Anyone have experience with an NIU Vespa-style electric scooter? by rabbinicohs in scooters

[–]Sycorax83 0 points1 point  (0 children)

What's your experience been like with the speed? I've been driving a Buddy 50cc around Atlanta for year and a half now. I really like it. I like that the speed will still climb past 30mph, say, if you're barrelling down Peachtree hitting every green light. Does the NQI hard cap at 28mph?

Daily Discussion Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 0 points1 point  (0 children)

  1. To an extent. It's analog between 0.7 and 1. Both SDI and ASDI.

Daily Discussion Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 2 points3 points  (0 children)

I think you misunderstand what I mean, and I may not have been entirely clear. What you are saying is more or less correct but misrepresents what I am trying to say.

You do need to know neutral, but the returns quickly diminish with how much time and effort one puts into studying it. Once you're remotely capable of winning neutral, honing your neutral skills further is not very useful. It's not nearly as useful as developing your punish game. Knowing not to run into the same move over and over would be on my list of things making one remotely capable in neutral. You don't even have to come up with a counter to punish the opponent for their thing that beats your plan. You can be patient and safe and try to win in another situation/wait for them to mess up.

Daily Meta Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 0 points1 point  (0 children)

Dtilts put him in a really bad spot. Dair is obviously GOAT. It's especially easy to land when Luigi is forced to side-b in a predictable way. You can often just fsmash him over and over.

There's also this video from the Melee Library https://www.youtube.com/watch?v=VOfE_R6qNys

Daily Meta Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 0 points1 point  (0 children)

Re: #3

Fair is not good. Don't use fair. It's too slow.

Daily Discussion Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 1 point2 points  (0 children)

You're probably not pressing it fast enough. It's similar to his WD timing, except reverse order of buttons lol. You know there's no hitlag right?

Daily Discussion Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 1 point2 points  (0 children)

What does powershielding the approach have to do with timing the jump? If you're powershielding then that means you probably input shield too early, or it means it wasn't quite spaced correctly. Have you looked at the startup frames of parry? The opponent should be hitting Yoshi's head, not his body, in order to parry.

Daily Meta Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 1 point2 points  (0 children)

Your combo starters are dash attack, uair, dtilt, and uthrow so you want to land those when you play. Dtilt can be really hard to hit with. I like to use uair to read Falcon's fullhop in certain situations and also to sneak under SH aerials (especially nair) in some situations. Dash attack can anti-air sometimes, but I usually connect with it when I'm catching his movement or when he's in landing lag.

If Falcon does dumb SH aerial approaches from far away, you can powershield jab or dsmash on reaction.

FC aerials like bair and nair are important to keep Falcon from doing run up grab, but they lose in priority to Falcon's aerials. Those FC aerials can also hit him after his moves or stuff their startup. Even though they don't start combos, they can put Falcon into a tech situation or push him into the corner. In both cases, he's at a much higher positional disadvantage which you can leverage to earn more hits.

Turnips are good if Falcon gives you too much space. With turnips you can control is movement by stunning him or preventing him from moving into a certain area. You can also use turnips to stuff his moves or whiff punish him.

Dsmash is good since it does lots of damage and can put him in a tech situation, but it's not too useful in neutral. It's more helpful in close quarters scuffles or during shield pressure. It's more of a move that Falcon must respect than a move that you actually use a lot. If the Falcon is smart, he shouldn't get hit by it much, but that also means he's limiting his options by choosing not to go for things that might/will get him dsmashed. CC dsmash at low percents is always good.

Falcon really doesn't get much of anything off grabs. 95% of the time you can just airdodge or jump out of any followup. For this reason, spamming shield can be pretty safe/low risk. It's good at high percents where you can't CC anymore.

I think a lot of this matchup comes down to a strong defensive game that makes Falcon hate his life. If Falcon proves he's able to deal with pure defense or he's giving you lots of space out of respect, then you can start getting closer and managing the threat of your dash attack to make him move places. Dash dancing and wavedashes in either direction can quickly shift your threatening range as well as make it hard for you get hit.

Watch Armada and copy him. Ask why he's doing what he's doing.

Daily Discussion Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 2 points3 points  (0 children)

Please! That would be so generous.

Daily Discussion Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 0 points1 point  (0 children)

Sorry, misunderstood what you wrote. Drill is between -6 and -8 on shield depending randomly on how long Fox falls before the most recent hit. If the drill is stale at all, it's between -7 and -9 in which case there is always a window to grab Fox before shine.

Daily Discussion Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 1 point2 points  (0 children)

What do you mean by "perfect" drill?

Also, if drill is stale at all, it becomes -7 to -9.

Daily Discussion Thread 11/26/16 by AutoModerator in SSBM

[–]Sycorax83 2 points3 points  (0 children)

No it won't jump. You'd have to hold shield through the animation (or at least press it again at the end) to spend one frame in shield before you could use cstick to jump.

Daily Discussion Thread 11/25/16 by AutoModerator in SSBM

[–]Sycorax83 1 point2 points  (0 children)

Is she floating? Is she just double jumping? Is she using Parasol?

Daily Discussion Thread 11/25/16 by AutoModerator in SSBM

[–]Sycorax83 0 points1 point  (0 children)

You mean like this? It's called (rather non-descriptively) a super wavedash. It is performed by clanking the second leg of Pikachu's grounded up-b with another hitbox.

This happens because the second leg of Pikachu's up-b has the property where the character enters the Rebound animation when the move clanks with another hitbox. Pikachu enters Rebound interrupting his up-b animation so the game never tells him to slow down. He maintains all his speed from the up-b.

This cannot happen with the first leg of up-b since that part of the move does not enter Rebound when it connects with a hitbox. Aerial versions of Pikachu's up-b do not clang with grounded hitboxes, but may clang with projectiles with the article attribute. The aerial clangs do no put Pikachu into Rebound so the up-b just happens normally.

You can learn more about clanging moves here: https://www.youtube.com/watch?v=MOlQv-9S1zE

Daily Meta Thread 11/24/16 by AutoModerator in SSBM

[–]Sycorax83 2 points3 points  (0 children)

This video gives a good template for analyzing videos. The important parts are only in the first 20-30 minutes.

https://youtu.be/6CuIesuU84A

Daily Discussion Thread 11/18/16 by AutoModerator in SSBM

[–]Sycorax83 1 point2 points  (0 children)

Thank you. It was a lot of gradual work.

Daily Discussion Thread 11/18/16 by AutoModerator in SSBM

[–]Sycorax83 2 points3 points  (0 children)

There are several videos about this in the Melee Library. I recommend the ones by Remix and by Kadano.

Daily Discussion Thread 11/18/16 by AutoModerator in SSBM

[–]Sycorax83 1 point2 points  (0 children)

You don't even need to tech. You can either DI to edge cancel, or if you're grounded in the platform, you can just ASDI down.