy at the stage's edge.
How to do an Edgejump...
[Up-B] > Under Stage-Edge > [L-Stick] (Towards Edge) + [Jump]
How to do an Edgejump attack...
[Up-B] > Under Stage-Edge > [L-Stick] (Towards Edge) + [Jump] > [Foward-Air]
(Please note that this technique does also work without having done an [Up-B] recovery beforehand but is somewhat pointless used in this situation. Also only a [Forward-Air] can be used after an Edgejump for the suprise attack. Other aerials will result in you missing the stage)
___________________
Dair Spiking
Dair Spiking is a technique that allows you to use your [down-air] attack to prevent your opponent from recovering when off-stage. A [down-air] attack that connects with your opponent early in the moves duration will knock your opponent back at an upwards angle but a [down-air] attack that connects with your opponent late in the moves duration with knock them back away from the angle of the [down-air] attack. This knockback can be used to force your opponent to far back to recover as they have usually already used their [Jump] by this point. You can then recover from your [down-air] attack and edgeguard your opponent.
How to do a Dair Spike...
[Jump] > [Down-Air] > [Jump] > [Up-B] > Edgeguard
[Jump] > [Jump] > [Down-Air] > [Up-B] > Edgeguard
(Please note that the second of these two options is more risky but sometimes nessecary to target the [Down-Air] correctly)
___________________
Dair Cancelling
Dair Cancelling is a technique that allows you to perform a [down-air] attack without the usual landing lag. The input method is the same as a usual [down-air] attack. To perform a Dair Cancel you must be higher than the moves duration. This can be achieved by several methods.
How to do a dair cancel...
[Jump] > [Jump] > [Up-B] > [Down-Air]
[Jump] > [Up-B] > [Down-Air]
[Up-B] > [Down-Air]
Move Properties
Because a Dair Cancel allows you to perform a dair without the landing lag it means you can reach the ground much faster than by any other method and go straight into another attack or action.
Combo Possibilities
Dair-Cancel > [Down-Smash]
Dair-Cancel > [Forward-Smash]
Dair-Cancel > [Dodge-Roll]
Dair-Cancel > [Grab]
Pretty much anything...
Other Uses
Dair Cancelling can not only be used to return to the stage at high speed but also to an edgeguard. Beware however that if you have miss-judged the moves duration you will [down-air] past the ledge and will be unable to recover as you have already used your [Up-B] to perform the missed Dair Cancel.
___________________
Spin Shot
Spin shot is the technique that allows you to do a "short hop" at something similar to running speed, allowing Sonic to have higher air speed.
How to do a spinshot...
[Side-B/Down-B (Charge)] > Release + [Jump/Attack]
Move Properties
You can only perform a spinshot when you have both jumps remaining as a spinshot technically counts as a double jump. It will not work from a grounded Spin Charge because you are not in the air and it will not work without a double jump because you can't 'jump-cancel' the moves.
Note how the description is a 'short hop'. The 'jump-cancel' from the input [Jump/Attack] during an ASC or SD is much lower in height than a normal double-jump. It is this form of double jump that allows you to perform a spinshot.
It is also possible to Fast-Fall a Spinshot much like an SDJ. This can be done by holding down on the [L-Stick] after you have reached the maximum height on the Spinshot. This is very useful for chaning the spacing on your approaches and recoverys and you are able to vary when in the move you start to Fast-Fall. This is alter your landing position.
Combo Possibilities
Spinshot > [Down-Smash]
Spinshot > Fast-Fall > [Down-Smash]
Spinshot > [Down-Tilt] > [Up-Smash]
Spinshot > [Down-Tilt] > [Grab]
There are many Combo possibilities from a Spinshot...
___________________
ASC Cancel
ASC Cancelling is a technique that allows you to perform a [Side-B/Down-B] attack whilst in the air (ASC) into a [shield] as soon as you connect with the ground. The input method is exactly the same as the technique suggests. This technique is perfect to use to set up some high damage ground attacks.
How to do an ASC cancel...
[Jump] > [Side-B/Down-B] (Charge) > [Shield]
Move Properties
This move will stop you exactly where you land with an immediate shield. Although obviously any part of the ASC leading into the [shield] will be vulnerable to attack as usual.
Combo Possibilities
ASC Cancel > [Grab]
ASC Cancel > [Side-Dodge]
This can also be effective if you achieve an early connection with the Spin Charge to give your opponent some slight knockback.
Early Connection Combo Possibilities
ASC Cancel > [Up-Smash]
ASC Cancel > [Forward-Smash]
And yeah that's it,lol.
Spindash Attack Recovery
Spindash Attack Recovery is a technique that allows you to return to the stage from the edge with aerial attacks. This is done by using the [Side-B] Spin Dash away from the ledge into an imidate [jump] > Aerial. This can be very useful against Smash attacks to your edge position.
How to do a Spin Dash Recovery...
Edge Position > [Side-B] Away from Edge > [Jump] + Aerial
(Please note that this technique can be done with most aerial attacks it is recommended that you use a [Back-Air] as it is usually the only move that will be effective in this situation. This is unless your opponent has jumped Off-Stage to try and Stage-Spike you of course)
___________________
Edgejumping
Edgejumping is a technique that allows you to correct a misstimed [Up-B] recovery by jumping off the ledge of a stage. It can also be used as a Short-Hop like suprise attack to enemy at the stage's edge.
How to do an Edgejump...
[Up-B] > Under Stage-Edge > [L-Stick] (Towards Edge) + [Jump]
How to do an Edgejump attack...
[Up-B] > Under Stage-Edge > [L-Stick] (Towards Edge) + [Jump] > [Foward-Air]
(Please note that this technique does also work without having done an [Up-B] recovery beforehand but is somewhat pointless used in this situation. Also only a [Forward-Air] can be used after an Edgejump for the suprise attack. Other aerials will result in you missing the stage)
___________________
Dair Spiking
Dair Spiking is a technique that allows you to use your [down-air] attack to prevent your opponent from recovering when off-stage. A [down-air] attack that connects with your opponent early in the moves duration will knock your opponent back at an upwards angle but a [down-air] attack that connects with your opponent late in the moves duration with knock them back away from the angle of the [down-air] attack. This knockback can be used to force your opponent to far back to recover as they have usually already used their [Jump] by this point. You can then recover from your [down-air] attack and edgeguard your opponent.
How to do a Dair Spike...
[Jump] > [Down-Air] > [Jump] > [Up-B] > Edgeguard
[Jump] > [Jump] > [Down-Air] > [Up-B] > Edgeguard
(Please note that the second of these two options is more risky but sometimes nessecary to target the [Down-Air] correctly)
___________________
Dair Cancelling
Dair Cancelling is a technique that allows you to perform a [down-air] attack without the usual landing lag. The input method is the same as a usual [down-air] attack. To perform a Dair Cancel you must be higher than the moves duration. This can be achieved by several methods.
How to do a dair cancel...
[Jump] > [Jump] > [Up-B] > [Down-Air]
[Jump] > [Up-B] > [Down-Air]
[Up-B] > [Down-Air]
Move Properties
Because a Dair Cancel allows you to perform a dair without the landing lag it means you can reach the ground much faster than by any other method and go straight into another attack or action.
Combo Possibilities
Dair-Cancel > [Down-Smash]
Dair-Cancel > [Forward-Smash]
Dair-Cancel > [Dodge-Roll]
Dair-Cancel > [Grab]
Pretty much anything...
Other Uses
Dair Cancelling can not only be used to return to the stage at high speed but also to an edgeguard. Beware however that if you have miss-judged the moves duration you will [down-air] past the ledge and will be unable to recover as you have already used your [Up-B] to perform the missed Dair Cancel.
___________________
Spin Shot
Spin shot is the technique that allows you to do a "short hop" at something similar to running speed, allowing Sonic to have higher air speed.
How to do a spinshot...
[Side-B/Down-B (Charge)] > Release + [Jump/Attack]
Move Properties
You can only perform a spinshot when you have both jumps remaining as a spinshot technically counts as a double jump. It will not work from a grounded Spin Charge because you are not in the air and it will not work without a double jump because you can't 'jump-cancel' the moves.
Note how the description is a 'short hop'. The 'jump-cancel' from the input [Jump/Attack] during an ASC or SD is much lower in height than a normal double-jump. It is this form of double jump that allows you to perform a spinshot.
It is also possible to Fast-Fall a Spinshot much like an SDJ. This can be done by holding down on the [L-Stick] after you have reached the maximum height on the Spinshot. This is very useful for chaning the spacing on your approaches and recoverys and you are able to vary when in the move you start to Fast-Fall. This is alter your landing position.
Combo Possibilities
Spinshot > [Down-Smash]
Spinshot > Fast-Fall > [Down-Smash]
Spinshot > [Down-Tilt] > [Up-Smash]
Spinshot > [Down-Tilt] > [Grab]
There are many Combo possibilities from a Spinshot...
___________________
ASC Cancel
ASC Cancelling is a technique that allows you to perform a [Side-B/Down-B] attack whilst in the air (ASC) into a [shield] as soon as you connect with the ground. The input method is exactly the same as the technique suggests. This technique is perfect to use to set up some high damage ground attacks.
How to do an ASC cancel...
[Jump] > [Side-B/Down-B] (Charge) > [Shield]
Move Properties
This move will stop you exactly where you land with an immediate shield. Although obviously any part of the ASC leading into the [shield] will be vulnerable to attack as usual.
Combo Possibilities
ASC Cancel > [Grab]
ASC Cancel > [Side-Dodge]
This can also be effective if you achieve an early connection with the Spin Charge to give your opponent some slight knockback.
Early Connection Combo Possibilities
ASC Cancel > [Up-Smash]
ASC Cancel > [Forward-Smash]
And yeah that's it,lol.
PhailWhale- Smash Apprentice
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Re: New alt?
Dude youd be best off choosing Lucario or Diddy. Personally of the chars on that list those 2 will have the lowest learning curve for you because they are quite similar melee wise.(meaning a short hop and attack is almost always the best choice.)
petrovich112- Signature Artist
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Re: New alt?
JIGGLYPUFF!
zachisasian- Global Moderator
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Re: New alt?
zachisasian wrote:JIGGLYPUFF!
Quote FTW
Zero- Global Moderator
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Re: New alt?
Wow, thanks for the input everyone. I've probably decided on Kirby now, but it's not set in stone and I still am probably going to try Jigglypuff, Sonic (I want to at least try the moves), and maybe Diddy. Anyone have any page-long description of techniques for Kirby? And Zach, since you seem quite... Convinced of Jigglypuff, got any moves for... it? (You can never be sure what gender it is) |
Plaid02- Triforce Knight
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Re: New alt?
I dont know any for kirbs but for jiggs you can learn how to do rising pound really well which will give you alot of recovery options.
petrovich112- Signature Artist
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Re: New alt?
JIGGLYPUFF!
PhailWhale- Smash Apprentice
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Re: New alt?
dair to rest, u air to rest, maybe just rest them.
zachisasian- Global Moderator
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Re: New alt?
As much as I hate to say this, I don't really like JIGGLYPUFF! as much as Kirby. Sorry. I just can't rest, and Jigglypuff's ground game is not as good. (Kirby's side smash is ridiculous) |
Plaid02- Triforce Knight
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Re: New alt?
Plaid02 wrote:
As much as I hate to say this, I don't really like JIGGLYPUFF! as much as Kirby. Sorry. I just can't rest, and Jigglypuff's ground game is not as good. (Kirby's side smash is ridiculous)
Jigglypuff's air game more than makes up for what appears to be a poor ground game. No other character can edgeguard as well with such a solid air move repertoire.
And just like Jiggs, the air is where Kirby shines. Both characters have a decent ground game at best, but the air is where it's at for those two.
GuruKid- Head Honcho
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Re: New alt?
That's true, and I usually try and fight in the air, but I just didn't do nearly as well with Jiggs as Kirby. |
Plaid02- Triforce Knight
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Re: New alt?
you should use Toon Link
NiteLite- Smash Learner
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Re: New alt?
<.< I do use Toon Link... He's my main. |
Plaid02- Triforce Knight
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Re: New alt?
oh
You should have mentioned that
You should have mentioned that
NiteLite- Smash Learner
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Re: New alt?
Because it wasn't made apparent by my sig, avatar, or earlier comment in this thread? Oh well, whatever, moving along. Sorry for the lack of clarification then. |
Plaid02- Triforce Knight
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Re: New alt?
omg plaid. you didnt have to make me almost spit out my water.
I was drinking it and started laughing when i read this
I was drinking it and started laughing when i read this
NiteLite- Smash Learner
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Re: New alt?
????? I'm sorry for making you spit out your water? Either way, we're seriously off topic. Kirby, anyone? |
Plaid02- Triforce Knight
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Re: New alt?
Did you chose yet?
Rei- Head Honcho
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Re: New alt?
Zero wrote:zachisasian wrote:JIGGLYPUFF!
kirby is lame
zachisasian- Global Moderator
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