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The Bad conTroller's application 
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Joined: Mon Apr 20, 2015 2:08 am
Posts: 148
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MGN Username: mcompany
Skype: mcompany
Currently Playing: ssf2,melee,pm,sm4sh
Name (aka Handle):
For smash:Badcon Troller. Anything else:Mcompany
How old are you?:
16
Which characters do you play in SSF2? Why do you play these characters? (Note: do not list characters that are not currently in the game):
I've started with naruto, then started getting better at the game and switched to link. Since then I found Marth, my current main, MK, more skill with link,and jigglypuff. Outside of those I found a lot of other characters, but I have trouble getting as much skill with all the other characters except Mario(who I don't play as much but I guess I will list him anyways; on a side note, I used to think Lloyd suck, and even now I'm still a bit impartial to say that sora may be better than him

Marth: Basically, I have a large disjointed hitbox that can be strung from attack to attack fairly easily with fthrow and bthorw setting up for tippers fairly well. Even without projectiles, he can outrange most attacks, and can out-prioritize nearly every projectile. Makes me feel like I should be amazing with marth in melee(who is one of my biggest threats in melee)

MK: Another easy char, with the best recoveries in the game, can make a wall of pain, amazing edgegaurd, the rest is stated later.

Link: A character with many choices who neutral, making neutral a bit easier. SHFF comes in handy a lot allowing me to string dash attacks to nairs, and if i miss i can try attack with dtilt. Edgegaurding is fun with him as it generally involes with sniping the opponent, which if been trying to do with off stage nairs or arrows

Jigglypuff: Mostly to raise her meta. She still has wall of pain, she can string many hits together easily (only CPU that is good, watch for when CPU jiggs get a dair or uair, it generally goes on fairly long, now image adding in doing that everytime you can punish get in or read and adding in fair, bair, and nair). Dair can lead to many situtations, including rest. Her aerials are pretty quick,and jiggs can chose to back up and bair if there seems to be no chance to get in, which can be a setup itself against a bad opponent

Mario: The only character I serious work on tech skill for. Short hop fireballs leads to grabs, free nairs, and many other moves. Mario also has one of the best horizontal recovers and a great vertical recovery. Plays so much like falco, with the amount of short hops and projectiles, that all he needs is shine (but don't give him one plz, I want to still be able to play as him)

How much experience do you have with official Smash titles? (SSB64, Melee, Brawl. Include in this answer which characters you play/played.):
I play competitive Melee on a daily basis, along with 8 other people in my school. I still going serious in Melee since 8th grade, learning competitive play in 9th grade, and gone to tourneys in 10th grade. I have also picked up on pm recently and have play fairly well against people who practice pm in friendlies, despite the fact that I really want to work on Melee more. I wish to start competitive in Sm4sh, but I do not have a wii u or 3ds to practice on, and my only friend who's good who plays Sm4sh is not serious at all.

Have you ever attended any Smash tournaments? If so, give some details about the tournament (number of participants, which games, etc). How well did you place?
I have gone to monthly tournament regularly held by CACAW Gaming since October and have generally won at least one game in singles, and has won 1-2 games in doubles.

When did you start playing SSF2?
I started with 0.6. I kept track of ssf2 since then and only started going serious in sf2 around the same time I started going to tourneys.

What is your favorite stage in SSF2? Explain.
Competitively, it used to be dracula's castle because of the large distance between the the main part and the platforms, making DL-like situations. Combine this with the fact that the platforms was a lot of times in positions to mess up just straight, flat combos. Now my favorite competitively in smashville, because of the same type of neutral gameplay, only the platform is a bit more helpful for setting up combos and the stage has less platform distractions

But my all-time favorite is bomb factory, because with hazards, it's more, who can survive the stage better, without hazards, it's and 100% flat walk off stage which can be interesting to fight on (given that everyone playing don't just develop a "get a grab and back throw" strategy.

Who, in your opinion, should be placed first on the SSF2 tier list? Under competitive settings why would this character perform on a higher level than all others?
Meta Knight: Nair strings are fairly easy to do, covers a surprising lot of options, is a kill move, and is an easy edgeguard. Add that with fair to cover forward pressure, wall of pain bair, an fairly simple uair juggle to the top of the stage, and random SH dairs just as a mixup. Plus dtilt>dtilt>fsmash given they don't di away. Not to mention the best recovery in the game with 5 double jumps and up b/down b making meta knight survive nearly everything that doesn't immediately kill. His only real down side is his range.

Who, in your opinion, should be placed last on the SSF2 tier list? Under competitive settings why would this character perform on a lower level than all others?
Megaman: Really hard to play,has one of the most, if not the most, unsafe up b, not many reliable kill moves, except dsmash with the lat hitbox, the occasional fsmash, the somehow charged nuetral b blast (I'm sorry I don't know the names to his 4 nuetral b's), a really small usmash, and close range uair. I'm sorry but doing damage a lot doesn't win games unless you really knew how to hit with one of those moves. Not only that but his combo game is kinda poor, and he don't have too many combos

If you could make only one change to SSF2 as it currently is, what would it be and why?
The priority system is a bit weird,leaving as much memory as pokemon types. "Now which one of my moves will beat boomerang and which one will beat megaman rolling ball neutral specail"

What is your view on items in competitive play?
No. Items are fun in all, but they can mess up the game into ways that aren't even cool anymore, washes away a lot of the bragging rights afterwards. Even in Brawl, I turned on the smash ball just because i didn't care, but everything else, no not at all

Do you have or can you download Skype? You don't need a mic or webcam.
I have one, need to download Skype again just because the computer I have at home sucks and my phone has virtually no space.

Why do you want to join the Smash Flash Back Room? What will you contribute? Why are you an exceptional applicant? Be as detailed as possible.
Personally, I'm still one to believe that based on what I've seen throughout the forums, the meta is nowhere near advanced. I can't show people by practicing with input lag mostly because my network adapter continuously drops internet trying to play online, but I can and have been testing out many different strategies back in the lab and online before school starts

Additional information (Include in this section anything relevant to your application. This could include links to videos of yourself playing.)
No I have none. I just have a zip folder of replays of me playing offline with some off my highlights or examples offline against CPU's http://www.4shared.com/zip/Qq8YZ4B5ba/ssf2_replays.html

_________________
Melee main:samus
Melee "secondaries" and/or jokes: marth, fox, falco, Luigi, shiek, g&w, Roy, pichu

ssf2 main: idk, haven't seriously played yet. secondaries/jokes: :gameandwatch: :marth: :link: :sandbag: :jigglypuff: :falco:

Pm main:g&w second: ROB, lucario

Sm4sh main: good question

Man do I wish there were local ssf2 tourneys or at least side events so my practice is actually worth it.


Last edited by badcon troller on Sun May 10, 2015 5:25 am, edited 2 times in total.



Sun May 10, 2015 3:45 am
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Currently Playing: ssf2,melee,pm,sm4sh
Sorry for the double post, but I forgot to say I play samus in melee, G&W in PM, and Rosalina, Little Mac, and Sonic in Sm4sh

Also the melee tourneys generally have 8 pools of ~16 people so, ~128 people

_________________
Melee main:samus
Melee "secondaries" and/or jokes: marth, fox, falco, Luigi, shiek, g&w, Roy, pichu

ssf2 main: idk, haven't seriously played yet. secondaries/jokes: :gameandwatch: :marth: :link: :sandbag: :jigglypuff: :falco:

Pm main:g&w second: ROB, lucario

Sm4sh main: good question

Man do I wish there were local ssf2 tourneys or at least side events so my practice is actually worth it.


Sun May 10, 2015 3:47 am
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If you left out some information in any post, just click the button in the top right of that post that says "EDIT". :D

1) Consider the following stages, and then place them in the categories of Neutral, Counterpick, and Banned at your discretion. Stage hazards are turned off unless otherwise specified. Please also give an explanation of your reasoning.
  1. Smashville
  2. Gangplank Galleon
  3. Casino Night Zone
  4. Distant Planet
  5. Castle Siege
  6. Central Highway (hazards on)

2) Suppose you are playing a tournament set against a Link while you are playing MK. You lose game 1 on a neutral stage. When counterpicking the next stage, what will you look for in choosing the next stage (actually choosing a counterpick is not necessary for this question)?

_________________
Men that are trapped by the chains of "maybe" can never reach their dreams!
The weak are washed away by the tides of fate. The strong drink it up.
No matter the man, we all wear masks. Whether it be over our faces or over our hearts.

Youtube: NinjaLobsterStudios
Stream: twitch.tv/ninjalobster

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Sun May 10, 2015 11:21 am
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Phoenix Wright wrote:
1) Consider the following stages, and then place them in the categories of Neutral, Counterpick, and Banned at your discretion. Stage hazards are turned off unless otherwise specified. Please also give an explanation of your reasoning.
  1. Smashville Neutral
  2. Gangplank Galleon Banned
  3. Casino Night Zone Banned
  4. Distant Planet Banned
  5. Castle Siege CP
  6. Central Highway (hazards on) Banned


Smashville: Great stage, flat so it supports characters, the platform help support platform cahracters and can even break FD style combos. The platform can help recoveries being that it's fairly long(unlike Randall). Possibly the most neutral stage in this, Brawl, PM, and Sm4sh.

Gangplank Galleon: The walls on the side of the stage lead to great chars with walls doing better. Also recovering from the bottom of the stage is impossibly hard, because you do not know how far you are from the stage, all you have to guide you is a small bubble.

Casino Night: The walls on the side makes the stage a bit jank and makes characters do well on walls (such as multi-shining foxes) do way better than usual. It also overextends that normally couldn't continue.

Distant Planet: Walk-off making it a grab game on the left side of the stage. Also you can sneak under the main platform and just usmash with some chars, which takes the skill out of game.

Castle Siege:
Honestly I don't personally like the stage. However the only real problem with the stage is how small it is and the slope which messes up linear gameplay. I wouldn't mind if this stayed as a legal stage tbh tho. Just not a neural because of the slope screwing with projectiles.

Before I answer on Central Highway, why are hazards on? Assuming items are turned off, Yoshi's and DL are the ONLY stages with hazards that are do-able in tourney play. Castle Siege for example couldn't be in tournaments because the transformations alone screw the stage up(not to mention the 2nd version of the stage is a walk-off). Anyways...
Central Highway(hazards): So in beginning part (also the hazardless part) has gapsthat makes the stage less invitational for more grounded characters such as fox and falcon to go against more aerial characters like MK and marth. This is mad worse during both transformations of the platforms falling. The end result of the stage is a stage smaller than possibly smaller than Yoshi's with only one platform across the entire stage and side blast zones being HUGE.This makes characters with longer overhead reach (ex. Marth, Link, Icihigo) have way more stage control and will get an advantage from this. also characters with a better recovery (ex.all three facies) won't have to worry about death nowhere near as often.(This version of the stage is just complains of Yoshi's and complains of DL combined into one). Not to mention you have to wait to get the version of the stage you want and after the timer is at 6:30 you're stuck in the final version

Phoenix Wright wrote:
2) Suppose you are playing a tournament set against a Link while you are playing MK. You lose game 1 on a neutral stage. When counterpicking the next stage, what will you look for in choosing the next stage (actually choosing a counterpick is not necessary for this question)?


I mostly will look for the Link's playstyle. A campy Link wouldn't do as well on a closed in stage(Yoshi's/Warioware) because there is no room to camp or throw projectiles, leaving an easily punishable character waiting to be combo'ed. However an aggressive/lock-down Link (who probably would do better in this MU and in most MU's anyways) wouldn't get as beaten by platforms as a campy Link so I would take him to a stage where platforms can be used as an advantage, but there is still space from keeping the Link from being able to force me into being edgegaurded (definitely DC would help). However, because I'm assuming they are staying Link I personally think Warioware is still one of, if not the best stage in the MU because one hit can lead to a combo, which can possibly lead to a very quick edgegaurd, which can lead to another stock gone.

_________________
Melee main:samus
Melee "secondaries" and/or jokes: marth, fox, falco, Luigi, shiek, g&w, Roy, pichu

ssf2 main: idk, haven't seriously played yet. secondaries/jokes: :gameandwatch: :marth: :link: :sandbag: :jigglypuff: :falco:

Pm main:g&w second: ROB, lucario

Sm4sh main: good question

Man do I wish there were local ssf2 tourneys or at least side events so my practice is actually worth it.


Sun May 10, 2015 6:14 pm
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Please use this list to answer the following questions:

Stage List: show
Starter:

Battlefield
Final Destination/Nintendo 3DS (both stages can be stricken at once)
Stadium III
WarioWare
Yoshi's Story

Counterpick:

Dreamland
Smashville
Jungle Hijinx
Mirror Chamber
Tower of Salvation
Castle Siege
Dracula's Castle
Sky Sanctuary Zone


1. You are Mario, playing against a Puff player. What neutral stage do you think will be played on for the first game, assuming that you strike first? Be detailed and explain why each player strikes what they do.

2. You lose the first game on Smashville (this in no way indicates what I think you should answer for question 1!). What do you think they should ban? What do you think you should counterpick, assuming that they ban what you said they would?

3. Analyze the Mario v Puff matchup. Be detailed and examine all the salient parts of the matchup, including neutral game, punish game, offstage game, etc. Your analysis should culminate in a ratio, like 60-40 if Mario has an advantage or 50-50 if it's even.

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For Doom:
:marth: :donkeykong: :fox:
For Kicks:
:peach: :captainfalcon: :samus:


Sun May 10, 2015 6:46 pm
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TheCodeSamurai wrote:
1. You are Mario, playing against a Puff player. What neutral stage do you think will be played on for the first game, assuming that you strike first? Be detailed and explain why each player strikes what they do.

2. You lose the first game on Smashville (this in no way indicates what I think you should answer for question 1!). What do you think they should ban? What do you think you should counterpick, assuming that they ban what you said they would?

3. Analyze the Mario v Puff matchup. Be detailed and examine all the salient parts of the matchup, including neutral game, punish game, offstage game, etc. Your analysis should culminate in a ratio, like 60-40 if Mario has an advantage or 50-50 if it's even.



All three questions are on Puff vs Mario, so I'll answer 3 first and go back and refer to it for 1 and 2.
3.
Jigglypuff:
In general: Puff is going to go more on the attack in the MU than on many others. this is mostly because puff can follow up on nearly every attack, and can do a fairly good job of breaking through Mario's defense. Dair can lead to an utilt for which allows for an utilt juggle, or it can lead to an usmash, a nair to start a combo usually involing platforms, a bair to try to force Mario off-stage, or for the risky, read-heavy players, a rest. A good fair at low %'s could allow for Jiggs to carry Mario across the entire stage which fair and once Mario is hit all he can do against it is di (at low %'s he can't tech because fair doesn't knock him over). Because of Mario's linear recovery, finishing with a bair is not extremely hard, given that the Jiggs player did not commit to just getting three off stage fairs. Although, if for the Puff player, a fair carry across the stage is immediately go into a fair edgeguard that will, A:take a stock, B:will not kill but Jiggs hit an of screen fair, or C. the Jiggs will miss the fair and then has to get back to the stage quickly if she wants a bair finish(which is much harder to hit). Or the Jiggs player does what I already mentioned, doesn't go for the third fair, go back to the stage to refresh jumps, and be in postion for a bair.

Kills:

Uair:at high % juggle could mean an uair kill off the top
Usmash:mostly after a dair, however usmash can be used as a punish to a Mario trying the dair himself or trying to try to go over Jiggs.
Edgegaurds:Most kills, if it isn't uair/usmash, it's usally a carry into being off stage, or just an bair/nair/fair edgeguard in general.
Bair:unlike nair and fair, bair has a much better chance of killing off the stage at high %'s
Rest:Mostly from reads, drill rest, or uair rest. High risk
Also fsmash can kill, but it generally it won't hit unless it's a get up read

Things to watch for: While fireballs aren't that big of a problem because your aireals beat fireballs and you have many jumps, but don't get hit but to many because they can lock you down and lead to a punish by Mario. Or they can force you above him and allow you to get hit by an usmash. Also down b can punish you and kill you if you are hit by the star, especially if you mess up an edgeguard. Pound has amazing priority and be used to cover you for a recovery, and can be mixed up with rising and falling pound, for just a fair.

Stages: You want platforms. They allow for quick refreshment for jumps, can allow you to get around Mario pretty quickly, and can extend uair juggles or turn a juggle into a nair/fair/bair which can lead to edgeguards. Don't go to the flat stages (no FD/3DS, not really Smashville), because a fireball lock down is easier for Mario, and Mario is just generally going to have a better time trying to edgeguard Puff or knock Puff out of the air. Definately don't go to Castle Siege/Jungle Hijinx because the slope will make it much harder to beat a campy Mario, using a lot of fireballs/bairs,uairs to keep the Puff out.

What to expect in Nuetral: A lot of jumping around, platform movement, dairs, fair startups, or maybe the occational WoP(although I think an aggressive Puff would be better to keep from the Mario trying to wall out himself.



Mario:

In general: SHFF fireballs would be used often if the puff isn't high in the air so that you can try to lead in with a move of you own. However, with a Puff with great platform movement, or one trying to jump and get you, bairs will cover enough distance to make then puff fear of coming in directly. Uair will also challenge the puff from above, and at low %'s can chain to a fair (sadly it won't kill) and at high %'s a strong horizontal hit can kill. Mostly a very defensive strategy will be seen to keep from Puff getting a hit and going to far into a combo. If you do hit, you want to focus on di, di'ing up from dair, and if you are hit by an uair chain you want to di to the side and fast fall if you can to avoid another uair. If Puff tries to carry you, you want to di more inwards at low percents, outwards at high percent. Also if you hit with a fireball, you don't want to throw out a another fireball because if will take away the time you have to get a punish. Also nair is a good move if you need to et Puff away from you up close, sacrificing the range and knockback of bair for less start-up frames so a Jiggs can't just pull out another fair/nair/dair and go back into combing

Kills: Usmash:best punish for many things, including having fireballs force puff to jump over you, kills faster than any other move.
Uair:high %'s, horizontal strong hit (if both you and puff is at the top of the stage you're not going to be the one leading)
Fair:Doc hit CAN kill, but you won't hit it one at a high enough percent unless your opponent is bad, maybe meteor smash,maybe, but most likely not. Ignore this kill option. Unless it's from a uair chain or just a random off-guard move, the start-up frames are too much, and uair>fair doesn't work as well at high enough %'s and if you hit it rndomly, you got the meteor without being at the edge of the stage like you should be.
Bair: mostly high %'s or as an edgeguard
Smash attack punish: Usmash is the best smash attack punish, but the front hit of dsmash and the explosion sweetspot of fsmash can also kill
Bthrow:If you get a grab and is near the edge not facing the edge, do this. Hardest part is getting a grab on a character who is jumping all of the time.(maybe you might get a shield grab, but with online lag idk)

Thing to watch out for: You don't want to be below Puff. Uair can juggle you to the top of the stage and Usmash can kill you at higher %'s. FF dair can help as it sends Jiggs up, however unless you immediately nair the puff can drop another dair, do an utilt, and go back into juggling. Mostly, you want to "Don't get hit". So that means platform movement, SHFF bair WoP(ironic because you're facing Puff), fireballs, uair, etc. Unless you are edgeguarding or you get a combo (or maybe a fireball reset to Usmash), you want to win the neutral and pressure the Puff to a mistake or to an easy read. Also you want to be good at teching to end some of Puff's combos,and airdodging/spot dodging some of Puff's attempts to attack. Also, you want to especially recover low with down b. While Puff's fair/bair can outrange (or out-prioritize) down b, they dow go mostly horizontal and if a puff tries to go out and get you they could end up getting screwed and hit by the down b.

Stages: Flat stages are definitely better than platform stages. They help for allowing for you to do fairly good fireball pressure and Puff can only run away or go over you, an area that is generally covered with a quick uair or usmash. While a good Mario would still have platform movement. However you don't want warioware or staduim. Although not having the third platform over the middle may seem like a small difference, it can be a major as if offers less protection from a juggle, which means a longer Jiggs combo, and a higher chance of being juggled to the top or edgeguarded. The top platform also give you another spot to start a combo from while Jiggs have You want Jungle Hijinks/Castle Siege (aka the slope levels) because it makes fireballs an even better projectile (as it's unaffected by the slope), better overall neutral game, which in turn, turns the platform game against Puff.

What to expect in Neutral: SHFF. This would be in bairs, fireballs, and maybe nairs. Punishes. Conversions back into neutral Unless the mario can get in (you know, stages like FD/3DS will definitely play a part in this), Mario will play neutral for as long as he needs to and just rack up damage or force an edgeguard with bair.

MU is probably 35-65, or 40-60, in Puff's favor. Puff can do a lot of damage and get quickly %/kills off of one hit. However, a good punish by a patient Mario can easily even the game back out.

1.
TheCodeSamurai wrote:
Please use this list to answer the following questions:

Stage List: show
Starter:

Battlefield
Final Destination/Nintendo 3DS (both stages can be stricken at once)
Stadium III
WarioWare
Yoshi's Story

Counterpick:

Dreamland
Smashville
Jungle Hijinx
Mirror Chamber
Tower of Salvation
Castle Siege
Dracula's Castle
Sky Sanctuary Zone


I ban warioware as expected
Jiggs ban FD/3DS and then will chose between battlefield and yoshi's, banning battlefield to keep me closer if I pick it over stadium
I ban stadium for the reasons I explained
We play on Yoshi's

2. Well seeing how Smashville was a counter pick in this list that isn't really a normal list, and Jiggs probably won't agree to this first game due to how flat it is, I doubt I lost game 1 on Smashville. ANYWAYS...
NOTE:I didn't know how many bans in counter-picks were for ssf2. I know in Melee there's one (and only 6 legal stages) and in PM there were 3. Had to search up the tournament legal again, which I haven't done since December.
Puff bans Jungle Hijinks and Castle Siege (the slope levels) and FD/3DS.
I pick between ToS or Smashville, but most likely not ToS because puff can recover high

_________________
Melee main:samus
Melee "secondaries" and/or jokes: marth, fox, falco, Luigi, shiek, g&w, Roy, pichu

ssf2 main: idk, haven't seriously played yet. secondaries/jokes: :gameandwatch: :marth: :link: :sandbag: :jigglypuff: :falco:

Pm main:g&w second: ROB, lucario

Sm4sh main: good question

Man do I wish there were local ssf2 tourneys or at least side events so my practice is actually worth it.


Last edited by badcon troller on Tue May 12, 2015 1:16 am, edited 1 time in total.



Tue May 12, 2015 12:35 am
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Just a reminder for something you missed, please give a matchup ratio and state who wins the matchup.

_________________
Men that are trapped by the chains of "maybe" can never reach their dreams!
The weak are washed away by the tides of fate. The strong drink it up.
No matter the man, we all wear masks. Whether it be over our faces or over our hearts.

Youtube: NinjaLobsterStudios
Stream: twitch.tv/ninjalobster

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Tue May 12, 2015 1:13 am
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Just Noticed

_________________
Melee main:samus
Melee "secondaries" and/or jokes: marth, fox, falco, Luigi, shiek, g&w, Roy, pichu

ssf2 main: idk, haven't seriously played yet. secondaries/jokes: :gameandwatch: :marth: :link: :sandbag: :jigglypuff: :falco:

Pm main:g&w second: ROB, lucario

Sm4sh main: good question

Man do I wish there were local ssf2 tourneys or at least side events so my practice is actually worth it.


Tue May 12, 2015 1:16 am
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Hopefully last set of questions :)

Same stagelist as before.

You're Puff, playing against a Fox player.

1. Describe the striking in the first game, giving explanations as to why each player strikes what they do. (You strike first.)

2. You lose the first game. What do you think they will ban, assuming 3 bans? Where do you want to play after that?

3. Puff vs. Fox is one of the most interesting matchups in the game. Describe each character's options in neutral game, punish game, offstage, etc. Your analysis should culminate in a matchup ratio, such as 80-20 if Puff has an overwhelming advantage or 40-60 if Fox has a small but significant advantage.


Feel free to start with the MU and then work with stages, like last time.

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:marth: :donkeykong: :fox:
For Kicks:
:peach: :captainfalcon: :samus:


Tue May 12, 2015 9:05 am
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Skype: mcompany
Currently Playing: ssf2,melee,pm,sm4sh
TheCodeSamurai wrote:
You're Puff, playing against a Fox player.

1. Describe the striking in the first game, giving explanations as to why each player strikes what they do. (You strike first.)

2. You lose the first game. What do you think they will ban, assuming 3 bans? Where do you want to play after that?

3. Puff vs. Fox is one of the most interesting matchups in the game. Describe each character's options in neutral game, punish game, offstage, etc. Your analysis should culminate in a matchup ratio, such as 80-20 if Puff has an overwhelming advantage or 40-60 if Fox has a small but significant advantage.


Ok so I noticed I forgot the MU ratio just as you were about to tell me. By the time I saw the reply, I had already edited it. Please take note of the editing timestamp and your timestamp (only 3 min off).

Now I thought the "Puff vs. Fox is one of the most interesting matchups in the game" was just an excuse for you to bold that I add in the ratio (you bastards! Kappa), but turns out it's really interesting

Fox:
In general: A combo video would probably tried several times here. Fox is generally running around, with SHFF nairs, bairs, dairs (ideally to shine), and maybe a failing uair. Fox is one of the few chars where grabs aren't too rare on puff, most of them being uthrow to try to get uair, or bthrow/fthrow to just start trying to edgeguard puff. Shines are going to be one of your best tools, as a good fox can do nearly anything they want out of shine. Also if you know your opponent doesn't tech dthrow, then that's a free combo for you. Puff has a great weight to kill off the top, making most of her deaths to an usmash, which is only going to be a punish/read of the puff only to be right in front of you most of the time, or uair. Also dtilt will pop puff up and usually leads to a follow up such as a nair, but be ready to to chase puff for that follow up. Lastly, dash attack, utilt, and even jabs can quickly lead to a combo. (Also, a GC controller may be more helpful for a fox player than a keyboard as it may be easier to do stuff out of shine. I wouldn't know how valid a point that is or not as I don't have an adapter.)

Kills:
Uair: Ususally caught on an off guard puff, after an uthrow/utilt. Platforms can also help you hit the uair "from out of nowhere". Also falling uair could help hit from groud level
Usmash: The most sought out kill most by most people. However, this move is mostly made for catching a read, or a punish, of the puff landing or jumping right in front of you. Not many or the hitboxes above and none of the hitboxes behind will kill puff, just send her away so you have to chase her down.
Fsmash: At high %'s, It's a kill move. Just note that whether it's at kill %'s or not, Fsmash has a good deal of startup lag. However, fsmash can be used to start edgeguarding
Bair: Your main edgeguarding move, possibly weaker than fsmash (knockback wise) but it can be done at verying heights and comes out faster than fsmash, and is your strongest side killer outside of possibly fsmash.
Nair: Not as deadly as bair, but can still be changed out for a bair. Note that the slightly off angle of the bair alone makes it more desirable anyways, but it's there.
Spikes: Well dthrow can meteor smash, but the meteor won't kill because it's no where near melee strength. You could sahine-spike her if she comes from a lower angle, but you have to shine-spike every jump untill she run out of jumps, which is possible, but impracticable

Things to watch for: Mix up you ledge options, getting read just as you made it back on stage is terrible for your morale. Generally, if you're offstage, a few hits and a grabbed ledge takes another stock off of you. You also have a very fast falling speed making puff have an easier time comboing and resting. Watch out for sing, as getting hit by that can also mean death. Watch out for dair, and if you can, try to roll/spotdodge/shield to avoid an immediate follow-up. Or if the dair hit you high enough, you can have enough time to nair (although, idk if the nair can come out faster than puff can start to rest, because of the invincibility frames). Also note that you can be juggled fairly easily, so focusing or di'ing/escaping a combo can be very helpful.

Stages: Fox doesn't like FD/3DS because there's no platforms. This is mostly because fox falls so fast that he can be juggled or chaingrbbed fairly easily by most chars. Fox needs a platform to break most of these combos. This also helps with comboing other chars like puff who is in the air all the time. So fox wouldn't like large, platform sparse stages (FD/3DS, PS3, Jungle Hijinks, somewhat DL, ToS,) and likes the more platform heavy stages (warioware, battlefield, yoshi's). Dracula's Castle and Smashville are the more even stages as they are really flat, but has a fair amount of platform involvement (imo mostly Dracula's Castle)

What to expect in Neutral: Dashing around and SHFFing. Nairs, Dairs, Bairs, shines. Mostly fox is trying to go into combo game, or into edgeguarding, or are just usmashing/fsmashing to get a kill from a punish/read. Campy foxes use the gun often.

Puff:
In general: Fox's fall speed is very useful for Puff. It can mean quick juggles, and easy rests. Sing actually comes in handy sometimes, as fox's fall speed can lead to catching fox in hitstun and being forced asleep where puff can then punish the sleeping fox with a grab, bair/fair, or rest. Mostly puff's gameplan involves a lot of WoP to slowly go in, but once puff is in puff is going to want to get fox offstage as foxes recovery is fairly easy to edgeguard. Dair sets up for many different options, the main ones being rest and utilt/usmash. Ftilt or both jabs can setup for fox being far enough away that you can get in with a fair/bair.

Kills:
Edgeguard: You're main kill method. Just two offstage fairs and then grab the ledge, and most of the times, this leads to a stock. Or get a good bair in. Or nair them to get them offstage so you can edgeguard
Fthrow: High % killer. Doesn't happen often
Nair: while this can be used to edgeguard, the strong hitbox of nair can kill faster than fair and comes out faster than bair.
Rest: High risk if missed. However, sing, dair (up to some high %'s), uair, and platforms can set this up fairly easy
Usmash/dsmash: Doesn't happen often just because the other kill moves are more likely to kill at lower %'s. Can be setup by dair
Fsmash: A timing read on ledge getup. fairly low/midlow % killer
Uair: High % kill move. While you can juggle with uiar to the top of the stage, fox's fall speed makes it harder to do and harder to kill at lower %'s

Things to watch for: Don't get hit by his recovery. at lower %'s, firefox can lead to a free uair, at higher side b leads to uair, and at even higher %'s firefox will kill. Watch out for getting shined, as a good for kill do almost anything out of shine. Don't go flying above fox too much or an uair may come which can lead to a stock. Also, try to throw a hitbox in front of you when recovering, so that you can't just get edgeguarded by fox

Stages: There's a lot can do with platforms, however platforms allows for fox to make up for a lack of 6 total jumps. Also, flat stages can take advantage of fox's falling speed better and allow you to have a better time trying to carry him across stage. Also, you want a larger stage so you can run away easier. This means that you don't want warioware or Yoshi's because they're too close in, and you want to get FD/3DS, Jungle Hijinks, and ToS because it takes advantage of his falling speed, and you want DL or PS3 because it's a large stage with further away platforms.

What to expect in Neutral: WoP. Dair>combo. Lots of platform movement and trying to get in on fox so you can get a potential kill, mostly off the side

Chaotic MU where it's all about who can get in better. While Puff may get a 0-death on Fox, Fox can just combo the Puff player back and start the stock even. So, I'd say the MU is 50-50, or 55-45 in fox's favor (mostly because the fox can just Puff down with a dair or shine combo)

1.

I ban Warioware
Fox bans FD/3DS and Stadium
I ban Yoshi's
We play on Battlefield

2. Fox would ban FD/3DS, Jungle Hijinks, and ToS
I would have a choice of DL and Stadium 3, and choose Stadium because the lack of the third platform

_________________
Melee main:samus
Melee "secondaries" and/or jokes: marth, fox, falco, Luigi, shiek, g&w, Roy, pichu

ssf2 main: idk, haven't seriously played yet. secondaries/jokes: :gameandwatch: :marth: :link: :sandbag: :jigglypuff: :falco:

Pm main:g&w second: ROB, lucario

Sm4sh main: good question

Man do I wish there were local ssf2 tourneys or at least side events so my practice is actually worth it.


Last edited by badcon troller on Sun May 17, 2015 1:02 pm, edited 3 times in total.



Sat May 16, 2015 9:59 pm
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Joined: Mon Apr 20, 2015 2:08 am
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MGN Username: mcompany
Skype: mcompany
Currently Playing: ssf2,melee,pm,sm4sh
wrong button

_________________
Melee main:samus
Melee "secondaries" and/or jokes: marth, fox, falco, Luigi, shiek, g&w, Roy, pichu

ssf2 main: idk, haven't seriously played yet. secondaries/jokes: :gameandwatch: :marth: :link: :sandbag: :jigglypuff: :falco:

Pm main:g&w second: ROB, lucario

Sm4sh main: good question

Man do I wish there were local ssf2 tourneys or at least side events so my practice is actually worth it.


Sat May 16, 2015 10:00 pm
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