EmptySky00
Banned via Warnings
- Joined
- Apr 15, 2012
- Messages
- 804
- 3DS FC
- 1263-6981-9999
Repeatedly when I'm playing Link I'll run into 1 of 4 problems.
The first one is my grab not working. (Thanks for the neat feature PMDT)
The second is people going in and out of my Usmash like it's made of water. (Marry me PMDT)
The third one is non-sarcastic. I'll land up B either as a kill move or as I'm recovering and then need to bomb jump later. Too bad. So sad. See ya next stock, nerd. Whatever.
The fourth one is a bit more irritating. I'll land a move on my opponent such as Dsmash/Uair/Fair while they're at extremely high percents, such as like 160%, and they'll live.
What the actual ****? a salty me might ask. Well, this is because I use those moves constantly in my neutral play/punishment game outside of just killing with them, so they were more than likely extremely stale without me realizing it.
The stale move queue is 9 slots, and every time you land a move, it moves the list over thus deleting the move in the 9th slot.
As we can surmise from bomb jumping only working once before going to stale bread hell, hitting Link's bombs stales moves.
As another bit of anecdotal evidence, I played a version of Link where his Fair did 15% instead of 14% uncompensated. The move regularly killed at 90%. So single damage points add up to a lot.
What I propose as a little bit of micro optimization that may not matter that much but still might be worth trying, is between stocks we do something like... short hop bomb plant > fade back > jab jab the bomb so it stales our jab instead of our more important moves like Fair and Uair. Similarly, bomb punting also refreshes your moves by 1 by staling your Zair (drop a bomb and hit it with Zair for those unfamiliar), and it's far more feasible to do during neutral play when you're throwing **** at your opponent. There might be some combination of things you can do that are more efficient than the ones I mentioned, but that's the basic idea. This also helps you gain access to bomb jump for later in the event that you burned it earlier in your stock. If you find yourself with your hard-hitting spam moves horribly staled, perhaps keep this in mind. It could be that small margin that lets you kill them later in the stock.
Here are numbers to support this theory:
Fair fully staled does 7%. After landing jab 1 on a bomb, it goes to 8%. After landing both jab 1 and 2 on a bomb, it goes to 10% (this is after I re-staled it obviously). The effect seems more than marginal and the tech itself is very non-committal.
The first one is my grab not working. (Thanks for the neat feature PMDT)
The second is people going in and out of my Usmash like it's made of water. (Marry me PMDT)
The third one is non-sarcastic. I'll land up B either as a kill move or as I'm recovering and then need to bomb jump later. Too bad. So sad. See ya next stock, nerd. Whatever.
The fourth one is a bit more irritating. I'll land a move on my opponent such as Dsmash/Uair/Fair while they're at extremely high percents, such as like 160%, and they'll live.
What the actual ****? a salty me might ask. Well, this is because I use those moves constantly in my neutral play/punishment game outside of just killing with them, so they were more than likely extremely stale without me realizing it.
The stale move queue is 9 slots, and every time you land a move, it moves the list over thus deleting the move in the 9th slot.
As we can surmise from bomb jumping only working once before going to stale bread hell, hitting Link's bombs stales moves.
As another bit of anecdotal evidence, I played a version of Link where his Fair did 15% instead of 14% uncompensated. The move regularly killed at 90%. So single damage points add up to a lot.
What I propose as a little bit of micro optimization that may not matter that much but still might be worth trying, is between stocks we do something like... short hop bomb plant > fade back > jab jab the bomb so it stales our jab instead of our more important moves like Fair and Uair. Similarly, bomb punting also refreshes your moves by 1 by staling your Zair (drop a bomb and hit it with Zair for those unfamiliar), and it's far more feasible to do during neutral play when you're throwing **** at your opponent. There might be some combination of things you can do that are more efficient than the ones I mentioned, but that's the basic idea. This also helps you gain access to bomb jump for later in the event that you burned it earlier in your stock. If you find yourself with your hard-hitting spam moves horribly staled, perhaps keep this in mind. It could be that small margin that lets you kill them later in the stock.
Here are numbers to support this theory:
Fair fully staled does 7%. After landing jab 1 on a bomb, it goes to 8%. After landing both jab 1 and 2 on a bomb, it goes to 10% (this is after I re-staled it obviously). The effect seems more than marginal and the tech itself is very non-committal.