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Shark
Joined: Feb 2008
   
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11 VS. Character Strats Below are some basic rundowns on what might help you when fighting each character. I don't claim to be anywhere near perfect, nor do I have tons of experience fighting some of the lower characters...but this is the best help I can presently offer. I hope you find some of the info useful!! Fox There are extra precautions needed when pilling Fox. Don't. Fox can avoid pills so rediculously easy, by tossing them you only give him oportunity to laser you or jump behind you. But if you do find some shiny moment...avoid full jumping near him since he can dash under your pill and punish. Secondly, keep your pillrushes safe as possible...and by that I mean, use your flying sex kick as a pillrush follow-up more. If he reflects the pill, you'll still be able to attack through it and hit him afterward. Keep in mind your cape to defend against his laser spam, but realistically a precise fox should win in a projectile war since he can feint and then laser during your cape's lag. Fox's drill shine combos leave no room for shield grabbing, so you are better off retreating or intercepting. Conserve your shield well, mixing up lightshielding when neccessary as well as aiming your shield upwards to possibly throw off his L-cancel timing which may grant you a lucky shieldgrab! Don't drop your shield too early, either, since the 1-frame reflector will inevitably follow (along with his DJ escape, like always). Sometimes rolling is your best option, so keep in mind your own patterns and try not to get in those situations where you find yourself wanting to roll. The only thing you have over Fox is horizontal reach, but it still doesn't count as anything too useful because of his speed. When he comes down towards you, reverse WD and throw out an occasional F.Tilt or if you anticipate the moment of his offense you can UpTilt or UpAir to exchange hits. Either way, the safest move is to retreat and catch him as he goes in the air. Fox's sex kick approach is impossible to beat out, but given the right percentages, be wary to sacrifice an exchanging of hits for an advantage in stage position. If he's at higher damage, his need to tech (with you only temporarily stunned) is the window you'll need to WD and bully him off the level. Avoid spamming Jabs in close quarters, since it really doesn't follow up. Simply put, grabbing fox is difficult. But he is also one of the most punished characters, when he is. You can chain upthrow him from 20% easily, but using JC'd grabs you can go as early as 0% and then normal dash grab all the way to 55-60%. From there, a shuffled UpAir into D.Smash is your standard finish. Shuffled UpAir-Jab-dash grab is also a possibility. Or If he doesn't DI the UpThrow at mid-percent UpTilt to regrab or UpTilt into F.air at higher percents. Practice chainthowing level 3 CPUs(they DI left/right) before attemping on a human, and don't be afraid to headbutt him between catches- humans will be too worried about just DIing out of it. And if they do try to mash out, D.Throw to F.Smash is an appropriate wake up call. At higher percents, UpThrow links beautifully into a F.air as well, which if he DIs, usually sends him off the level horizontally. Relatively speaking, be wary to DI when he wants to UpThrow you as well, into his UpAerial. Double Jump away immediately and use your D.air to return back to the ground. You want to fight Fox as close to the ground as you can. Because of his fallspeed, he's easiest to KO by knocking him off the sides. While edgeguarding, Instead of just waiting to Cape...anticipate the Illusion. Up and Forward tilt knocks Fox right out of his illusion and below the ledge...then you can cape his UpB since its much easier. If UpTilt connects late and launches him, pursue for a F.air KO. If Fox is out the screen but still able to make it back, a full jump pill off the stage can interrupt his Ilusion recovery, which with experience, becomes natural to pull off. Then fox is left only with the option to UpB from under the level..where you Cape...(and if he UpBed perfectly upward) charge your F.Smash as he comes back down. If you're off the ledge, watch for him to drop into a ShineSpike. Its most common for fox to do this as he would anticipate your D.Jump since most people don't attack during it, nor use their UpB til after the DJ is used to its fullest. UpAir as you DJ for safety. If you can, save your DJ til you get under the level then use it and your UpB close back to back. This will not broadcast you're recovery as much and add alot more risk to a fox player who now must sink lower and possibly be coin spiked under the level. In recovering from above, watch for his fast B.air and SexKick through aerial pills- into you! Like many characters, if he simply edgehogs and attacks with a rising B.air, Doc is guaranteed dead. Consider a good moment to airdodge behind his b.air and hope for the best. On FD, the fight is pretty fair, but platforms ruin Doc's combos and chainthrow, and let Fox's lightning fast jumps and UpAir combos reign unmatchable. You will need to rely more on your B.air for spacing and low percent edgeguarding to increase your chances on smaller/platform levels. Falco Though the combo mechanics you'd use with Fox basicly apply with Falco, it is a very different fight. SHL(short hop laser), being his single most important staple, is at least weakened in the spam zone, since you have the cape. Although it is still a bit too slow to be always reliable in defending against close lasers (especially if he is merely a SH from your face). An exception to the rule, Full Jump Pills can be most useful, since it allows you to projectile right above his. Just be sure do this when you have noticable distance, and be ready to fall with your cape to send his own lasers back, as well. Anytime you are caught above him, DrillKick is a fairly prioritizing move that should go through anything he has. Your best reaching attacks like your D.Smash, F.Tilt, and BackAir need to be focused on. A good Falco will also use his SHL to approach you into a grab if you shield too much. If he approaches you with a laser an inch from your face, you can actually grab him first. Realistically like fox, he can be unshield-grabbable. While you defend on the ground, don't drop your shield too early since the reflector soon follows. Aiming your shield upwards might throw off his LCing slightly though. Apply the same chainthrowing rules as stated in the anti-Fox guide above (UpThrow to 55-60% shuffled UPAir-D.Smash or UpTilt F.air or even shuffled UpAir-Jab-DashGrab). Falco will rely on his sex kick/D.air-shine-DJ as his offense and combo starters. DI left/right to at least make him work for his pillar combos and UpAir/Sex if you regain control right before being hit again. Be ready to backwards WD into F.Tilts (or lucky F.Smashes) or exchange blows with your UpTilt here. At higher damages UpThrow to DocPunch(with the possible UpSmash/UpTilt in between). His recovery is poor, yet safe...so have all your edgeguarding options ready on deck for possible low damage KOs. Keep in mind UpTilt for his Phantasm, and surprise B.airs to carry him down. When recovering, encourage yourself to Tornado in clear sight of potential lasers. The slight stun barely moves you, and allows you to tornado again, increasing your distance! Also take notice for Falco's positioning for a Spike; its possible to just tip the ledge, hopefully avoiding the whole confrontation. If you have time, Cape to stall. In the end, if his D.air is coming, as you UpB, Hold L to automotically tech against the side, and UpB immediately to push him the hell away and land back on safe ground! Like Fox, Doc is at worse odds when platforms are involved. They grant Falco longer and stronger spikeshine combos, and cause Doc to lose control of the match, when he gets stranded on one. WDing off the platforms with air attacks can come in handy and in addition with horizontally bully attacks, might reward you a possible early KO. Sheik Be careful pilling since needles tear through and punish Doc. Caping them, albeit hard as hell, basically accomplishes nothing anyway. Full Jump pills can be your only option to approach a Sheik, or at the least lure her to you. Her F.Tilt was made to cancel out pills, but as long as your remain pitching and not batting, you still control the fight. Do not approach her from heights. Her grab range is huge and her UpAir and F.air will beat you to the punch. Use your shuffled Sex to close the gap and either pass through her or time it into the Jab to Grab mind game. You'll want to use your D.Smash alot versus Sheik because as a low, fast clearout move, its invaluable to break away from her tilts through crouch-canceling. Anticipate moments to sidestep out of your shield to punish her grab with it. If you do get grabbed, mix up your DI in response to her D.throw, and Sex Kick as soon as possible to hopefully exchange hits with her Tilts. DIing upwards and towards her may be a surprise and get you lucky enough to DJ and escape as well. Worse case scenario- you DI away to get grabbed more (although most of the time they simply F.Tilt instead) If you're way above her, feint with DJ and fall with your D.air to increase your odds of getting past her UpAirs. Be very intune with what DI you need at the right time. DI away from tilts, but be immediate to respond to F.airs with upwards DI, unless of course you're at very low percents, since you might get relaunched by staying close. Doc can actually chain-d.throw sheik at very early percents, but 20% seems to be less risky damage to start at. Though its possible to keep it up unto 50-ish, Sheik actually can DI diagonally upwards and DJ out from any grab not absolutely perfectly executed! Because getting out is odd, its good to test the waters with it since it may take several attempts with DI for them to escape. Its usually best to only chain a few times before turning it into a more secure UpThrow instead- which sets up well for air attacks, including F.airs at mid percent. D.throw links into shuffled F.air at higher percents or a direct F.Smash if you were too fast for them to DI properly, but sadly neither are true finishers and Sheik will always live. UpAirs are good against Sheik if she is above. She actually isn't comboed well, but she is slightly more vulnerable than most, when she is above the oponent because she doesn't have a fast d.air or strong sexkick. If you have a break from her, WD Jab to keep the pressure on. Close up, she has the advantage...but from a distance its even worse, since approaching her is so hard. So keep your offenses tight and have a strong focus never to put yourself at being risk for grabs. Her needles destroy your recovery so reserve your DJ when you are out of her sight. Also take note for her aerial needles. Caping them, doesn't accomplish much, other than damaging your recovery less than if they would have hit you so keep that as an option. Her B.air not only cuts through pills and edgeguards completely, but also is ideal in falling off for the edgehog position if you decide to tornado stall, etc. In recovering from a height toss a pill or two, but be wary to airdodge if neccessary, and in recovering from below, try to make it back quickly before sheik is in the dominant position. If she is off the level a good distance, reverse WD, SH off, and hunt her down for a B.air. If not...you're better off simply hogging and feinting for a B.air, by letting go and DJing back into the grab to reset your invincibility as she Teleport above and back on. If there is little time, you can just let go and DJ F.air her as you land back on. But if you pulled yourself back on, during her teleport you'll be ready to move before she and able to B.throw her back off or F.Smash(with a slight charge if you can afford it). If in fact she is only capable of grabbing the edge from her teleport's 2nd phase, she is easily caped right as she reappears before she grabs on! Marth Anytime you have the space, Pill the hell out of Marth. He can easily swipe them away and come closer, but at this point you are still controlling the match. WD-F.Tilt is an invaluable tool against a defensive Marth, if timed perfectly from a SH'd pill since he will generally Jab it away and eat the punishment. Use it. Force Marth to come towards you if you have the room. If you just try to approach him, he will space himself to outreach you, but if you can get him to progress forward, and at the same time you sneak in, you can get inside his range and have the advantage instead. Reverse WD SH pills are your best bet. If Marth goes aerial, dash close (baiting for his F.air) and open your shield. Work as many safe feints and retreats as you can to make your offensive rushes less expected. You want him to think he will catch you off guard with a dash grab. But stay low, since from above, his UpTilt stops everything you have. If his shield grows weak, your dash attack will trip him, and combo into an UpTilt or F.air at higher damage. The dash also clashes with his D.tilt so it can be a good approach for a ground-defensive Marth, if you follow up immediately with a CCed D.Smash or Jab. Jab puts Marth in the air for a Grab, so mix up single and 2 hits, and dash Grab when he DIs and possibly air dodges backwards hoping to avoid it. If you can bait him into F.Smashing, shield it and WD out of your shield into a D.Smash/Grab. At low damages D.throw links well into you UpTilt, and UpAir, and possible D.air into Up/B.air/Sex for nice damage. UpThrow is even easier to get a clean SH UpAir at beginning percents. At mid damage its possible to shuffle UpAirs under him but his percent and your distance and speed have to be perfect or he will escape. 40-50% is your best odds at starting the chain. But take note to Sex as well, if you are close and don't think UpAir will come out in time. The slightest difference in speed is worth substituting than risking his escape. At 90% and above, D.throw works well into a F.air KO. Keep in mind to possibly turn around and jump the other way, if he DIs behind you (which is his smartest option). When you're grabbed, be quick to DI in the direction of his throws to put as much distance from him, since F.Smash connects easily from his F.Throw. If you're thrown up, his UpTilt and UpAirs are going to rape, if you get caught. DJ away if possible and continually DI away from his attacks until you are able to land on the ground. Air dodging into the ground might be your only option if he's shuffling F.airs at the same pace that you're flying. If you shield a close-ranged air attack, but can't shieldgrab because he's moving to the other side, jump out your shield and hit him with B.air or Sex. If you get hit by the F.Smash, you can also DI down and tech roll across the level, but if you're late its usually just better to diagonally DI up and towards him. Even if you are thrown off the level, DI away and recovery from below. If not, an early F.Smash death at 40% is not something to be proud of. While recovering from the air, pills can be useful in canceling out his F.Smash edgeguard, but they won't protect you from his aerials or Nuetral B. It you can get past his range, feint like you're going for the edge by fastfall and airdodge behind him. Other than that, you are safer going for the edge, from underneath. Hold L soon as you UpB to tech off the side and UpB either- immediately again if he is close enough to be hit, or let yourself fall and try to sweetspot the edge again and repeat. If you are holding Up as you tech, though, you will wall-jump away from the level. If you donnot UpB immediately from this, you will probably not make it back to the stage. It can be hard to B.air edgeguard him, but faking edgeguard attempts works great since he is floaty. Jump backwards towards him, but then fastfall to avoid a possible hit, then rise back up with your B.air, or F.air him if he airdodged infront of you. If he is recovering from below, simply edgehog and wait to see if he makes it back on top. If so, a rising F.air works well, as with D.throw to F.air if you pulled yourself up as he landed on top since he is vulnerable during his lag. On small, platform levels you are UpTilt and F.Smash target practice, as with the pill being tactically weakened so you will want to stay under Marth, and be ready to jump out your shield with attack in response to his. Doc can actually hold his own very well versus Marth if you play by the book. Peach Because Peach is a larger character and suffers a slow moving jump, she is forced to take on pills one at a time. F.Tilt, DashAttack, B.air, and Turnips will be her main tools in quickly moving through pills. Be very cautious as she approaches, since her priority can easily whipe out pills and continue to connect with doc. Cape distanced turnips but be careful not to take bait versus turnips where she can counter attack over it. You have the option of catching them too, but only work that into your game if she is on the defensive. If she has a turnip in hand, your safest aproach is to sexkick through her, since she won't be able to shield grab, but be wary of her own SexKick out her shield. Her shieldgrab is large and fast. Land shuffles in front of her and you will get shieldgrabbed. Safest approach is Sex but you've got to be creative about it and to follow it up perfectly if you successfully donnot get punished. With all things considered, you want to run away if possible and attack her in between her moves- not during. Which is why, feinting is most important in this matchup. Doc cannot take on Peach head on, but if you can get under it is possible to combo her very well. Peach float-cancels her aerials to have virturally no lag between them and the possible Jabs, D.Smash, or Grab afterward. So shieldgrabbing a peach doesn't come easily, and often times just results in a weak shield or you getting grabbed yourself. Immediate F.throws are most common from her, so be ready to DI upward, but D.throw into a possible followup is sometimes used too. Your best chances of grabbing her will be from your Jabs, which set her up nicely. Take note to dash grab apon her DIing/airdodging away. D.throw into shuffles or UpTilt at low percents, and F.airs at 90% and above. Repeated shuffled UpAirs are possible around 40-50%, but her Sex Kick breaks her out often, so end your combo with whats most reliable- not most gratifying. UpB can also be useful after an UpAir if no other attack could connect. If platforms are involved, fall below them for safety after this. Following her approaches, her D.Smash will be spammed. Punish her D.Smash by SHing over it with a F.air if she uses it habitually after landing. Do not ever CC this, because you will absorb multiple hits from it! And while shielding her Jabs, side step her dash grab which almost always follows (much like yours). D.Smash is a good clearout move against her, but be careful not to instinctively CC it. Your B.air is your best tool against her, since it outreaches her, and can be spaced well enough so that its hard for her to approach through. When you're trying to return to the stage, be ready to airdodge behind her and fastfall to safety if she is airborn. Or fall with D.air into her and DI the potential exchanging of hits. If she floats off the edge to hit you with a B/F.air, UpB early into her, if you can make it to the ledge. Or fastfall under her if you can make it around. If she is waiting by the edge, Hold L soon as you UpB to ledgetech her D.Smash-spike by the edge, and retaliate with another immediate UpB pushing her out the way. When she's off the ledge at approachable height...a feint, a couple B.airs can be enough to work into an edgehog KO. Pills are decent distractions to her recovery if she is floating back from a lower height, too. If you cape her parasol before its finished, she'll be stunned based on damage and fall some before able to UpB again. Repeating this process can inevitably result in good damage racking and eventually a "cape spike", but if she techs the cape, and bounces of the wall your F.Tilt will suffice. Most of the time, you will have to rely on your F.air for the vertical KO, but keep in mind a suicide sexkick edgeguard, as well as a surprise UpSmash out of your shield at very high percents. On small levels doc will become cramped and feel no breathing room, but her insane recovery at least gets handicapped. Capt.Falcon Pillrushing will be difficult because of his high priority, ranged attack such as UpAir. In fact, you're better off just not pilling often. Don't be in the air near him because he can cut through pills easily and juggle you across and prevent you from getting back on the ground because of his speed. Pills from distance work well enough, if you take note to stop when he gets closer and either space yourself again or attack him. Your B.air, F.Tilt, and D.Smash will help reduce his pressure game on you, but watch out for sex kick which defends well against pills and your physical approaches. Its a great technique to maneuver through pills and stun you long enough for a dash grab. Its easy for Capt to run away from Doc and force him to get closer, but remember that doens't mean you have to become anxious and attack him directly.Your B.air and Pills are enough to force him to get close as long as you remain patient. This includes his dash dance game, too. Keep him busy, without putting yourself at risk. And be wary for knees and never attempt to UpTilt Capt as an anti-air defense. Exchanging hits with a knee is not (I repeat) not a smart idea! Because of his fallspeed and size he's easy to horizonally escape combos and tech roll away. At early damages, focus more on punishing with pokes until he's at higher damage. Shield grabbing won't come easy because of his reach but you can still grab him with good WDing and Jabing. Rolling out your shield can be a useful tool when you're pressured with his shuffle-jab-grab game, but don't over do it. UpSmashing out of your shield actually works very well versus Capt, since he is constantly shuffling behind you, and UpSmash is jus one of those moves that hits...well behind! At any point its possible to chainthrow him with UpThrow to around 60%. But it is alot more difficult than Fox/Falco, because Capt is heavier and takes longer to throw- so your forced to wait half a second before dash grabing.(The biggest mistake is trying to dash too early and it not coming out) JumpCanceled grabs are easier, but still quite hard. Either way, its better to finish him with a clean WD Smash or UpTilt to F.air. Upthrow also surprisingly link to F.air at mid-high damage. Though this isn't a large combo, its instinctive for him to DI horizontally the F.air, which sets him up for edgeguarding! Chances are though, you'll be getting grabbed more than him. He can chainthrow you with D.Throw at early percent, but in addition to DIing away, remember to possibly UpAir as you regain control to stop a potential oncoming knee! DIing up just gives him an easier time kneeing you, but it may occasionally come as unexpected and cause a misjudged knee instead. Anticipate his Jab to reset you in the air for his dash grab, and Sex Kick if possible. If he is knocked away, WD and don't give him breathing room. Once you have him off the stage, edgeguarding is relatively simple. Obviously enough, if he's below the level the cape will rape his UpB, but more often he will have DIed upwards and be less predictable because of how he can move in one direction then lean back in the air with his DJ and UpB. Your B.air will take him out easily, but expect him to expect it and DJ over it or try to trick you into using it early and leaning away from it. Don't wait by the edge, if you can jump off and take him out far away. If thats not an option, feint a B.air and force him to DJ or UpB as his last resort and send him back down with another B.air. At that point its only a matter of time, til he gets caped or edgehogged. Capt can grab the edge UpBing backwards though, so if you cape his UpB in that situation he still makes it on. What you can do for below-the-level UpBs is simply dash off the level and B.air as you fall, hitting him into the stage and to his doom. Edgehogging is interesting, because he can't UpB you off of it, so if you can simply force him to go on top, pull yourself up as he recovers and send him back off again. Assuming you didn't get hit by a knee by a ledge, be extra careful in falling pills because of his UpAir. You don't have anything to beat that, so airdodging may be your only hope. And if you're horizontal to the edge he may shuffle off into distanced UpAir (or if they know how....even MoonJump off into a B.air). When you're near the edge, he is very unpredictable. Timed D.airs and B.airs need to be teched by holding L and re-recovered from. Edgehogging Doc is very easy for him, and a knee punishes a doc well, if you land above him. From hanging on the side though, he doesn't attack well if you're under, because its easy for him to kill himself in the process...so look out for him to stall the edge by pulling himself up, and Tornado Stall. IceClimbers Pillspam as much as possible. Nana's delayed reactions cause her to be projectile practice, and forces Popo to play slower to keep her safe. Retreating low pills guard the ground beautifully from their WD approaches. Force them to chase you, because they have to stop and treat each pill one at a time. Their airgame is very bad and your B.air outspeeds and reaches them very greatly. And you'll want to tip with range as much as possible to prevent getting shieldgrabbed by them (which is fatal). Your sex kick serves great in approaching, and follow it up into Jabs and D.Smash. Among their desynches the most common to look out for are SideStep-to-Nana-IceShot (allowing Popo to dash behind the IceShot to grab someone who shields it), Backwards-Roll-to-Nana-Blizzard (a defense that lets Popo dash in for a grab if the oponent rushes at that moment), and DashDance-to-Duck-to-Nana-Blizzard sharing properties of the previous but better as a mindgame for a turtling foe. You have one sole focus in this match, and that is not to get grabbed. If you're at early enough damage when you get grabbed, mash out quickly to break out. If not, the classic combo is for Nana to Blizzard you while Popo Headbutts, and then be thrown down into a Nana smash attack. Pay attention to which smash attack is coming out, and DI accordingly. Upward DI for D.Smash and F.Smash, and DI away from UpSmash. Also possible is for you to be chainthrown with D.throw and Nana's D.air intercepting your trajectory back in front of Popo. Unless perfect timing is executed, you can DI towards Popo, and land behind him and possibly escape from there, but its not guaranteed. If you grab one of them, immediately B.Throw, spinning and hitting the other climber and temporarily separating them severly. At this point...kill Nana. Smash her in the opposite direction of Popo, and if you can get her off the level, B.air is easily landed on her.At higher damages, D.throw also works well into a F.air KO on Popo, too. If Popo is by himself, don't underestimate him. Since now he has nothing to lose- lone Popos tend to be played a little faster and feint oriented. Keep him away with pills, and catch him off guard with WD F.Tilts. Once off the level, he relies on his Forward B to recover, so look for windows to B.air and trick him into airdodging or recovering with you waiting on the level to D.throw-F.air and your F.Tilt will aid if he stalls in air to tip the edge. IceClimbers usually edgeguard by having Popo edgehog, and pull himself up as you recover and have Nana D.Smash at that moment for double the chances of keeping you away. Interestingly enough, they can't really edgeguard by attacking off the level though...so if you can cape or tornado as Popo pulls himself up, then UpB (and be ready to tech hit off the side and re-recover) then you have a shot at making it back. From above, pills and D.air work well enough to get back down, just watch out for wave smashes. This is one of the least complex fights for Doc, and can be in his favor. Samus Another character who pills are affective against because of her size and floaty jump. She doesn't have a particular pill-destroyer move on the ground so expect a mix of F.Tiling and shielding. Her missles reach further than your pills, so on big levels, you will have to approach at least a little...and her chargeshot shot also puts pressure on Doc to stay even closer so she doesn't keep charging up her blast. Keep an extra eye on her missles when pilling, because careless mistakes easily happen if you're concentrating just on your pills. Mix up your defenses to her missles so that she doesn't punish you for patterns. Shielding is extra useful against Samus because her grab sucks. If you shield the missles too much though, your asking to get grappled from a missle rush, and if you cape the missles too much your asking to get dash attacked through.Your F.Tilt also works nicely to cancel out missles out as well as simply jumping over them, but avoid racing over missles to her as fast as you can. Her reverse WD F.Smash works great against Doc's approach as well as Sex Kicking him out of the air. You may also eat an UpB out her shield, to substitute for her lack of a good shieldgrab. SexKick works good to close the gap, also cutting through predicted missles, beautifully. Follow into Jabs to open her up and grabs and D.Smash to keep the pressure on her, but be wary of her CCed D.Smash. Be ready to DI upwards so that you don't get sucked horizontally into a low percent death. He roll is bad so she will rely more heavily on her WDing and sidesteps. Her sidestep also works in aiding for her fast, reaching D.Smash. Sometimes not attacking at all and shielding in her face can bait her into instinctively D.Smashing and grant you a WD D.Smash/Grab. In that situation just be ready to roll towards her if she grapples. D.throw her into aerials, but at early damage don't rely on shuffled UpAir combos because she will retaliate with her Sex Kick before you can follow up with your 2nd UpAir, even though she's positioned correctly. Its better to just hit her with what leaves you the most safe...like a rising Sex or B.air then pill afterward, until she is at mid percents. Doc's other throws are pretty useless against Samus, really. In Fact D.throw really isn't awesome by any means, until around 100% for that F.air, which needs to be carefully executed with the possible immediate DJ (for height issues) or a last minute decision to exchange it for an UpAir when the F.air is most likely not going to come out in time. Likewise, her grabs are nothing to brag about either, but her most common will be D.throw to F.Smash/Sex Kick. So DI away from the throw, then DI Upwards the KO move at high damage. Favorite places for her to charge shot is when she is off the level (when you would normally least expect it) and in response to a predicted shuffled. Don't spam the cape, when samus has a charge shot filled, because she can hit you during your cape's lag at a close distance. And its always better to just shield it on the ground, if you're not sure your cape will come out in time. Feinting with lots of pills and WDs can encourage Samus to go aerial. Don't challenge her there, unless you can punish a mistake with a quick B.air. For the norm though, you want to worry about feeding her damage by damage by sticking and running until she is ready to be KOed. Unless you're far away, you should stay grounded and play off her mistakes instead of taking unneccessary offensive risks. By a ledge, a shuffled sex or D.Smash work well to knock her off the level. Occasional WD-F.Tilts from a distance are great wake-up calls to further bully her horizontally. Once she's off, pills can be useful since her recovery is incredibly slow. Unless she is above the stage, pills can be tossed into the edge tip to bounce off and keep some height to force her lower than the level Pills over the edge may possibly interupt graple beam attemps. Either way, her UpB is very easy to cape, and jumping off with the cape works well at stopping a predicted grapple beam, too. Your B.airs are usually avoided since she can recover low enough to avoid them at first, but they're deffinately still worth a try because she is a slow moving target, outside her option to fastfall to avoid them. Edgehogging can be difficult to accomplish against her manipulative recovery, but if you can stall it long enough your F.air suffices nicely to punish her if she lands ontop. When you're off the level, missles will come before her tradional anti-doc edgeguarding tool- the Sex Kick. If she jumps/runs off the stage with a SexKick, Doc is screwed in avoiding it, as well as recovering from heights where it can cut through your falling pill defenses. Your more desperate recovery means such as airdodging and early UpBs should be considered more. Her UpTilt also works great at hitting doc out his UpB from underneath, so be ready to tech that. a Bomb lay off the side of the edge, can also come off as a shock, but as long as you time another UpB not too early (eating an UpTilt) or late, its only a distraction from what is to come right afterward. Jigglypuff Although her range is pitiful, decent spacing is a must when pilling against Jigs. Her B.air and F.air both easily jump into pills and attack you through them. She easily maneuvers over, under, and through them quickly so as she approaches you may want to turn around. Your B.air will be your best friend against Jigs. Take full advantage of its reach by SHing with it and being creative in how its used with WDing to cover distance and followup easier. UpTilt works well to exchange hits with her SH approaches and occasoinal Pound. If she shows pattern of tipping with her F.air/B.air at your shield and leaning away immediately, your cape works great in forcing her to mix things up. Anticipated offenses can be met with a Sexkick or F.Tilt interception. Jigs is very feint-oriented though, and because of her small size, can easily skim away from attack barely and punish quickly...so if you can afford to play more defensive it can benefit (since Doc has crappy reach as well). UpBed, can be situationally effective in picking her off, if she floats too close above you. be sure to fall through any platforms afterward. Since she is almost entirely aerial and leans away with her attacks, grabbing her is incredibly difficult. You won't be missing much, since she can't be comboed well, but if you can grab her at 70%, a D.throw to F.air is the best feeling in the world! A well placed dash jump-canceled UpSmash at 90% is also a clean KO, if you can pull it off as she attacks from above. If you get grabbed, watch out for her fast F.Throw by a ledge. Other than that, just keep away from her in the air as she pursues you. If you get juggled by her UpAirs, DI away, DJ out and use your D.air to cover your return or bust out the Sex if you have that tiny opportunity to break her combo. The edge is where Jigs really dominates Doc, though. Unless she is below the level, Jigs can't be edgeguarded. It takes at least 3 B.airs, all at different moments as she approaches the edge, to guard successfully. If she's at very high damage a flying, early-activated sex kick can be hard for her to avoid, especially if you aim slightly high and fast fall it (timed to hit her when it is at its highest strength). While edgeguarding, be careful not to get sucked into her Pound, since it reverses the roles of who is recovering and who is edgeguarding, which in this particular matchup...Wall-of-Pain = death on doc. nuff said. DIng upward to reduce your distance from her F.airs does not help! It only aids in allowing her sooner F.air followups. DI away with the attack to increase your distance from Jigs- even if it means going off the level. The longer time it takes Jigs to hit you again, the more likely you will be able to UpB immediately before and save yourself! Don't underestimate Rollout. If you have alot of distance from her as its being charged, approach from the air and land in front of Jigs using your cape, so that if she releases that moment or any moment later...she at shoots in a safer direction. Its not worth taking chances, making a mistake and dying at 50%. If Jigs happens to miss a rest, you are very lucky! Instead of just charging a F.Smash...Cape her as many times as you can first, since this won't wake her up. After 3 or 4 capes (42% is nothing to sneeze at!) C-stick F.Smash her for the win! If your knocked away from the level, remember to air dodge behind her when meeting her in air, then risk 1 hit (that turns into alot) or even UpB right before you get in her face(even if you're very high) to push her away, so you can afterward fastfall to the ground, since her floatyness prevents her to catch up. If your recovery takes longer than 1 second, Jigs is going to pursue you off the level and sink you with her F.air. UpAir with your DJ to protect it, and UpB soon as you can hit her. From heights, a D.air works well to outreach her and increase your chances of a safe landing. Puff is resistant to alot of doc's strong points: combos, edgeguarding, and spam, so if you're not used to fighting Jigs this can be a very hard match. Doc Against someone who you can't exploit any strongpoint and weakpoint, it becomes very much a brawl of mindgames. Your greatest strengths are nulled, and your biggest weaknesses forgiven. There's little advice I can give, so here goes! Exploiting the near-meaningless recovery, backthrows by ledge into edgehog is the way to go. But to get there you're going to have to fight safe as you can without spamming, since its gonna be caped. Dash SH sex kicks THROUGH his pills and hit him when the sex is stongest....D.Smashes every chance can't go wrong, but UpTilts will work good to defend against SH attacks, yourself. Caping is good against Doc, since its a miracle if his litle nubs called apendages can actually hit you anyway...and Projectiling is good, but better left as aerial pre-offenses. Doc tends to break out of combos well with his smaller size, average weight, and sex kick...so try to start early with UpAirs and finish him with what seems the most reliable. As a great offense a jumping reverse Cape into a falling B.air is mighty sexy. It can turn around their anti-air movement(even though you're not facing them) and them snipe them with your shoes last minute. Ditto matches donnot prove who is better, so don't be discouraged if you lose. It only means today they were better fighting doc vs. doc. What point is made in beating a character who you cannot stress Doc's real advantages and disadvantages against? The very characteristics that makes him THE D0C?...I'll tell you what. Nothing...its like Doc is no longer doc, but a souless vessle trapped in a psychological game of rock-paper-sciccors floating into the corners of the universe just waiting to implode-THATS WHAT!*#@!! >:O.........well, maybe not. But I thought it sounded cool. Mario This really isn't THAT much different from a ditto fight, but nonetheless he's a different character who requires a little more on comboing and staying around...then going for the straight kills. Like against another Doc, Sex kick is your best friend. Since Mario doesn't have any great reaching move, and the sex has oober-priority...throwing it out a little extra more can just be a less risky way of racking up damage here and there. Since Mario's fireballs only sink...you can jump Pill right over his and be ready to Cape if he caped it back at you. Mario gets out of combos very easily, so you're better off trying to shuffle him w/ UpAir and Sex as fast as possible instead of trying to stick in that f.air, which he'll sex kick out of before it connects. Shuffle'd backkicks also do wonders against the lil' man, as well with directed F.Tilt spamming against all his SH offenses. If you overuse your pillrushes and/or shuffle offenses...Mario is going to reverse WD F.smash you and you will not be happy...ESPECIALLY if he nails you after you've already used your D.Jump trying to feint him. Please...don't let this happen to you! Keep that scenario in mind, and when that first frame that tell you its about to happen reaches your eye, cape or airdodge away! Mario is a little more potent under the oponent than Doc is, since his UpTilt keeps people more vertical, his UpSmash is stronger and his UpAir is somewhat better at juggling. But you can always try to sex through since Mario is of no threat in the air, lacking any powerful move. He is harder to shieldgrab because of his less aerial lag, so if you can move out the way and counter, it would be alot smarter. Mario and Doc are of considerably close playing potential, and I can't call a favor between the two fighting. Ganon To get it out the way, this guy has like the easiest recovery to edge guard with Doc...just cape. If he still makes it ontop, F.Smash him back off and repeat. Pill spam is very easy to start, but you must be extremely cautious to keep your distance, his bulk hides tricky reach, that can severely punish you! Spamming defensively works great because he HAS to take offense or suffer the side effects. His weight makes him an easy combo dummy for UpThrow-UpSmashes, and when he's at mid percent exchange that combo or D.Throws and UpTilts into Shuffled pusuits. If you're going to pillspam, don't underestimate his reach...because with your horrible recovery, it only takes a few hits from his bunnyhopping-F.airs to rape Doc into a KO, and even if you shield it, you can still eat a Jab after he L-cancels it, and protects himself...so either way you're screwd when he's in your face. He is simply NOT easy to grab. Ganon should also be jumping so that his F.air so that he is also as far as possible. If this is a habit for him, when you predict it, walk towards him before shielding. This way you are close enough to shieldgrab. Though if you do manage a grab at super-low damage you can chain upthrow him a couple times! And from there he can be chainthrown with D.throw a few times! Pillspam only takes you so far on big levels. A good Ganon can work his way through easily with F.Tilt and timed Jumps. Its actually the smaller levels Doc can beat him on, because it suffices for alot sooner B.air to edgeguards! As long as you're careful and stay under him the fight is yours. Ganon may also use a directed F.Tilt to knock you when you jump close, and can find a Pill to ForwardB under then follow up with his D.Air/UpSmash/ect...Like others though, Ganon doesn't possess a real sex kick and only hones a very slow D.air...so a great offense on him is a rising UpAir from a Pill. If its successful, you can UpAir again while falling down, then F.Smash as you both land. Overall Ganon is only easy to combo with Doc at mid-high percents, from his weight and size. If you're above Ganon, expect his prioritizing UpAir to keep you away from the ground, or even pseudo-spike you, back-turned. you can lure him to a ledge to backthrow-cape, but from there two hits and you're out, as well...and he doesn't even need to get a grab. Behind the simplistic illusion that "Doc > Ganon because of th3 Cape!11" you'll find a skilled Ganon can be a tough fight because of the simple reach plus knockback advantage. But if you reserve your shield well by not holding it all the way, you'll buy yourself alot more time to think and find openings to combo and edgeguard and make the fight a good one! Link Outreaching Doc with his sword...(and awesome sex kick), a fast Link player will seem to always beat you to the punch. Though we slowly take our journey down the Tier List one by one...Link is not to be taken lightly. He is, IMO, at an advantage against Doc. Pillspam is your friend...not to do damage!~ but to defend against his weapons!! Sadly the cape will not help you in this fight. Reflected boomerangs shoot above Link's head, and since you turned his projectile into YOURS he is able to throw a 2nd boomerang while the 1st one is still around! Bombs thrown accurately at the head are also impossible to grab, not to mention always feel like exploding in your face when you cape them. (Caping backwards has a high success rate) That is why pills are your best defense here. Just don't get too dependent on them as the gap between ya'll lessens, because Link may launch towards you and fall with his SexKick through pills easily and tip you with his foot, providing just enough stun to follow up with many things, including a hookshot. If you get grabbed and thrown upwards, DJ immediately to avoid his UpTilt. If he predicts that, then he's going to jump Air, so be sure to DI any potential hit away from him, since when he's under his UpAir can't be beat. Approach him with sex kicks often, and Jab an opening for a grab. UpThrow works well enough for UpAir chains, but shuffled sex tot shuffled F.air is possible too if you're lucky. Link's sword spin can pull a mean number on Doc, so DI upward if the u see that its inevitable. Its better to keep moving, and don't let Link create a settup with his weapon combos. If you are off the ledge, Link's falling sex kick is one of his best edgeguarding tools, so if you can reserve your D.Jump until you last need it so you may sink below his sex-zone. EdgeGuarding Link isn't easy...Link's recovery is not only very safe, but pretty good, so I advise timing to grab the ledge and use that window of invincibility to back kick him away, since its asking quite alot to sneak one in normally from his spinning sword. Mastery leveled hookshots at the edgetip provide almost an impossible to edgeguard recovery. If the Link has it down and uses it too often, jump off and cape him so he shoots it the wrong way. Like a skilled Link, you need to balance your offenses and defenses into a single solid game. If Link gets in your face, he can mix up shuffled Sexs and Jabs into hookshots and pseudo-chain grab with his D.throw if he chases your techs into more hookshots. DI one direction then Tech hit the other to make him really work for it at least. Link holds his own easily with Doc and argueably has an advantage in this fight since he avoids easy edgeguards and edgeguards Doc easily. Luigi Mr.Moonwalk glides across the ground quicker than anyone, punishing your mistakes before they even happen. I'll spill the no-nos....don't pursue aerial combos...you will be sexkicked into luigi-fun. Though Luigi can move on the ground quick as falco's laser, his jumping is horridly slow and horizontally challenged, this limits his offenses greatly. In addition he has one of the most useless projectiles. With those in mind....low Pillspam O.W.N.S. Luigi. He will most likely F.Tilt and shuffle his way through them and wait for an opportunity to WD D.smash as his combo starter. Be ready to F.Tilt. If you shield a SH attack from Luigi..don't drop your guard yet..he can pull another one before he lands(usually nuetral), making it difficult to bag the slipperly devil. Since comboing won't be easy...focus on quick SH backkicks whenever you can, to nitpick up his percent. It can be very difficult to land a finishing blow on him as any followup, so in your projectile-whoring watch him carefully...the easiest KO's on him are going to from a split second prediction...not your combos. His recovery pretty much blows, wait by the ledge and cape when he comes close...not just his Forward B...cape his upB as well...its really not that hard, since you can tell when he's going to do it, since he has to be directly underneath. If he is high enough to avoid normal edgeguarding you can jump off with a sex kick to nail him since he barely moves in air. Weegee's finishers don't have low trajectory angles and his edgeguarding blows, so Doc's extended recovery is all you need, most of the time to make it back. But his D.air, and F.air are extremely fast, so bad DI is common in assisting those early aerial deaths, so be careful. Backwards SH F.air are effective against Luigi's offenses, and can be repeated as a mind game making him hoping to counterhit the first one with his WD-D.Smash only to get nailed by the 2nd. Backwards WDes into flying Sexkicks work great too, since Lu is usually one to play follow the oponent. This fight is most easily won when you play it safe, and run Luigi out of options. If you can cripple his ground speed, you automatically win, but if you are too offensive he will reverse your combos and KO you in the air. Y.Link Quick and a projectile-wh*re, a skilled Young Link can be annoying. Y.Link's tend to fight more like Pikachu, continually moving around and jumping in any opening. Except he does this alot better than pika because his boomerang and bombs will be bouncing everywhere. The same rules stay here, for Link. Catch bombs and try to avoid the boomerang over Caping(unless your very close) Y.Link's main KO moves are his Dash/D.Smash by a ledge, and D.Air/UpAir. So if you watch yourself by a corner, his KO options are even more limited. Between your pillspam and his jumping around with his weapons, you're just as likely to get hurt as him, since its hard to Cape when you're keeping track of your spacing and availability to pillrush. Dash SH-Sex kick owns many projectiles, flying right through into the oponents face. But Never go for this if he has a bomb in his hand. Doctors are flammable, too! In close quarters range, F.Tilt and D.Smash give you a reach advantage and KO him like you would most, but remember he's lighter so that Backthrow might come in handly earlier than you think. If your rushes are shielded, expect his handy hookshot grab into upthrow-uptilt/aerial. So be ready to DI left/right. Normally, the better Y.Link players have a mean defensive game; sometimes camping. If you are winning(or tie) don't let play their game...make then come through a maze of pills, instead. If you're losing...well..then you really don't have much of a choice, and they will be ready to projectile, Jump, walljump, airdodge, flying sex kick through..., etc, etc, etc. If they know what they're doing this can be very annoying since its hard to hit them. Keep your cool and study them. Sometimes just a random flying lucky DocPunch is the perfect cure to put you back in the lead. Play a few safe rules, and Y.Link has trouble getting that finisher in. If he misses his hookshot, WD into him charging your F.Smash then let'r rip last moment! Y.Link can charge his D.Smash as a great edgeguarding move and release it when you UpB!...So reserve your cape to buy yourself more time for a safe return. Roy Th3Ph1r3Pwnzj00!!!!1.......or does it? Good Roy's know to abuse the D.Tilt. Quick, reaching, exellent settup, hard to punish. This and his grab are what you want to avoid more than anything since those are his easiest openers to his powerful hits. Pill Spam works good on Roy, because his fall doesn't allow him to get very far over them, but this also makes him a quick Shuffler into a F.Smash. Don't get cocky though, because a good Roy knows to use the reach effectively...so do the same to Marth for laggy reachy moves: Shield-WD-grab! He's not that hard to grab, because despite his reach, he's dependent on getting close if he wants his attacks to be anywhere past weak. So work those into some nice aerial settups. You can chain UpThrow him from 0%, but its possible for him to DI + DJ out. If you launch him, pursue him to the point of risk because making a mistake up there is like being slapped with a wet noodle. On the otherside, if he launches you with D.Tilt, expect a F.air/Sex into D.tilt, etc. A classic Roy-finish is his D.throw to F.smash(much like yours) always DI away from him when you're grabbed. Roy doesn't get much use from his Up and F.Tilt so pillrushes into F.air, D.Smash, or flying Sex all work nicely. In close quarters range remember about your Jab, that basicly outspeeds all his attacks and opens him up for a stronger hit at higher damage. Roy's edgeguarding owns many character, but luckily Doc isn't one of them, especially once you learn to stall a second with the tornado/cape to psyche them out for a new window, and considering Roy has no low trajectory power hits, you'll probably be able to come back, if you weren't blasted out the screen. If Roy goes aerial, expect his very quick FF into a F.air L-canceling into who knows what. You may want to WD away into a pill or time an UpTilt. When you knock him off, edgehogging is the easiest way to finish the job, and if he has height to go over, just drop with a back kick to take him out. Roy has a Very good ground game, and his with DashDancing and turn-around Forward B combined he can dodge and counter and also use it to test the waters with you. Stay in control by mixing your offenses and defenses and bully him horizontally for the easy edgeguard KO. This is one of Doc's easier matchups if you play patient. Pikachu Pika can be a little hard to hit, with its great evasion and flimsy attacks. But because of its poor reach, its jellybean body is easily caped around and KO'ed with DocPunch and F.Smash. You really want to go for the KO and not the edgeguard, because of its good recovery distance. Pikachu can use his Jolts much like pillrush, but its physical followups from it are basicly weak and slow. Its actually just easier to cape, since its pretty slow and broadcasted with a friendly, "PIKA-...!" beforehand. If you get Thundered(I hope you don't) by pika you're pretty much dead...but the only Thunder that should hit you is while your in the air after an aerial settup-usually upsmash/uptilt. Pika's wavedash, grab, dashgrab, F.Air all blow...so you can basicly cream it, head on. Pika's pros are great low percent juggles, but its really hard for Pika to make it under, when its reach is so poor and theres few moves that can open that opportunity. Shieldgrab into downthrow-f.smash to beat up the rodent at low percent...and aerials at mid. Just don't Sidestep into its lasting F.smash, and you should die hard. You can also cape Thunder to hit pika instead, but note Thunder has more than 1 motion of attack, so you still may be hit by a later part of it! If the Pika player tries aerial Jolt Spam, where the cape doesn't cut it and its hard to find time to throw pills...you can always dash with a Sex Kick through the jolt and hit pika behind it. Likewise, Pika can use its own flying sex kick to quickly blast into the air and pop you. This offense leads into his UpAir easily, which need to be cautious of by the ledge, since it can pseudo-spike you(meaning you can't meteor jump X____X) if he is slightly above you when he does it. If in that predicament, might I advise you UpB to a fast fall back to the ground to avoid that scary confrentation! Overall, a simple fight since pika doesn't have the privelage of punishing with reach, especially if he gets pushed back some. If your get stuck in a low juggle your prolly screwd for a few UpTilts than its UpSmash, so try to stay on one side of the rodent and not fall for its UpSmash out of its shield! DK You're dealing with a character of good reach, and great punish-moves including the GiantPunch, which will be charged if you leave him alone. Pillspam and rushes own this huge target. Normally DK is very hard to approach with his good reach and his good reach misleading how close he is. If not, his F.Smash plows away many dash SHs, and if he grabs you, your invited to be slapped on his back, thrown up into his combo-crazy UpAir that are devastating on platform levels where we may actually break even with Doc. So as a focus, refuse to let him grab you. One of DK's better offenses is his shuffled N.Air. It lets him safely get in close for a grab, whereas yours wouldn't reach. In this situation its best just to back off with a better reaching and quicker move. UpAir out of your shield to make your escape when his approaches break in. The easiest way to get in DK's face is faking him out. Run at him, wave dash back/wavedash forward into sidestep...(with pills every now and then to play it safe) Whatever can get him to miss an attack. Go for the grab and UpSmash that monkey into UpAirs! You really can't miss. When he needs to pack his bags, play the same game, but look for any chance to sneak in your UpTilt into Shuffled UpAir pursuits into D.Smash. His weight proves to be a nuisance for any UpKO move minus DocPunch at 100+%. EdgeGuarding DK is really tough. Unless you've got a sword, it ain't easy to hit him before he stops spinning. And caping him can give him even more height, including several spinslaps hitting you anyway. I prefer to just sit by the ledge(but not at the edge) with a shield and wait for it to stop. Play defensive when you can and spam pills out the butt. Between chip damage and learning his limited approach tactics Doc should win. Zelda The FOOT! Beware of Lightning Kicks. Zelda players like to space themselves just out of reach, so if you make any short reached offense, you get to eat a foot. If you want instead, you can probably pillspam Zelda all day without getting hurt but on a small level its a very tough fight. Try to find any defensive pattern she uses...but double check yourself before you pillrush. Just try to imagine what happens when you and a pill are flying into...Nayru's Love!(FEAR!) One good offense is WD into a shield. If she doesn't attack, she's probably shielding too(waiting to grab)Look for that, and take the initiative to grab first, then. Zelda can use her F.Smash as a mindgame tool by using it for no reason, luring you in....to get hit by a 2nd F.Smash. That's why its important to be defensive(at the least, a little bit) to catch on to any tricks. Sadly...she's way floaty to be comboed easily. So just go straight into a single powerful hit, instead..unless you manage to get right under her at low damage-in which case spam UpAirs! Edgeguarding Zelda is cake, her recovery sux.(so look for her long-lasting airdodge, commonly used instead)Watch her height in relation to the edge when she UpBs. If she uses it early enough to appear on land...just stay still and be ready to WD-FSmash whenever she is grounded. If it looks like she can grab the ledge instead, WD off to steal it first. In that same scenario, she might have went up. So just jump up afterward and wait for her to land. Zelda is also easily multi-B.Air away from the stage from low damage. If you're grabbed by Zelda, DI left/right and you should be safe from a followup unless at low damage. On the other hand at high damages, be quick to judge if she attempts a F. or B.Throw and DI accordintly. Basicly, Zelda plays a mean defense. So keep her off of it, by luring her in with pillspam, and staying on your guard for strong hits, both you and her. Overall...its a close fight that is easily swayed in either favor depending on if you can make the Zelda grow too dependent on the foot.<!-- / message --><!-- edit note -->
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