ピチューのNBについてです。
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Twitter:https://twitter.com/Ueji1123
配信は下記サイトでやってます!!
好き勝手やってますが、質問とかには答えたりしてます。
配信サイト:https://www.openrec.tv/user/nietonotkr
メンバーシップ制度あります。
配信は相変わらずOPENRECの方でやるのでチャットとかの機能は無いです。
特典の内容はDiscord招待で、主にアドバイス対戦や質問、自分のメモやキャラ対、調べ物、動画感想などが閲覧できます。
https://www.youtube.com/channel/UCRTdhSaM0qumi4c9h2vVSDw/join
108だと?
一個の技で18分話せるの流石や
裏込みで216式あるということですね
ありがとう神動画
ピカチュウとかマリオ系とかにも活かせそうな物も多そうですね!
NBはスナイプ復帰阻止しか使ってなかったのでとても参考になりました。ありがとうございます!
めっちゃ考えてスマブラしてるんだなあ……と思った
except for the part where i dont understand japanese, this was a great guide
まだまだ紹介するんですね…
ピチュー解説待ってましたー!
割と適当に振ってる所多かったのでめちゃくちゃ参考になります…!!
これは神動画
本当に108式あって草
頭狙いNBとかクルール泣かせですか?
nbの自傷を108%にして欲しい
崖沿いNBはセフィロスの下から復帰を嵌めれると気付いてしまった。
NB自傷高すぎて使い道ソニックの横B止める以外知らなかったから助かる
English Translation (I suggest copying this into notepad or something to watch along): 英訳
0:00~ Intro
0:45~ Forward Momentum T-jolt
2:07~ In-place/back jump T-jolt
3:19~ Headshot T-jolt
5:50~ Jump read T-jolt
7:29~ Recovery T-jolt
9:01~ Edge Guard T-jolt
9:42~ Ledge Jump T-jolt
11:02~ "Cornered" T-jolt
12:32~ B-reverse T-jolt
13:30~ Platform T-jolt
15:05~ Under the Platform T-jolt
16:01~ Wall jump T-jolt
16:44~ T-jolt along the ledge
17:26~ Final Comments
0:00~0:44
(Intro)
Hi, my name is Nietono from Detonation Gaming. In this video, I would like to cover the different ways of using Neutral B, or T-jolt. Although this is a very powerful move, this may cause you to lose when overused because of Pichu's weight. "I have 108 ways of using NB"
0:45~0:49
(Forward momentum T-jolt)
You'll see this a lot in Elite smash, where they full hop NB into a grab.
0:50~0:57
The NB into grab may be true at times and is very effective when the opponent shields it due to the follow-ups that are available.
0:58~1:02
Its usages are fairly simple: When being aggressive. Its simplicity and ease of use also stand out.
1:03~1:20
However, there are weaknesses to this setup. First, out-of-shield options like Mario's Nair can prevent this setup.
1:22~1:37
When using this, there are many people who like to buffer a grab, but it's better to be in a position where you can't be punished, then go for a cash grab.
1:38~2:06
I've explained this in my "How to play against Pichu" video (not translated yet: please comment if you want to see it) how it can be punished with reaction, like this Mario Nair, with forwarding momentum, can erase or avoid the T-jolt. So, when doing this setup, watch out for being punished while in the air. Don't use this against people who are watching this specific setup and characters who have a reflector. It's useless.
2:07~2:53
(In-place-jump, back jump T-jolt)
I like to use in-place-jump NB a lot. Simply put, this has less risk when compared to the other setup because it's harder to punish, but in return, you can't really do much after they get hit.
2:54~3:01
It's usage: mainly for moving your opponent around. I use it when my opponent doesn't like T-jolt and want them to move around.
3:02~3:18
However, if the opponent figures this out, they may run under the T-jolt and punish you, so watch out for that. Also, make sure you positioned properly when jumping backward because you are losing a lot of space for yourself and giving the opponent a lot of space. When you don't have a lot of space, try to use a different option instead.
3:19~3:25
(Headshot T-jolt)
This can get you a jab lock setup and a lot of damage.
3:26~3:40
For example, Mario will tumble around 90% but will instead be pushed back around 80%. To put simply: If they tumble -> Jab lock. If they don't -> follow up with grab or Bair or etc.
3:41~4:00
Usually, characters who have a reflector will use it against T-jolt. But by "aiming for the headshot", you will be so close to your opponent that it's really hard to react. Even if someone does reflect it, there's a high chance it was just a read.
4:01~4:11
This works well against reflectors. Well, you should be reducing the number of T-jolt against characters with reflectors anyway.
4:12~4:27
Let's talk about the downsides: Lots of risks. More risk than the first one I showed. You're closer, meaning easier to punish, even if you try to drift backward.
4:37~4:47
In general, many people like to leave a move out in order to prevent Pichu from coming in. And when you try to headshot them, you'll be punished hard. If the opponent was spamming up smash, even harder.
4:49~4:57
You can use this when struggling to get the kill, but then you have to observe their movement to see when you can aim for the headshot.
4:58~5:03
(Getup T-jolt)
When you're opponent misses a tech or techs and you read it, Getup T-jolt is a good option.
5:06~5:27
Low risk, high reward. For example, a strong hit nair will cause them to tumble, which can be followed up with a jab lock. But there will be situations where you're not close enough to jab lock, so in those situations, I like to use this Getup T-jolt. Like, it'll hit them if they tech.
5:28~5:39
I time it so that T-jolt hits them on normal tech. Even if they tech roll to the ledge, the tail of the T-jolt will still hit them, and if they don't tech, they get hit again.
5:40~5:49
Let's say they tech rolled in. You can still react to it with options like grab. To summarize: use this against their getup options.
5:50~6:04
(Jump Read T-jolt)
Pichu can punish opponents in the air, but they aren't the best because of the hitboxes.
6:05~6:29
For example: If you try to punish Mario bair with Pichu bair, you will be stuffed out in many situations. Just shield it and nair for a better option in this certain scenario. But this setup will allow you to land T-jolt in a higher position than your opponent, causing Pichu to stuff out the opponent's Short jump aerial (or Short jump)
6:30~6:39
If they're jumping a lot, just place T-jolt to where you think they'll jump.
6:40~7:10
This has a lower risk when punishing opponents in the air rather than using aerials. Since you're above them, you aren't typically hit by any horizontal moves. This is more for advanced Pichu players. However, like always, if you're read doing this, you will die. Because it's Pichu.
7:11~7:28
When they get hit, it can sometimes true combo into bair, or do something to follow it up. It can lead to good situations, so there are usages to this setup
7:29~7:49
(Recovery T-jolt)
This can be used after being launched up high (Ex: Mario's Up smash). Since Pichu's trajectory is almost the same as T-jolt's trajectory, you can recover while interrupting your opponent. This is especially useful when they're trying to catch your landing.
7:50~8:08
But this isn't as good as you think. As said before, T-jolt can be erased with other moves, along with being vulnerable to being hit from the side. SO when using this, look at your opponent's position so you won't be punished hard.
8:09~8:44
Here's what I see a lot. When you're sent flying into this position (8:15), some people think "I'll jump, then T-jolt to recover!" Don't do this. T-jolt can be erased, and if you're hit without a double jump, it'll be easy to edge guard.
8:45~9:00
T-jolt itself is very vulnerable, so only use this setup when you're able to safely recover back onto the stage no matter what.
9:01~9:24
(Edge Guard T-jolt)
Just put a T-jolt where you think they'll recover. It's very effective when they're jumping because they'll lose their jump and altitude. This is really good.
9:25~9:38
You can also follow up with a nair. Even if your opponent avoids the T-jolt, nair can cover that option. Especially useful against opponents that don't have their jump.
9:38~9:41
Or, you could just spam it at the ledge. No risk, high reward.
煩悩の数で草
あまりにも神動画
頭狙いNBのとこ、頭悪いNBにみえて
スマホ見ながら崖に沿わせてNB撃ってるピチューが頭に浮かびました(私の頭が悪すぎて見間違えただけです…笑)
大会で108式全部使うとにえとのさんの煩悩が消えてるってまじ?
下投げNB
にえとのさんなら108あるのかもと思ってしまった
ピカチュウにホームランバットでうたれる