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SSF2 Strategies 
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Joined: Sat Aug 23, 2014 12:22 pm
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Sora's Usmash is pretty freakin laggy, also dat startup.

It's really easy to punish with most characters, especially those with strong projectiles

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Sun Dec 21, 2014 11:30 am
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Not on the ground, but as an anti-air. If spaced well, you can use the windbox and the length of the hitbox to avoid most landing options.

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Mon Dec 22, 2014 1:54 am
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Spam Lloyd's Neutral-B to edgeguard lolololol

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Mon Dec 22, 2014 12:16 pm
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Double Demon Fang into Sonic Thrust.

Super irritating edge guard. Kinda wish the "double" wasn't a thing lol

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Mon Dec 22, 2014 7:35 pm

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Welfare Wednesday wrote:
Double Demon Fang into Sonic Thrust.

Super irritating edge guard. Kinda wish the "double" wasn't a thing lol

At least it isn't the chargeable. Who thought that a quick chargeable double projectile that did 24% each was a good idea? No offense, but on paper that seems OP. Good thing it's different. imagine Double Demon Fang edgeguards while it's a kill move that does almost 50%.

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Fri Dec 26, 2014 11:12 pm
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K, ive mentioned this in his thread, but BM has down b, chargable in air. :P

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Fri Jan 16, 2015 5:27 pm
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coollogic16 wrote:
K, ive mentioned this in his thread, but BM has down b, chargable in air. :P


What an excellent observation. I wonder what other characters have down-B's? 8-)

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Sat Jan 17, 2015 4:14 pm
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TheCodeSamurai wrote:
coollogic16 wrote:
K, ive mentioned this in his thread, but BM has down b, chargable in air. :P


What an excellent observation. I wonder what other characters have down-B's? 8-)

It might be easier to describe which characters DON'T have down-b's midair? Lloyd, DK, and Peach.

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Sat Jan 17, 2015 8:38 pm
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I want to discuss Marth's side special, something that isn't used for a while. I've done almost all combinations and it's been generally been underappreciated. I mean come on! Red-Blue-Blue/Green-/Red/Green/Blue/Downtilt is very good for pushing away and Red-Blue-Blue alone near an edge has a good meteor. Although the Red-Blue-Green combo is only good for another color finisher.

(Dash is next hit, Slash is alternate except Red-Blue-Green-Downtilt or Red-'Green'-etc.-etc)


Sat Jan 24, 2015 5:28 pm
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SoraReach wrote:
I want to discuss Marth's side special, something that isn't used for a while. I've done almost all combinations and it's been generally been underappreciated. I mean come on! Red-Blue-Blue/Green-/Red/Green/Blue/Downtilt is very good for pushing away and Red-Blue-Blue alone near an edge has a good meteor. Although the Red-Blue-Green combo is only good for another color finisher.

(Dash is next hit, Slash is alternate except Red-Blue-Green-Downtilt or Red-'Green'-etc.-etc)

Lol I don't know where you've been, but Marth's side spec has been a huge topic for discussion. Mostly that it needs nerfs since ppl keep buffering it as an option out of combos, and the fact that it can't be smash DI'd. As for alternating the hits, I like that the different directions actually have different utility.

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Sat Jan 24, 2015 5:36 pm
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I use RBBR for finishing, RUUU for finishing as well, RUU for edgeguarding near a ledge, and I never use green except for styling or for reaching where nothing else will hit.

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Sat Jan 24, 2015 10:42 pm

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Is there a Up-Throw that can KO plz let me know ASAP

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Wed Jan 28, 2015 9:28 pm

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Is there a Up-Throw that can KO? PLZ help...

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Wed Jan 28, 2015 9:45 pm

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You could just go into training mode test out each characters' throws yourself.

Many Up-throws don't have the knockback to be KO moves, but most Up-throw give enough frame advantage for a follow-up. Meaning you can Uthrow into kill moves:

Zelda - Uthrow > Uair
Goku - Uthrow > Uspecial
Ness - Uthrow > (quick double jump) Uair.
Falcon - Uthrow > Knee
Fox - Uthrow > Uair (on heavy-weight/fast-fallers)
Marth - Uthrow > Tipper-Uair

And there's probably more, but those are the ones I know.

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Wed Jan 28, 2015 11:14 pm
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Zalozis wrote:
Marth - Uthrow > Tipper-Uair

Too easy. Fthrow > Tipper-Uair :wee:
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