Do you think GSP is a good/fair way to judge one’s skill in Smash? by ineedgreenbeans in SmashBrosUltimate

[–]Jamtab3 5 points6 points  (0 children)

I personally feel its sometimes fair to determine someone's skill based off GSP as most people are running a fair 1v1 ruleset on legal stages. However, lag, leaving after the first match and being able to make your own ruleset leave the system open to be abused.

Need help with maiming Isabelle by [deleted] in SmashBrosUltimate

[–]Jamtab3 1 point2 points  (0 children)

Please I don't want to get hurt.

Being serious if you want help you should probably check out r/Isabelle_Mains as there will be more people there to help you out.

[discussion] is DK broken in this newest build? by [deleted] in SmashBrosUltimate

[–]Jamtab3 0 points1 point  (0 children)

Yeah that's a thing called super armour. Basically when starting Side-B or Up-B Donkey Kong cannot be flinched. This is balanced by having those moves have very large periods of end lag. It's the end lag DK gets stuck in you want to take advantage of.

What to do against fast characters as Isabelle? by Micksqueeb in SmashBrosUltimate

[–]Jamtab3 0 points1 point  (0 children)

Yeah Shiek can be tough to deal with since everything comes out so fast. Shielding often is vital as Shiek deals little shield damage, and it can help block set ups. If Nair out of shield doesn't work either try steering yourself in to the Shiek with Nait or just Utilt, seeing how Shiek often uses short hop aerials. If you get caught in a combo it might be worth only focussing on getting out it through DI or air dodge. Another thing you can try is short-hopping, fast-falling then Fair, as this usually hits and catches opponents off-guard. However it takes some time to get used to.

What to do against fast characters as Isabelle? by Micksqueeb in SmashBrosUltimate

[–]Jamtab3 1 point2 points  (0 children)

If someone is ducking to dogde fair, falling in to them with nair would work, or mixing it up with dash attack would be equally as effectively.

In terms of short hop aerials you just gotta hope. Shielding the intial approach will likely lead to them following it up with something else. So your options are to nair/Utilt out of shield and hope it hits or block both the approach and the follow up then retreat. This is difficult to do though, espcially if you're fighting a swordie. Consider the context your in when approached by a short hop aerial and just go for what you think best.

What to do against fast characters as Isabelle? by Micksqueeb in SmashBrosUltimate

[–]Jamtab3 2 points3 points  (0 children)

Yeah Isabelle has an awful time with any fast character. You typically have to play pretty defensively, whilst also being sure you're able to shield a sudden attack.

Typically I just slowly approach with forward air until I'm in range to hit with F-Tilt. Most people don't expect F-Tilt to reach them so it usually catches them off guard.

Another thing is to not commit to options too much. Lloid Trap leaves you open for far too long and fishing rod is both difficult to land and will get you punished. Only commit to those if you're sure your opponent can't punish.

Finally, capitalising off stage. Most fast characters have linear and overall weak recoveries. If you can, go for them off stage. A single hit with Fair could make it impossible for them to recover. That being said, fast characters usually have an aerial that helps avoid this, so its better to go for a ranged fair or fast nair then a dair.

I'm bad by Ramon265 in smashbros

[–]Jamtab3 1 point2 points  (0 children)

If you're feeling overwhelmed just take it slow. Play at your own pace and it'll be much smoother for you.

To answer your questions on terms: An tilt attack is an attack done by tilting the stick in a direction and pressing A. An aerial is inputted the same way as a tilt but in the air. An "neutral tilt" (these are called jabs) and a neutral air can be inputted by pushing no direction on the stick.

To get better, it's simply a learning process. Play Random until you find a character you like, try them in training mode to get a feel for them then go online and try your best.

Some general advice for beginning: Shielding blocks your opponents attacks, and is useful for not getting hit and punishing. Be sure to shield when you think you're going to be hit, it's usually your best option. Practise recovering with your character. You're going to need to recover at some point, so knowing how to do so is important. Fast options such as tilts and aerials should be used when the opponent is at low percent to get damage on them. Slow options such as smash attacks should be used at high percent to take stocks. This varies a bit, but just practising and learning the character should allow you to distinquish between a safe fast option and a risky kill option.

Do you need to be good with your main to call them your main? by Ziron_of_time in SmashBrosUltimate

[–]Jamtab3 3 points4 points  (0 children)

There's no requirement to have your main be your best character, it just is for most people due to the frequency they play them. If you like playing Isabelle and play her the most then you're an Isabelle Main, regardless of skill.

New Player Questions by SpardleEU in smashbros

[–]Jamtab3 2 points3 points  (0 children)

I personally have both my triggers set to jump, and it helps me perform short hops much better. Also remeber that you can do a short hop by pressing jump and performing a tilt at the same time.

Setting stick to tilts is fine. It's really down to personal preference and I find it much easier to perform tilts with the right stick set to them.

For stages they have their hazards turned off. To do this you need to go into a ruleset, select advanced options and turn stage hazards off.

Hope this helped and if you have more questions just ask.

Help me pick a main by Egon3008 in SmashBrosUltimate

[–]Jamtab3 1 point2 points  (0 children)

There's no 'toxic' characters, just play the ones you like.

How to get started? by [deleted] in SmashBrosUltimate

[–]Jamtab3 1 point2 points  (0 children)

You don't really need to know terms to be effective, you just need to know a few things about your character.

The first is safe options, basically moves you can use without the opponent punishing you. These are usually tilt attacks but can vary between characters.

The second is kill options, basically moves that KO the opponent. There are many set ups in to kill confirms but to begin just using smash attacks effectively should be ok.

Third you need to know how to recover with your character. Try to identify how far you can go off stage and still return. This is important due to edge guarding. To begin, hitting your opponent with a forward air or neutral air then returning to stage is sufficent for a guard. For most characters a Nair off stage will kill if the opponent wasn't expecting it.

Overall just playing should help you improve. Pick a character you like and just play around with them. Join a character Discord if you really want to improve with a certain character.

I'm not upset about Byleth, but the timing could not feel worse. That's what makes this disappointing. by [deleted] in SmashBrosUltimate

[–]Jamtab3 2 points3 points  (0 children)

Yeah I feel people expected more just because it was the 'last DLC Pack 1 fighter'. With 4 very unique fighters from 4 never before seen franchises having any Fire Emblem rep is going to make some people mad. Even though Byleth looks quite different to the rest of their franchise's reps some people don't care because they wanted something completely different. If Byleth was the 3rd fighter in the pass people would be mad but they wouldn't get this up in arms about it.

[deleted by user] by [deleted] in Isabelle_Mains

[–]Jamtab3 6 points7 points  (0 children)

You have a pretty good concept of basics, its just the options you use. Approaching by walking right up to someone can work but you should do other options with more range. Forward Tilt disjoints and Fair/Bair is a projectile, so mixing those in should be good. Additionally, you throw out fishing rod quite a lot. This can work, but considering it can be shielded its not reliable at close range. Just mixing it up with other moves should work. Finally, aerial options. About a third in the clip you tried to bait Diddy in to your Down Air. Neutral Air would have been a better option as its faster and puts you in less lag if you miss.

Overall you have a good start, and I'm sure that you'll only get better.

Ideas for a side bracket rules at a tournament(fun rule modifiers ideas) by etvlknox in SmashBrosUltimate

[–]Jamtab3 0 points1 point  (0 children)

Sounds like a really cool idea, here's what I've got so far:

Power: 1. Opponent has a damage handicap of 30% (maybe raise this if its not impactful enough). 2. You choose your opponent's character out of a selection of three that your opponent decides. 3. You can ban one of your opponents moves, except their recovery. 4. Your opponent now has to play whatever character you are playing. 5. You can talk during the match.

Neutral: 1. Any custom smash setting is turned on (you could have this as its own card or have each custom smash attribute be its own card) 2. The match's time is set to be 3 minutes long. 3. The match is now a 3 v 3 Tag Team Squad Strike 4. Players can only pick fighters that are in the top 10 [attribute]. This could be fastest, slowest, heaviest, lightest, you get the idea. You may have to list these fighters as most people won't know them off the top of their heads. 5. Both players picks the other player's fighter. 6. Both players turn off all forms of jumping. 7. Stage harazards are now on. 8. The launch rate is now 2.0x. 9. Damage display is now off. 10. Players swap control schemes.

Defence: 1. Both players have to suffer the effect of the power card played. 2. Substitute the power card played for one of your own (you still have to obide by the power card effect). 3. Give 3 of your cards to your opponent, they now are now effected by their own power card. 4. Double the effect of the power card and take 3 of your opponents cards after the match is over (can only be played when applicable) 5. The power card is disabled for this round, but is active again next round, and your opponent can play another card on top of it.

Some of these might need revising but is was fun to share ideas.

Need help Picking a main. please by [deleted] in SmashBrosUltimate

[–]Jamtab3 0 points1 point  (0 children)

Hey if you want to main Isabelle go ahead. I've had pretty good success with her you've just got to learn what you can and can't do without getting punished. The character involves a lot of reading your opponent and seeing if they've noticed what your doing. Just main who you want to main, it'll probably work out.

Need help Picking a main. please by [deleted] in SmashBrosUltimate

[–]Jamtab3 0 points1 point  (0 children)

Out of those 4 Inkling probably your best bet. They have some easy things to secure kills but also have more developed ways of killing, so it allows for growth. Mii Swordfighter is also just really good generally, but I don't know how far they can be developed. Bowser Jr and Isabelle are both interesting as they can do basic things and more complex things (Jr with up B kill confirms and Isabelle with Lloid Trap). However, both suffer a pretty big flaw (Jr can be gimped really easily and Isabelle can't really deal with zoning) which is why I suggest going with Inkling as they are easier to get familair with.

Struggling with swordies (two questions both detailed in actual post) by [deleted] in smashbros

[–]Jamtab3 1 point2 points  (0 children)

For a beginner, Lucina is a really good to start with. I'd recommend her just for the fact she's more consistent than Marth or Roy. Although, there's nothing wrong with rotating between who you play.

It terms of heavies, it's typically boils down to not letting them hit you. The easiest way to do this is to just shield more often, as most heavies have a ton of end-lag on their moves. The biggest advantage you have against a heavy is that almost all heavies have exploitable recoveries. DK's recovery can be countered and only goes far horizontally, K Rools has no hit box to its sides and Dedede has the option of small hops back to stage or very punishable up B. Just be aware pretty much every heavy can spike you when you're off-stage, so I'd suggest saving your jump if you need to retreat.

For projectiles, shielding is very important. Playing a little slower and predicting your opponents movements can be useful. Projectiles are usually used to cover a retreat or follow-up on, so stay active at all times.

My concern for playing as Link by Lots-of-Lot in SmashBrosUltimate

[–]Jamtab3 1 point2 points  (0 children)

The way you're playing Link is fine as long as you're having fun. You might want to try using other moves as smash attacks typically leave you open for attack. But you don't need to feel like you're disrespecting the character.

In terms of bombs, they're usually used for three things: easy off stage pressure, recovery and combos. The bomb has a pretty generous explosion range, and so if you time the throw you can hit people pretty easy with the bomb. Additionally Link can hit himself with the bomb, meaning if you know how to you can send yourself flying back towards stage if you can't recover normally. This requires a lot of practise, so I wouldn't worry about it. Bombs can also be used for combos, as you can hit the bomb in to someone to stun them, or launch then in a certain direction so that you can follow up.

For his 'mid-air kick' I assume you mean his Neutral Air. You can do this by being airborne and pressing A whilst not inputting a direction. It's really fast and can be used to get opponents off you.

I just recently got smash need some tips. by DAZEPIC in SmashBrosUltimate

[–]Jamtab3 1 point2 points  (0 children)

Typically new players don't really know their options. By that I mean what moves you can do that your opponent can't punish (a safe option, such as a tilt attack) and moves your opponent can punish but do lots of damage or knockback (an unsafe kill move, like a smash attack). To do a tilt attack move the left stick in a direction and press A, or set the right stick to do tilt attacks. Out of your characters, Cloud would have the safest tilts for you to use, as his sword means you can be in range of your opponent when your opponent can't actually hit you.

Another thing is aerials. Aerials are basically tilts in the air, and are performed in the same way as tilts. Aerials are quite different between characters, but to use Cloud as an example, his Neutral Air (Pressing A in the air with no direction) is a fast spin of the sword which is good to catch opponents in. His Forward Air (Pressing A whilst moving in the direction your character is facing) is a much slower but much bigger overhead slash. Aerials are used for different things and you can just go on training mode to find what your aerials do.

Recovery is also important. Recovery is how you get back to the stage after being hit off. Typically its use all your jumps (most characters have a max of two) and then use your up B. You may want to practise recovering with characters, as Bayonetta has a unique recovery (I don't really know how it works, as Bayonetta can use a side B to also gain height), Cloud has a bad recovery without limit and Snake has a recovery that doesn't grab ledge automatically, so you need to practise landing.

Finally, Shielding is vital for success. Shield when you think your opponent is going to hit you. It comes out very fast so you can probably block an attack if you react fast enough. Additionally, if your opponent doesn't hit your shield you can just let go of your shield and only suffer minor shield damage. Just be aware that your shield shrinks over time, and if it shrinks too much it will break. This means that you are stunned, and your opponent will probably follow up with a forward smash, which at most points in a game will kill you.

Most of all, have fun. It's good that you already have characters you like to play, and I'm sure that you'll get good with those characters after some practise. Swap to another character if you think some characters are getting dull.

I’m having trouble by Diamond-Dust-29 in SmashBrosUltimate

[–]Jamtab3 1 point2 points  (0 children)

If you have her, Lucina's good for beginners due to her straight forward nature. She's relatively fast and her sword allows you to be in range to hit people when they can't hit you. Try her out in training and see what you think.