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GT Smash Book

By GTempestSSB on May 27, 2020
365 views

Content

  1. Why I Am A Smasher

  2. Legend

  3. My Fighters

  4. Mewtwo Impressions

  5. Falco Impressions

  6. Isabelle Impressions

  7. Versus Doc

Why I Am A Smasher

Hello world, gamers, and fellow Smash brothers and sisters,

 

My IRL name is Tafari Stewart, known online with the gamertag GT or some variation of the sort. My gateway into the series started with the titular Super Smash Bros. Melee for the Nintendo Gamecube. The game was amazing, I could remember it like it was yesterday, the fun of gathering with friends in duking it out with gamers' favorite Nintendo characters. I was around the age of 9-11 when I played the game. An awesome girl I knew at the local daycare on the island I grew up on had the game and brought it for us youths to play. Back then I played it competitively but due to it being multiplayer, me and my friends likely only scratched the surface. For the most part, the game was and is a "party fighter" as they call them. The head of the company, Sora, that made the game also seems to prefer it to be as such. However, due to the intricate game mechanics and new discovers with the whole game that players made as well as popularity, the game segued into becoming a competitive fighter.

This is where my journey as an aspiring Pro Super Smash Bros. player began. When Super Smash Bros. Brawl for the Wii came out, I was stoked! The game series already won me over so of course I was going to buy the game. However, like most people's thoughts on the game for those who bought it and played it, I was disappointed to find that it didn't really have the "fighting game" feel that Super Smash Bros. Melee had. It was clear to me that the game was meant to be a party game even moreso. Because of college and other life issues, I could not continue playing my Nintendo Wii as much as I would have liked. Afterwards, I learned in the year 2014 that a new Super Smash Bros. title had come out. This installment was Super Smash Bros. for Wii U/3DS and it possessed the best graphics I had seen of a game in the series to date. It had blew me away and I was generally impressed at Nintendo and the creators of Super Smash Bros.

Regrettably, I trained long hours on the Nintendo 3DS version of the game that I owned. It had lackluster graphics compared to the Nintendo Wii U version but nonetheless was still a very fun game. This, my friends was my first segue into the competitive realm of Super Smash Bros. Many long hours I practiced in the game. I mained Falco and played as Toon Link, Doctor Mario, and Yoshi for my "secondaries" All my hard work in the game became muted greatly when the next title that I'm about to talk about came out. The grandest of Super Smash Bros. titles (arguably), Super Smash Bros. Ultimate for the Nintendo Switch, made it's debut in the middle of 2019. I used to view the reactions of a Youtuber by the name of Etika who was a huge fan of Super Smash Bros. himself. He and fellow gamer's I knew of placed hype in the game that made me even more excited for it. The game did not disappoint. Super Smash Bros. Ultimate for the Nintendo Switch surely delivered. The game's graphics and gameplay was in a "whole 'nother league." 

So, in obvious order, I had to scrap what I knew about the previous title and focus my time and energy into learning the new title's gameplay. Let me tell you it wasn't easy. The game itself had many bugs and shortcomings at first but the game design team did a great job of patching them fairly quickly. I mained Falco in this game as well like the last but his boost and downgrades didn't add up to make the character I was accustomed to. His gameplay was slightly different than before and that "slightly" was enough to throw me off from learning how to utilize the character to his full potential. Also, the first few tournaments I competed in garnered me average results. The fighters I met were already accustomed to and well-versed in the changes to the gameplay. At the time I only knew how to play Falco so I didn't have any counterpicks to use against a specific character. So, predictable I didn't do so well. Even my most recent tournaments at the time of writing this were "flops" to say the least. 

I begun to doubt whether or not Falco was a good character and if some characters actually were "bad" in this game despite proof and talk of the game being balanced. Many a time I lost playing as him but I always felt he could be optimized to become a great fighter and force to be reckon with. Lately, I have seen good results online with my Falco. I have opted to use strategies to improve my game such as research, "labbing (training in a setup environment)," and getting proficient with fighters that can act as counterpicks. Thus, it was not necessarily the character I improved but my own gameplay and bad habits. These are the keys to a successful run in Super Smash Bros. and any fighting game I feel. I also hope that Nintendo improves certain character with "buffs" and removes some of his negative characteristics. Until then, I am still having a great time finding out new moves and tech with Mewtwo and Falco as well as my other characters and that is what makes this all the worthwhile - making genius discoveries. This blog is both an ode to Super Smash Bros. as a series as well as a look into the gameplay from both an aesthetic and mechanic perspective. I hope that this and my passion for Smash and gaming will grow into a great asset for me and the world. Thank you all for reading.

 

Sincerely, 

 

GT

 

Legend

How To Read/Table of Contents: 

Below is general information. Under the Skills tab for each Fighter I have compiled combos and guaranteed/near guaranteed moves. I also have given them my own names for them so the reader can call them what they please. There are matchup lists, stage info, and even customizations I favor. Please give feedback where you may to add to those, I would like to see other people's personal swag for each character and meet new players.

My Fighters

My Fighters

My Fighting Style Preference: Defensive, Countering, Pressure.

Main: Mewtwo

Secondary: Falco

Counters: Isabelle, Robin, Roy

Pocket: King Dedede, Fox, Yoshi, Bowser, Ritcher Belmont, Little Mac 

 

Mewtwo Impressions

 

 

"Foolish!"

Impressions

Mewtwo, the titular Legendary Pokemon that Red/Green meets after completing the Pokemon League and venturing to Cerulean Cave, is one of the most powerful zoners in the game. He has the ability to dish out massive damage and pressure (even has the ability of the same name in the Pokemon games) and can KO opponents fairy easily. His movement is also excellent. All of these pros are balanced with his lightweight and susceptibility to combos due to floatiness and height. However, Mewtwo has options against these types of advances with his defensive and evasive moves, such as his Teleport move. Mewtwo is able to utilize both devastating offensive power and wonderous evasive ability to cause a "Psychic Mindstorm" for his opponents. 

Fighting Style: Defensive/Offensive Pressure, Bait-And-Punish

Spirit Type: Grab 

 

Wishlist:

-In My Opinion Perfect As Is

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Moves

1. Shadow Ball: Depending on the charge of the projectile can combo into other attacks; Deals decent Shield damage when fully charged; Can be used midair as a mixup as the recoil from the move while airborne pushes Mewtwo back a good distance; Can utilize tech such as wavebounces, B-reverses, Shadow Ball cancels and turnaround specials to make movements tricky; if facing away from the ledge, the horizontal pushback can be used to recover.

2. Confusion: Used in the air, can stall Mewtwo and also turn himself around; Can be used as a fall-break to mixup landings. 

3. Disable: Used in the air, the opponent is launch backward with set knockback - can potentially be used to secure KO; grants intangibility from frames 10 - 16 allowing it to negate attacks when timed properly. 

4. Teleport: The move is completely invulnerable after frame 9; travels a long-distance; be careful to not directly land with it as has high ending lag when done so. 

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Skills

1. Down-tilt > most other moves. 

2. Forward-air > some moves + itself. 

3. Ledge drop > double jump > side B > fair (KO confirm at 130%+ at ledge).

4. Shadow Ball > Dash-Attack to pressure opponents. 

5. Down-throw to forward-air or Down-throw to neutral-air @ lower percents. 

6. Landing Up-air > any aerial or Shadow Ball (KO confirm).

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Tips

1. Use Shadow Ball and tilts in neutral. 

2. Back-air while difficult to use is one of the best edge-guarding tools in the game. 

3. Throw out Disable from time to time, can out-space Sword fighters. 

4. Against camping opponents, ledge drop > double jump up-air. 

5. FAIR can KO at high percents. 

6. Down-throw to set up tech chase on platforms. 

7. Forward-throw at ledge for more damage than other throws and for setting up edgeguard situation. 

8. DSmash on Shield is hard to punish out-of-shield. 

9. Landing nair is combo-starter.

10. F-tilt is KO move and very fast Counter.

11. Neutral attack at ledge can do around 50% damage. 

12. Don't Confusion reflect reflected Shadow Ball vs. Palutena. 

13. Due to being very light, prioritize defense and evasion as well as offense. 

14. Mewtwo is able to cancel the upward momentum of its double jump by inputting a special. 

15. Mewtwo can wall jump.

16. The inner hits of Mewtwo's tail deal more damage and knockback.

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Matchups

 

SSBU-Counters

 

Counters: Ridley, Little Mac, Samus, Ganon, King K. 

Countered By: Pikas, Squirtle, Falco (Mah Bird!), Yoshi. 

 

EventHubs

 

Counters: King K. Rool, Little Mac, Bowser Jr., Robin, Dr. Mario

Countered By: Mr. Game & Watch, Inkling, Pokemon Trainer, Lucina, Peach/Daisy

 

Duo's Mewtwo Matchup Chart

 

Counters: Jigglypuff, Captain Falcon, Isabelle, Incineroar, Marth, Kirby, Donkey Kong, Ganondorf, Ivysaur, Little Mac, Lucas, Mii Brawler, d Mii Swordfighter, Pit, Dark Pit, Piranha Plant, Sheik, Villager, Wii Fit Trainer. 

Countered By: Fox, Palutena, Pikas, Squirtle, Chrom, Diddy Kong, Cloud Strife, Falco, Mr. G & W, Greninja, Joker, Ken, Link, Megaman, Ness, R.O.B., Roy, Shulk, Wolf, Yoshi, Young Link, Zero Suit Samus. 

---------------------------------------------------------------------------------------------------------------------------

Generalized Stats

 

Air Speed = Fast

Ground Speed = Fast

Attack Speed = Fast

Fall Speed = Slow

Weight = Lightweight

---------------------------------------------------------------------------------------------------------------------------

Mewtwo's Best Stages 

 

Battlefield: Except against Mario or ZSS.

Town & City: Early up-throw and up-smash KOs. However, when platform-less mode is on becomes like FD which is not good for Mewtwo they say.

Lylat Cruise: Can shark under the platforms and platform-cancel; can hit the top platform with Side-B if on the high end of Lylat's tilt. However, be careful of Teleport SD if are caught under the lip of the stage, and Shadow Ball will be less effective due to tilts of stage.

Kalos Pokemon League: Platform setups by blastzone; Shadow Ball/dash attack pressure is boosted due to longer stage. 

Pokemon Stadium 2: Due to space.

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Personal Flavor/Customization

 

Default start w/ torqouise color which looks like Mewtwo's Shiny Pokemon version. 

After losing a round and sticking with him, switch to Mewtwo's Black or "Shadow Mewtwo" color. 

Taunt (also name of a Pokemon move) if possible after taking a stock.

Use w/ controls set to Tilt. 

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Reference Of Mewtwo Players

 

- @Notbae

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Falco Impressions

 

"I Prefer The Air"

Impressions

Falco Lombardi the titular second in command (I believe) of the Star Fox crew as well as Fox's long time rival. Falco prefers the air though the pic above actually say so. Most of his powerful moves are aerial attacks. Also, he likes to chase his opponents in the air like a bird of prey. Thus his moves are even better when the opponent is in the air also. Falco also has many defensive and evasive options including many moves that repel or "keep away" the opponent including but not limited to a great Reflector move that spaces opponents and Blaster that functions similiarly. Blaster also can be used to negate an opponent's recovery often opening up for edgeguards or outright causing opponents not to be able to recover making it an invaluable tool for the bird. 

In addition with having a great recovery himself due to high jump height and pretty good air mobility, Falco can endure for some time. This also gives him the uncanny ability to go far offstage to take stocks early, though this is key to save when the opponent least expects it. Falco's multihits are great for poking through Shield and can be good for catching dodges. Falco can also use unique maneuvers such as Dragdown Nuetral Air to lengthen combos and "Shine Lock" where you use the Reflector to lock the opponent after missed tech. These techniques can pave the way for nice KO options. In closing, Falco is a well-rounded Battle type fighter that wins through causing high damage output and forcing the opponent in disadvantageous situations. Ideal playstyles for Falco can be hyper offensive if one knows what they're doing, defensive, and "bait-and-punish" which can be thought of as a mix of both, punishing the opponent for missed/incorrect actions. Falco is powerful in the air but wants to keep the opponent in the air much like his friend and rival Fox, his prefered arena!

Fighting Style: Defensive/Offensive Pressure, Bait-And-Punish

Spirit Type: Attack

 

Wishlist:

- Improve grab range

- Increase range of KO moves contact area

- Improve air speed slightly

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Moves

Blaster: A valuable stopping tool that negates approaches and recoveries due to it's increased power compared to Fox's blaster. 

Falco Phantasm: An attack that can be used to close the gap between the user and the opponent fairly quickly as well as recover. A fast attack when used in the air that can catch opponent offguard and allow for follow-up combos. 

Reflector: Can be used to reflect projectiles and stop approaches. Also, can be used to extend combos in certain very specific instances. 

Fire Bird: An average recovery move by itself that is made better by Falco's outstanding jump height. In addition, the move is an outstanding damaging move by itself. If able to land in certain scenarios can easily rack up 30+ damage. Also, can be used to stage spike if angled correctly or even kamikaze. 

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Skills

- Bird True Combo 1: @ 0%: DAIR > Utilt > Utilt/UAIR (if use 2nd Utilt, no longer true).

- Bird True Combo 2: @ 0% #2: Down-Throw > Falco Phantasm > BAIR/UAIR (great for catching opponent offguard).  

- Beak And Wing: Fast-fall dragdown FAIR > Utilt at any %. 

- Acrobatics (KO): Utilt > UAIR. 

- Dream Kick (KO): Falco Phantasm > BAIR @ 30%+. 

- Sky Back Kick (KO): Utilt > BAIR (does not work past 120%, KO confirm).

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Tips 

1. Utilt is staple (duh!), also use to anti-air. 

2. Blaster when have space or when opponent is airborne, can take away their jump and lead to off-stage punishes/edgeguards. 

3. In Neutral use Reflector often, especially against Zoners. 

4. Backwards gliding FAIR for Shield safety. 

5. Neutral Air reset combos - practice, practice, practice. 

6. DAIR can autocancel into short hop allowing to be used as a tool for walling and approaching like in previous iterations of Smash.

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Generalized Stats

 

Air Speed: High Average

Ground Speed: Average

Attack Speed: Fast

Fall Speed: Average

Weight: Lightweight 

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Matchups

 

SSBU-Counters 

 

Counters: King K. Rool, Belmonts, Ganondorf, King Dedede, Samus/Dark Samus

Countered By: Pikas, Greninja, Mr. Game & Watch, Shulk, Joker

 

EventHub 

 

Counters: Little Mac, King K. Rool, King Dedede, Ganondorf, Bowser Jr. 

Countered By: Joker, Zero Suit Samus, Shulk, Snake, Pokemon Trainer 

Note*: Regular Joker is easier for Falco to fight than Arsene Joker. Best to play defensively against this version until Arsene depletes. 

 

GT's Fighter Type Chart 

(What type of Fighters are generally favorable and unfavorable)

 

+ Vs: Heavy, Large, Slow/Power 

- Vs: Small, Fast/Evasion, Sword 

 

GT's Falco Matchup Chart 

 

High Negative: Palutena, Pichu, Pikachu, Ice Climbers, Mr. Game & Watch

Negative: Ryu, Kirby, Mario, Yoshi, Wario, Zero Suit Samus, Pokemon Trainer, Duck Hunt, Lucina, Roy

Neutral: Wolf, Fox, Joker, Banjo Kazooie, Terry, Ken, Ness, Meta Knight, Luigi, Bowser, Greninja, Marth, Chrom, Corrin, Isabelle, Young Link, Zelda

Positive: Lucas, Ike, Byleth, Incineroar, Rosalina & Luma, R.O.B., Belmonts, Peach/Daisy, Mewtwo, Lucario, Robin, Pacman, Bowser Jr., Villager, Inkling, Link, Sheik, Megaman

High Positive: Olimar, Doctor Mario, Little Mac, Ridley, Toon Link

Likely Win: Ganondorf, King K. Rool, Donkey Kong 

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Falco's Best Stages

 

Battlefield: Can do platform combos.

Yoshi's Story: Same as above.

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Personal Fl-air/Customization

 

- Fight in the very #based blue and pink outfit.

- Tilt control preference.

Note: MosTrixx suggests tap jump to be set to off and use shoulder jump 

for jump, I currently am feelin' tap jump on but may change in the future.

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References Of Falco Players

 

- @MosTrixx (Meta Of Smash)

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Isabelle Impressions

 

"{Insert Animalese here}"

Impressions

I love Animal Crossing! No seriously, I began playing the game when I was younger and the characters and environment were so enlivening. The home decor mechanic was a joy for me to do and there was so many hidden niche things to do like feng shui to increase your luck stat in-game and buying classic Nintendo consoles like the SNES. I would play games like Punch Out! (the boxing game that another Smash Bros. Fighter, Little Mac) is from. Now they just need to put K.K. as a Fighter^^. Give him some different musical attacks, nice idea eh Nintendo?

Now onto the titular dog girl! Isabelle is a fun character to play that can be competitive when used with a lot of strategy in mind. Her ledgetrapping and edgeguarding is among some of the best caliber in the game. Also, she has some neat tricks and defensive options such as Pocket (neutral B) to use items against the opponent or even disable their usage in some instances. Isabelle must be used patiently and observantly, capitalizing on the opponent's movement and lack of movement to "trap" the opponent. 

Her Fishing Rod is an excellent tool in that regard that can be used to ensnare the opponent should they make the "wrong move." Isabelle's Lyoid Mine is also a great damaging and combo tool, activated when the opponent steps over it or by using the same attack button combination again, with KO confirms being capable from it. The mine is also an integral part of her ledgetrapping game limiting the opponent's options and making them think carefully less they run into the mine directly or give you enough time to react to their movement should they avoid the mine. Her recovery is also great being able to travel great vertical distance as well as horizontal if you stop ascending (and has layers of protection above her in some cases) and she has a tether grab that grabs the ledge fairly quickly, making them difficult for opponents to punish. All-in-all this makes Isabelle difficult to deal with and combined with her onslaught of slingshot pellets she can fire, make her excellent in walling out opponents, stopping like what her stop sign commands, effective approaches.

Fighting Style: Defensive, Trapping, Edgeguard

Spirit Type: Grab

 

Wishlist:

Make the Lyoidd do more knockback

Increase speed of Bug Catching Net throw 

Make Fishing Rod a command grab

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Special Moves

Lloid Trap - Down B: Can be used as a trapping tool, for mind games, setting up KOs, and general synergy with rest of her kit. Also, can be used for certain tech described below.

Pocket - B: Takes certain items and energy projectiles to be used against the opponent.

Ballon Trip - UP B: Great recovery that can be exploited by striking the baloons but has descent move speed and can move around to circumvent incoming edgeguards.

Fishing Rod - Side B: Excellent strategy tool that makes opponent think carefully before making a move both in the air and on the ground as can catch opponent anywhere. Also, can be used to amplify her already great recovery as functions as a tether. The Fishing Rod can be shielded, unfortunately, as is not a true command grab so use wisely.

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Skills

- Pow Pow Hammer (Tales Of Reference): Use neutral jab to down tilt or forward tilt for potential KO setup. 95% and >.

- Pocket Hammer: Use neutral jab hammer in combo with powerful pocketed projectile for KO. 65% and >.

- Farmer's Market: Spam up-tilt­­ with up-air and alternate between the two in combo strings to bring opponent anywhere from 29% - 65% (approx.). Use neutral air to setup combo if trouble landing directly.  

- Wobelle: Jab infinite combo when opponent is closest to the ledge as possible. Wait a couple of frames and tilt directional stick towards opponent before repeating jab. It can't be too fast or else Isabelle will be pushed back. The hammer has to disappear briefly during the jab sequence, think of a rhythm like a metronome. 

- Fish Out Of Water: Fishing Rod opponent on stage and stage spike them by pressing directional button toward stage.

- Glyroid: Manually activating Lloid during initial dash causes her to slide a short distance allowing for mixups. 

- Pocket Disable: Some items can be disabled until the item is used again when the item is under the effect of Pocket. Even more interestingly, items that can be held after the Pocket can stop the item from being used.

List of items this works on: 

- Wario's Bike

- Diddy Kong's Banana

- Belmont's Holy Water (Bottle)

- Pacman's Fruit (Held)

- Link's Remote Bomb 

- R.O.B.'s Gyro

- Bowser Jr.'s Mechakoopa

- King K. Rool's Crownerang (Will return upon his KO) 

- Wii Fit Trainer's Soccer Ball 

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Tips

1. Ledgetrap heavily. Use the Fishing Rod in combo with the Lloid trap in order to keep your opponents guessing. 

2. Don't be afraid to edgeguard. Go off stage and Gimp 2.8 that opponent!

3. Pull up Fishing Rod before opponent grabs ledge when recovering to attemp to 2-frame opponents. 

4. Wave bounce pocket to mixup movement. 

5. Down Throw to pocketed projectile at certain percents. 

6. Dash attack to zone break. 

7. Spam Fishing Rod over ledge to edgeguard against slower recoveries and opponent's who lack a quick up-B or multiple jumps. 

8. Fishing Rod off-stage when feeling safe to stage spike or get Fighter far away from stage.  

9. Up Smash is a great combo tool at lower percents. Is also safest Smash attack on Shield.

10. Up Smash is optimal after jab lock. 

11. Neutral air is fastest out-of-shield option. Can also be used to ledgetrap or edgeguard and can be used twice in a single short hop. Has a lingering hitbox. 

12. Forward air to space.  

13. Place Lloid at the edge or at the roll spots which is usually to the right of the Pokemon Stadium 2 platform or under the center for Battlefield. 

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Generalized Stats

 

Air Speed: High Average

Ground Speed: Average

Attack Speed: Slow (Except Jab)

Fall Speed: Slow

Weight: Lightweight

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Matchups

 

Bochibelle's Matchup Chart

 

6:4: King Dedede, King K. Rool, Piranha Plant, Bowser Jr., Luigi, Ridley. 

55:45: Kirby, Ganondorf, Link, Bowser, Donkey Kong, Ken, Ryu, R.O.B., Wii Fit Trainer, Mii Gunner, Snimon/Ritcher Belmont, Little Mac. 

50:50: Doc Mario, Lucario, Robin, Ness, Mewtwo, Captain Falcon, Ice Climbers, Diddy Kong, Pacman, Pit/Dark Pit, Villager, Snake, Zelda, Samus, Dark Samus, Mii Swordfighter, Mii Brawler, Toon Link, Wario, Meta Knight, Rosalina & Luma, Mr. Game & Watch, Lucas, Sheik.

45:55: Kirby, Bayonetta, Captain Olimar, Joker, Inkling, Chrom, Roy, Incineroar, Zero Suit Samus, Greninja, Duck Hunt, Princess Peach/Daisy, Corrin, Marth. 

4:6: Wolf, Yoshi, Megaman, Pikachu, Pokemon Trainer, Lucina, Mario, Sonic, Cloud, Falco, Fox, Ike, Young Link, Shulk. 

3:7: Palutena, Pichu. 

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Isabelle's Best Stages

 

Town and City: Tone of space, mixup of flat and platforms. Easy traps and zoning tools.

Smashville: Hard to see Lloid Trap here also. 

Unova Pokemon League: Gives a lot of space and platform layouts. Due to the lighting of the stage, hard to see Lloid Trap.

Pokemon Stadium 2: The space is good, has a Fishing Rod exploit and the platforms are OK for moves. 

Kalos Pokemon League: Space is great so allows for walling out opponent. Platforms allow for recovery mixups.

Battlefield: Not good in matchups against Fighters that can juggle. Go here if they can't juggle and are rushdown. Combos are good since the blastzone is large, allowing for good edgeguards on other hand.

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Personal Flair/Customization

 

- The black summer outfit is the best ;).

- Use winter outfits in the winter :).

- Tilt control preference.

- Don't call her a B!tch.

- Don't fight Doctor Mario, she'll take her to the vet ^^.

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Reference Of Isabelle Players

 

- @A Day At The Lab

- @Bocchibelle 

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Versus Doc

General Gameplay Advice VS All The Characters, Will Update

 

Vs Doc Mario: 

 

- Don't drop down on his head. 

- Watch out for cape when using powerful projectiles, it seems to come out faster than Mario's Cape. 

 

Vs. Ganondorf: 

 

- Dodge away from when Down Smash.

 

Vs. Villager:

 

- Pocketing against Villager if using Isabelle or ditto is tricky, be careful. 

 

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