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- Both ? DPit : trade with his sideB on reaction. Pit : arrows is very useful in neutral. Dpit on sv ? Small dtage, less room to arrow and closer side bz.
- ==============================Sum up================================
- Stay grounded, pshield is good. Can sideB his sideB on reaction. Shield is good. Stand outside of his ground option (Ftilt) so slingshot becomes punishable. Mix up how I deal with lloyd.
- He retaliate well in disadvantage state, I must respect that, dont toss arrow just shield (but only at timings where he can hit me).
- Dont try to react to ss unless very far, if he is in the air/near ledge he can ss me.
- Force his approach once I have the lead.
- ===============================Stages================================
- +
- FD : He doesn't like long stage + no plat I can juggle him.
- Town - BF Town for DPit, BF for Pit.
- SV
- DL : cannot ride the border because bowling ball
- Lylat : he abuses tilt and never lylated.
- -
- =============================Informations=============================
- Weight : 97 [25-26th] (mario weight)
- Fall Speed : 1.32 [47th] (floatier than Lucas)
- Air Speed : 0.94 [44-45th] (slow air speed)
- Has wall jump !!! Poor mobility.
- ======================My Win condition/Gameplan======================
- Stand outside of his ground option (Ftilt) to whiff punish
- Or get in jab range, and pressure him as he doesnt have good oos (short ranged Nair and jab. Grab and other options have long start up).
- Ss : reactable only Max range, at midrange (where ss is not reactable) look for his timing habits : Does he like rising with Fair? Falling? Does he mix in double jumps or SideB stalls?
- ======================His win condition/Gameplan======================
- Because of his bad mobility he doesn't want to run around while making me chase him. But he camps at the ledge (run offstage Bair).
- Kills
- Backthrow : DI in. If he backthrows me in the middle of the stage, DI down-in.
- Axe, smashes. Jab-Axe. Bowling ball edge guard.
- He has trouble killing as long as I dont commit to something punishable by grab.
- ================================Neutral===============================
- Stay grounded in neutral. Walk to shield on demand.
- Use powershield a lot, his grab is a commitment + His fair/bair outrange us.
- Approach slowly until ss is not safe (jab/dsmash range. Dash atk/ftilt if powershielded).
- He sets up rocket to see what patterns I do from there. Mix up the ways I deal with Lloyd : Shield, roll in, jump over (with or without aerial), downB.
- Make him approach if I have the lead.
- Dont go in if tree is fully set up (raised and cut once).
- Care if I go in too hard, he will pivot grab my approach.
- =============================My options==============================
- If he sideB, I can sideB (Breversed if possible) on reaction, our arm will make Llyoid explode and expand the hitbox to hit Villager.
- Down B can reflect pretty much all his moves. For instance if he has a tendency to dash atk, I can reflect it. DownB can reflect the bowling ball
- Nair eats through all of villager's projectiles.
- ===================His options and how to beat them=====================
- Hitbox on Lloid Rocket doesn't activate until it's begun moving (52 frames, almost 1 second, starts after villy gets out of cooldown faf f38). Can run through the rocket during that time (dash atk/sideNBthrough also).
- Lloyd approach : can catch him running behind with Nair, catch his aerial approach with fair/bair, or pshield lloyd but dont try to directly punish it : beat or punish what's after. Pp back shield to mess with the timing.
- Doesn't have have any midrange options outside of Fair. Space to be able to threaten his projectiles and out of his low range options. SH ss autocancels.
- Pit go under his ss if I am at dash atk range (unless delayed ss which doesnt AC).
- Tree throws a second object sometimes. (same animation if pops object or not)
- Bowling ball : safe on shield (but long start up-25)
- Tree planting, step 1 : punishable on reaction (faf f44)
- DI
- =============================Advantage===============================
- Combos
- Combo-able (like Mario)
- Follow him up to punish unsafe Lloyd on reaction (like I would do against Tink bomb pull).
- Stay out of his Nair range, it is his only combo breaker (his next move is ss which is f10).
- Juggle
- I can juggle him. His Dair beats my Uair, but I can hit from the side or bait it out, it is not Cloud's dair, not as problematic to get hit.
- My Fair/Bair will beat his Fair/Bair as long as I am in range for fair/bair. So stick close to Villager (but care Nair)
- Can B reverse pocket, delay with sideB.
- Landing
- Pivot grab his landing Nair/Dair.
- Stand diagonaly down to him, either d.atk his empty landing or shield and punish his ss landing (does not ac).
- Ledge
- Dont stand at ftilt range to the ledge, hold shield.
- He can release > Fair > Regrab or Uair from bellow the ledge. Hold shield against that and Dsmash.
- If he RGU, Shieldgrab. Nair oos is possible but I must be very precise, and hit with the first hitbox because his small body.
- Getting on stage with aerials : preemptive moves will stuff his.
- Offstage
- Mess with him offstage. Try popping his balloons or at least put damage on him.
- Fair works against balloons because less tight window.
- =============================Disadvantage=============================
- Combos
- He has a strong combo game that I cannot contest. Dont look to retaliate and reset to neutral.
- Juggle
- Landing
- Ledge
- Offstage
- He is very strong to mess up with my recovery. Bowling ball kills very early.
- ==========================Character tendency===========================
- Look for ss timing patterns or if he consistantly mixes up.
- =================================Notes================================
- Train shielding tree's second object.
- Has no rapidjab finisher.
- Does jab-axe work on Pit ?
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