Judo777
Smash Master
- Joined
- Sep 9, 2008
- Messages
- 3,627
Well D3's dair doesn't surprise me at all since its the highest priority (aka most dijointed) downward move in the game. Sonics fair is harder to believe but I'll take your word for it. And no an MK will GLADLY use all his jumps getting to the ledge because he has NO commitment while jumping. Why would he commit to a glide or a b move when he can jump and 2 frame uair anything you try when he sees you move for it. Uair beats EVERYTHING (except maybe D3 dair and a few other moves). Like MK should never do other moves to get to the ledge if he can jump because MK can jump and uair almost completely safely.Judo. Multi hit moves go through Glide attack. secondly your argument for drill rush being ' i think that you make it sound easier than it is.' doesnt really hold weight. Sonic's fair easily beats drill rush head on. Heck we can reverse fair it from below and stage spike (Sonics drop down fair goes through nado VERY well btw). D3's dair goes through drill rush. some smashes that can be tilted down go through drill rush. Im not saying every character has an easy answer to it like Sonic, but there are definitely some options people need to explore ( just curious, can Sheik Needle it?).
Also an MK isnt going to waste all his jumps returning to the ledge. why? because if he gets hit, even he is put into a bad position. I really dont get why you think edgehogging the cape bad, you get to ledge jump aerial for free. Same with nado. theres no mix up if you just aerial OoS or do an usmash before he can cross you up. You only allow MK to get that mix up when you are greedy and want a ground punish. Even then, there are dsmashes capable of covering both sides.
All Im saying is there are definite punishments for MK's 'invincible' recovery. People also need to realize that dependent on his height and distance, some recovery options are instantly lost. If an MK is hit at a low trajectory, hes not going to be SL u down there, hes not going to be nadoing, no caping, just really his jumps and side b.
I hope you understand Judo; im not saying all this is a walk in a park. I however do believe MK's recoveries dont get punished as much as they should. I do think it would be nice to have some sort of guide stating what characters options are vs certain recoveries. I have yet to see a D3 dair drill rush, ( granted im not watching tons of D3 vs MK and im sure the top D3s know this) it would be good to have this info compiled up. Theres tons of people still not sure how to beat out certain options ( i still see people getting owned by the low reverse SL recovery on to the stage).
I said nado was a bad recovery option its just better than most of mid tiers recovery options.
Lastly you shouldn't be able to free aerial MK's down B everytime. There are lag frames that you can't avoid. Like I said MK is only going to down B to the ledge if he thinks it is safe since he will never HAVE to. he may misjudge your run speed and you might BARELY beat him to the ledge (which is certainly possible) but then you are going to be stuck on the ledge for the 20-some frame before you can even let go of the ledge. It not like your gonna be hanging there the whole time waiting for him to down B he will just hit you off or SL for trying that crap. Some characters might get a punish but it won't be a big punish.
Most importantly tho MK shouldn't be getting hit out of his recovery almost ever because unlike almost every other character in the game he never HAS to commit to almost anything. He should ideally be jump uairing his way to the ledge all day (which he can) and if he sees its very clear then save some time and use one of those other moves.
Rule of smash (including the MK ditto) MK's uair beats pretty much everything. Not only in frames and range but the fact that he never HAS to commit to anything.