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View Full Version : Tech Roll Punishing


Kaotical
03-08-2005, 01:53 AM
Now we all know Ganondorf is the king of punishing fool-hardy players who think they can make a mistake and get away with it. But, I'm having a small problem punishing players that roll on the ground and I mean when they're doing tech rolls such as when they're getting up. I would like some input on what's good to do against people who roll out of the way of things when they tech, or when they stand up from lying flat on the ground period. Any input would be greatly appreciated as usual. :D

Rebel581
03-08-2005, 06:07 AM
Warlock Kick or down-b or whatever it's called. That's if they roll away from you. Just sh a fair if they roll towards you. Or be creative and think of something worse.

The_Great_Demon
03-08-2005, 06:20 PM
as rebel said if they are moving away from you u should do down b
but if they try to roll behind u behind u at close range use dsmash just an opinion

ZorkFanDM
03-08-2005, 09:36 PM
Down + B is the best, as most people have said, but the dash attack is also good for punishing if you don't have time to set up the foot.

Opiate_Crush
03-08-2005, 09:54 PM
I find the dsmash works pretty good when they're coming back at you as well. It's probably the best one to do because it covers both sides and the other ones have weird timing and smaller areas to hit with... But the down b gets another vote here, too.. It's pretty useful for tech rolling, I think and it seems to have decent horizontal knockback at higher percents to set up for some edgeguarding if not a kill.

Thomas Tipman
03-08-2005, 10:44 PM
well since situations varey...

if they try to tech past you i like to either bair and see if i could hit in an other bair. also i like to full jump dair and if the char its dont to is floaty i follow up with a fast uair, if they are the fastfaller type i would fair (its mostly percentage dependant but i just use floaty and fastfaller to distinguish techs because fast fallers tend to have a longer stun). oh and if they roll close to you usmash is always fun since it will hit them twice or send them flying away.

whoa didnt notice what i was typing (notice this is an edit of the crap i posted). when they are teching away fowardB downB are good candidate. dash attack and well timed fairs can work (definatly more situational).

TestRider
03-10-2005, 01:52 AM
If you can anticipate where they'll go, intercept with a shuffled down air, and combo it into another down air while they're popping up. That'll lead them straight to the ground again, and if you're fast and clever enough, you might catch them out of their teching again. Gerudo Dragon is alot of fun, letting you follow with different stuff depending on the character you're facing. Recently I've been fighting Fox all the time, and I find back air to be the best follow-up. You could always go for a simple grab or dash attack, which will probably lead to something else too. Wizard's Foot I find better as a last resort, if your opponent rolls too far for you to catch him with anything else. Its damage and knockback are potent, but you cannot follow it up with anything else, unlike most of the other stuff you could pull out. Of course, if your foe has enough damage on him that the Foot will KO him anyway, go for it.