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gaming SSB4 For Glory Stereotypes and how to win against them


Courageous Thunder Dash

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So...a while back I posted in a thread about what really makes me angry. I mentioned the stereotypes of the new Super Smash Bros mode: For Glory. 

 

For Glory is perhaps the hub of competitive smash. It's where people go to show their stuff to the world, without all of those annoying griefers getting in the way.

 

But, there are quite a few stereotypes you must watch out for:

 

Mario: Okay, Mario is perhaps one of the most annoying stereotypes. This is due to the fact that he's got two devastating spam/cheap combos you gotta watch out for:

 

  • Down throw into repeating up-tilt: This combo is the one that annoys people the most. It really is just used to rack up damage. This combo is able to go on for a while, and it usually ends with an up-smash. It's tricky to get away from it, but it can be done. To avoid this combo, go for throws followed by air attacks. Dodge any throw attempts by the Mario player.
  • Reverse throw into cape flip: This is just a really cheap way to win. Often times, people playing a Mario player may get baited into this combo, after missing a dash attack. To fool the player into thinking he'll flip you into the other direction, turn away from the Mario player. He'll flip you to face him. Use a side-b or up-b to recover, depending if you haven't used your double-jump. 

Link/Toon Link: When fighting a link, always look forward to a flurry of bombs, arrows and boomerangs, unless you're going against a good player. Most of the time, they'll dodge and shield to try to get as far from you as possible. For this situation, use a character with a reflect ability, like Fox, Falco, Pit, Dark Pit or Palutena. Other times, Link players tend to rely on the smash attacks, preferably the side or up-smash. Link's side-smash delivers two hits, the second one being the harder and delivering forceful knockback. Often times, this move is not charged and delivered right after the Link player gets out of shield. 

 

Ness/Lucas: Ness and Lucas are often nicknamed the "trick characters" of smash (along with Duck Hunt). This is simply because these two characters have PK moves that either deliver multiple hits or a single powerful hit (like PK Flash or PK Freeze). However, there are combos that are super cheap that you don't want to get yourself into

 

  • Down throw into repeating side air: This is perhaps the #1 combo that almost every Ness/Lucas player relies on. This is due to the fact that Ness and Lucas have spectacular double jumps. It is more of a "get it done and move on" type of combo so that way the player could just rack up quick wins without really trying. 
  • PK Fire into Down Throw into repeating side air: This version just adds the PK fire to make it a whole lot easier for the Ness/Lucas player to grab their opponent and lead into the combo. Again, it's a combo that is escapable. You can use any character with a reflect ability to avoid getting into this situation. 
  • Up throw into PK Flash: This is more of a lethal combo that is only used at high damage. Rarely do you see Ness players use PK Flash, unless it is the right time to do so. 

Zero Suit Samus: Ah, the Zero Suit Samus players who rely on the paralyzer to land combos that send you into the upper blast zone without even trying. These players just want to rack up quick wins by landing these cheap combos. They think it's skill, but because the paralyzer gun stuns you for a second, you really are left wide open. Just try to dodge the paralyzer shots, or reflect them back with an appropriate character. Nonetheless, here are the combos to watch out for:

 

  • Paralyzer into side smash: This combo can be pretty deadly, especially if you're hanging out on the edge of a stage. Remember, the closer you are to the edge of a stage when your opponent lands a side smash, the greater the chance of it being a death. The way to avoid this combo is simply dodge or reflect the beam if possible. You can actually backfire this combo if you got a character like Pit, Dark Pit or Falco. Really, the backfire works very well with Falco, since he kicks out his reflector. Some may argue it can be the same with Fox, but remember, Fox's reflector leaves him stationary. He can't move, which is why it's best to perform the combo backfire with Falco. This is because as Falco kicks out his reflector, he can move forward and deliver several hits. 
  • Down Smash into Side Smash: This combo is much more devastating than the above. This is because ZSS's down smash uses her paralyzer, but it doesn't actually fire a beam. It creates a shockwave, that paralyzes you then sends you airborne. it could possibly be reflected. Fox's reflector would be best in this case. Pit's reflectors could work as well. 
  • Anything that can send you into the air: You must always keep ZSS on the ground. This is because if she takes you into the air, she can possibly kill you with a double up air followed by an up-b. Remember, ZSS's up-b lands multiple times before dealing a hard hit that sends you farther upward. If she lands this hit close to the blast zone, it's a death. 

Little Mac

 

A lot of people already know the Little Mac stereotype, repeating jolt haymaker until they fall off the edge of the stage...but...there are actually two Little Mac stereotypes

 

  • The "smart" Little Mac player, often relies on the side smash, as during the charge and release, this grants Little Mac super armor. They also rely on Little Mac's frame recovery, as it's really fast, especially between after he misses a dash attack and immediately proceeds to land a side tilt. Also, tries to rack up damage as fast as possible so that the star uppercut will be a 100% death guaranteed. 
  • The "dumb" Little Mac player, mostly relies on trying to use lunging strikes like the Jolt Haymaker. They can be baited to a ledge, but often recover from this mistake, unless they really want to prove that jolt haymaker is effective...

 

The Fire Emblem Gang (Marth, Roy, Ike, Lucina, Robin)

 

These fighters, you'll find one thing in common except Robin

 

  • Counter-spamming: Yep, you all had it coming...this is what most online players rely on: The counter. It can be put up 60 times a minute, which means every second. However, there is actually a weakness. You see, the counter actually only lasts 8/10 of a second. As soon as that .8 seconds is over, the remaining .2 seconds of the counter animation is the fighter returning to neutral pose. It is possible to "break though" because of this. But you have to time it just right. If you're 1/10 of a second too early, the fighter will counter-attack. 
  • Shield breaker for dayz: And yep, Marth and Lucina players will often rely on shield breakers a lot. So be sure not to use your shield with them. Personally, I go shieldless when I'm versing a player like this, just so I won't let my instincts take over and end up getting punished for it.

 

Now that we got that out of the way, let's take a look at the Robin players...

 

The Robin players are very tricky (and cheap), this is because of a common thing that happen when fighting a Robin player

 

  • Charging the Thunder attack: Robin players always want to keep their Thunder attack (the neutral b charged at all times so that way they can land it right at the perfect time. When you try to get close to them, they'll either roll away, or hit you with an attack that sends you quite a distance from them, so that way they can charge the Thunder attack all the way. Also, Robin's fire attack plays a role in this too. This is because it's a lot like Ness's PK Fire that hits multiple times. Again, this gives the Robin player a certain ammount of time to charge the Thunder attack. But remember, Robin can't use his Thunder attack fully charged but so many times before he loses his book. When Robin loses his book, that's your chance to go in. 

 

Jigglypuff

 

Alright, so everyone here knows that the #1 move to watch out for when facing a Jigglypuff is rest. It's devastating if your damage is above 40%. However, we all know that the rest is very punishable if missed. It's why Jigglypuff players try to lead into the rest, like a sucker punch. Watch out for this, as it is extremely difficult to get out of this situation. 

 

Charizard

 

Okay, so this one is actually pretty obvious. Like Jigglypuff's section, there's no need for bullet points. The thing you must watch out for the overuse of Flare Blitz. Remember, Flare Blitz has recoil damage, even if it misses. You can either counter it with an appropriate character, or take a risk to try to land a hard read. For the hard read, you have to time it perfectly. For best results, use a "tipper" character, like Marth, who can land attacks with the tip of his blade. You can also use Shulk as well, since his vision counter deals quite a bit. 

 

Captain Falcon

 

Well here we go, we've got three bullets to cover this time. Captain Falcon is both fast and strong, and there are a lot of common combos the online community of For Glory uses:

 

  • Down throw into side air (aka "Knee of Justice"): This is perhaps one of the most dangerous combos you've gotta watch out for, especially if your damage is high. A lot of people underestimate the power of Falcon's side air, but since it has an electric shock effect, it deals massive damage. Be careful. You must use grabs into ground smash attacks when facing a Captain Falcon player. A character with a counter is also useful, but you must be able to tech out of DI (directional influence) on time so you can put up your counter right before the Falcon player lands the devastating side air. 
  • Side b into side air: Again, another devestating combo, but easier to dodge. You may be able to land a hard read in this situation since Falcon is lunging towards you. A variant of this combo is Down b into side air. Falcon's Falcon kick travels sideways on the ground, but it is almost a vertical dive in the air. Watch out for this. Again, you can land a hard read with an up smash if you time it right. 

 

That's all I have for now. Let me know if I missed any stereotypes or leave a comment/question!

 

Happy Smashing!

Edited by C. Thunder Dash
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I am guilty of Mario, and Ness/Lucas. When I play as Mario, instead of an up-smash out of up-tilt, I usually follow up with two up-airs, with jumps in between, and an up-B. For Ness, after the first forward-tilt out of down throw, I would up-tilt, and if they are at a high enough percentage, it would kill. But instead of my strategy, I would mention one more character which could be just as bad as Link/Toon Link. 

 

Normal Samus. Alot of them roll around the stage a majority of the time, firing Missiles and charged shots. Not sure what else I can say about that, except the rolls should become predictable.

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I am guilty of Mario, and Ness/Lucas. When I play as Mario, instead of an up-smash out of up-tilt, I usually follow up with two up-airs, with jumps in between, and an up-B. For Ness, after the first forward-tilt out of down throw, I would up-tilt, and if they are at a high enough percentage, it would kill. But instead of my strategy, I would mention one more character which could be just as bad as Link/Toon Link. 

 

Normal Samus. Alot of them roll around the stage a majority of the time, firing Missiles and charged shots. Not sure what else I can say about that, except the rolls should become predictable.

 

Yep, normal Samuses do that just so they can charge as well. Kick reflectors from Falco should solve your problems there...

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