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this always happens

2,199 views 37 upvotes Made by wendigo_enthusiast 5 months ago in fun
Tengen vs Gyutaro memeCaption this Meme
40 Comments
0 ups, 5mo,
2 replies
Those mfs in any fight games:
1 up, 5mo
colours weave into a spire of flame
1 up, 5mo,
1 reply
I ABSOLUTELY HATE WHEN THEY DO A 1,000,000,000,000,000,000 HIT COMBO AND THEY DON'T LET YOU BREATH OR PLAY THE GAME
0 ups, 5mo,
2 replies
I love spiking down in smash bros.
1hit combo insta kill super satisfying
0 ups, 5mo,
1 reply
love it when im doing the one hitter quitter hate it when its used againt me
0 ups, 5mo
Lmao
0 ups, 5mo,
1 reply
also btw how do you succesfully spike I did it once in smash and I have never landed one again I like to learn and if i get hit in a wall how do I tech it
0 ups, 5mo,
1 reply
Spike are usually slow and quite precise to place. My advice is just to go for it. Spam it. Feel it. But check the hitbox first in training so you kinda know where it is.
You'll fail alot. SD alot. But you'll learn where you can and can't get your opponent offstage with the fatal blow. Eventually you'll see exactly when the occasional is there and surprise your enemy's stock with a one-way ticket to the void.
Spike is about read, risk and anticipation. So you won't place it every match.

Teck is kinda the same. Go to training, get near a wall and let the cpu f-smash you over and over again. When you're about ½ of a second to touch the wall, press shield or grab.
Soamming or holding is useless, you have a time to tech and a cooldown if you pressed too early.
You'll see that there's a limit when you bounce too hard and can't tech, it'll be shown with red "slams".
Then, when you know how to do it, training useless, time to battle ! You'll have to learn in the stress of battle that if in the second after you get hit, you're about to touch a wall, ground, anything, you have to PREPARE TO TECH.
This is really important to antipate where the opponant is about to throw you to see if you need to tech quickly or no. But don't anticipate too much, because you could just airdodge into the void.
Also, if you failed a tech against the "bottom" of the stage, stop pressing shield, or you'll airdodge into your doom.
1 up, 5mo,
3 replies
alright thanks for the tip I play and main terry all the links, inkling , ryu and ken, and a little bit of cloud thank you so much!
0 ups, 5mo
just wanted to let you know, slam spikes are very risky (which, of your mains, is terry cloud and toon link)
0 ups, 5mo,
1 reply
one last question i notice pro players love " Boucing players ) on the ground to do combos and I want to try it also can you give me tips on how to combo on the chacters I told you I main Thanks!
0 ups, 5mo,
1 reply
Em, combos ? I'm kinda working on it, since most of my main are more heavy I play on good reads.

But I'll give you one tip I know that I try to use with kirby : the jab-lock.
When your opponent misses a tech he falls on the ground and have a few frames went he's just bouncing on the ground (aka he can't do anything). At this moment you can hit him with a move with no knockback (like the first jab) twice (and TWICE only !) to make him bounce again and get some extra damage.
Then you have about ½ a second when you can use a special, a smash, or any attack that goes fast enough to finish the opponent (you can input it for more speed).

Again, you can try that on training by hitting the cpu with a smash (or any strong attack) and let it fall down.
Jab lock works even better when your jab hit low, because you have abit more time after the opponent bounce.
In real fight, the attacks who'll give you this occasion are low-knockback/low-angle attack when the opponent has low/mid pourcent that'll usually result in a missed tech right in front of you. Check those attacks beforehand !
The attack you want to follow depends on you. There's usually one or more attack you can use after.
Also, if you want to test your timing, put the cpu on "n-special" or "s-smash" so he does a get-up attack every time you're too slow (recommend the side smash tho). You can also fix pourcentages so you can keep training the same combo without resetting.
1 up, 5mo,
1 reply
alright thanks imma follow you for more tips and I forgot to tell you i do main kirby and actually
i have done some combos like jabx2 up air like around 4 times spin n-air and then bounce and then a crit on back air
0 ups, 5mo
Ooooh nice !
The combk O was working on was n-air sour spot to jab-lock to side-b.
Side b require perfect timing but it works!
0 ups, 5mo,
2 replies
Yw bro !
Also cool things with fighting characters: you can spike people above the stage to the void if they lolike jumping too much
0 ups, 5mo
thanks for the tips and I didnt even know I NEED that tip since alot of people I play against LOVE JUMPING no matter what and its annyoing thank you I will try it when I get a chance
0 ups, 5mo,
3 replies
any tips on how to counter combos or special moves here are some moves I wanna counter ( king k rules down grab where he burys you to the ground ( Dk back throw when he grabs you
and pyras blazing end , and last captian flacos down spike
0 ups, 5mo,
1 reply
Gottem lmao.
Yeah blazing end spamming is AAAAAAAA but satisfying when you reflect it lol.
So you main falco ? I kinda want to surprise my smash crew, any tips on good falco combos ? (I don't really use fast guys anymore)
1 up, 4mo
I got good tips so his n air ( I think is down air ) when he spins is a REALLY good combo mix up for example n air side b then up air to his direction is a good combo but an overwelming one his side b is good for reversals and switch sides on the stages either left or right if thr opens is trying to overwhelm you or get to close to the edge which makes it kinda a recovery in a way also Falco is a good recovery for getting to the other side of the edge by getting underneath it alot of people seem to forget or just don't know it so here's a guide if he trys to edge guard or is on the other side guarding just jump of the ledge and do a backdlflip then move near the middle then once you reach it do another jump side b then when you near the ledge to grab do up b and boom your on the other side but be careful it can be punished by a down spike or back-air like Mario's so it's more of the element of surprise type recovery so don't over do it
0 ups, 5mo,
4 replies
Dang it I pressed post by accident
1 up, 4mo
Your welcome also thanks for the tip coach! if you need any tips from me just ask and if I want anymore tips I will patintly ask :D
0 ups, 4mo
Hows the tip?
0 ups, 4mo,
1 reply
Any dr mario or mario combos you know? I know both Mario's are the have the easiest spikes and the combos are easier for beginners
1 up, 4mo
Jeez I tried to play Mario but I'm not a combo guy at all.
Ok I've still heard 2-3 tips around him :

When you hit an opponent, there's a tiny instant when you are both frozen in place. On those frames, you can input a fast fall to land on the ground and act way faster than usual. With mario, you can up-air, fast fall on a platform and jump back to be at your opponent while he's still in hitlag.
Super hard to time but absolutely op.

A "easy" combo (according to a tournament participant that absolutely crushed my ego) is
d-air (fast fall) -> jump to up-air x2 -> up-b
If you have a platform above you can place 2 more up-air by fast falling on it.
You can mix up and use the last hit to do a f-air to spike the opponent.
The up-b kills very late so be careful.
Hard timing but powerful finisher.

Also you have the b-air rush technic for Mario because his f-air doesn't really send forward...
Basically run, turn around and jump at the same time to keep the momentum and RIGHT AFTER turn your stick back in the direction you were running.
Congratulations! You're now backward with the normal running momentum. Hard to time but gets easier with training.

Honestly, I won't lie I hate Dr. Mario on a personal level. Because when I fight both they keep spamming down-b. It's a kill move, hardly punishable, recovery option and very fast.
The spike of dr. Mario is the same as Ganon. You catch vertical recoveries, and the whole technic is pressure and timing. No combo, just timing.

Anyway if I remember something else I'll tell ya. And also thank for the Falco tip, the fights where amazing :)
0 ups, 5mo,
1 reply
any tips?
0 ups, 5mo
Mhm it's coming
0 ups, 5mo,
6 replies
Anyway, spot dodge is a good way to dodge grab or short attack. Simply shield and press down and you're intangible for ½ a second.
Be careful tho it's laggy ! You can be punished easily, but you can punish grad and smashs with that.

Back throw you need to tech on the platform he's throwing you at. Only way to survive if you're already grabbed.

One funny thing to do when you're getting burried is to not mash the controller. Some people tend to combo a burry when the opponent gets out, so you can mess up their timing by mashing like hell or waiting a bit. Works for steve minecart especially well too.

Spikes ? Get less predictable. Spike are on occasions and predictions, so try to diversify your way to recover (airdodge to the legde sometimes for exemple). To dodge, you still can
airdodge it if you can recover after or even funnier: spike him first (or just attack first). Know that you can more pretty quickly after a non-directional airdodge.

Blazing end is a laggy projectile. So, you can :
- reflects it (funny to watch)
- air dodge and punish your opponent (he can't attack while the sword is out) :
- prepare a shield break combo, because it's the only thing he can do and I bet he'll shield if you dodged the sword
- if he spotdodge, airdodge or roll, punish it. He CAN'T do anything so this is your moment!
- If your opponent knows the footstool combo, well this isn't a true combo. Firstly, you can tech the footstool. At the spike he needs to read where you'll go (get up, roll inner or outer) so you need to choose the most inconvenient possibility for him.

Finally, you van usually DI out of combos, so just orient your stick out of the combo (yes, it works). You can do the same when ejected out of stage to survive longer.
1 up, 5mo,
2 replies
also i rember the last thing to dodge STUPID STEVES MINECART ALSO IM GLAD I FOLLOW YOU YOUR A PRO AND A REALLY NICE AND GOOD COUCH AT SMASHBROS
1 up, 5mo
also those REALLY HELPED THOSE GUYS WONT KNOW WHAT HIT EM also i mained falco and for the blazing end spammers they rage quit since i combo the refelct
0 ups, 5mo
Minecart and just really op yeah, but if steve isn't in it you reflect it too !
If he's in it well you can :
- jump
- hit a strong attack that has an hitbox far from your heartbox.
- actually, tf am I saying, YOU'RE FALCO, LASER IT DOWN.
1 up, 4mo,
1 reply
Also I didn't explain the recovery well so if your onto off almost any omega stage what you wanna do if do a back-flip then when your under the stage ( around the same area I ask you how to do a ledgespike) use falco side b then after falco is done with his side b IMMEDIATELY DO ANOTHER JUMP and then up b near ledge it should let you recover on the other side ( also works with fox ) and I hope the recovery top work also works if you get knockback of the stage as long as you get near the ledge and didn't waste your double jump
0 ups, 4mo
I ment ontop
1 up, 5mo
well that was a good tip THANKS FOR BEING MY COUCH
1 up, 5mo,
1 reply
thanks after a few matches ( finding steve) they send a minecrat at me but the funny thing is he got trapped in his own and lose 3 stocks becuase he kept spamming it ( FUNNY THING I EVERY SEEN)
0 ups, 5mo
Hehe boy :)
0 ups, 4mo,
1 reply
thanks for the tip coach
0 ups, 4mo
You're welcome!
0 ups, 4mo,
1 reply
Also I was wondering how do you ledge spike on omega stages I notice people online when I try to recover they attempt to go off stage b-air I hit the bottom corner of the stage ( unless I tech) and die
0 ups, 4mo
Like you said, b-air directly in the trajectory of the opponent recovery to legde spike. Like a regular spike, it's all timing. You'll need to go down tho, so don't forget to plan your recovery afterwards.

It's not better than a real spike but sometimes easier when you missed the occasion. Caught off guard, the opponent will usually bounce and die.
Caution : doesn't work on all stages, the slopes need to be in a diagonal. Also only for vertical recovery.

Last tip : some characters has a n-air hitbox that last for a while, like mario or jigglipuff. You can then create a "hitbox wall" that'll block the ledge to your opponent, and even legde spike him sometimes.

And if you want to counter that, you need to :
- change your recovery timing
- literally counter (risky)
- attack him first. In fact, legde spike him first if you can.
0 ups, 5mo
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Tengen vs Gyutaro memeCaption this Meme
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"let's do tag backs" the two mfs who are the reason we don't: