Seven is a Color said:
Standard difficulty is perfect for me, for the matches against other playable fighters. It's not so easy that it feels like I'm just pummeling the sandbag from the home run contest, and it's not so hard that I feel like I'm that sandbag. It's just Master Hand that I struggle with. I have a great amount of difficulty avoiding most of his attacks, and there seems to be only a few seconds between his attacks, so I spend more time trying to avoid them than I do attacking. I didn't want to change the difficulty setting if I didn't have to, because if I did, I'd be changing it just for Master Hand and the other fights would probably be too easy for me. That's why I inquired about stock.
Master Hand moves I remember and how to deal with them:
1) Finger snap: this can be shielded and airdodged, and if needed can be avoided by running away. The timing's a bit tricky. If you're unsure, stay in the air, because then at least you won't get stunned.
2) Grab: can be rolled away from at the right time, but I suggest just running if your character is fast enough.
3) Dealing cards: DON'T JUMP, just run off. Try to stay in the air just off the edge and keep hitting Master Hand as he deals. Grab the edge to refresh your jumps.
4) Finger missiles: this takes pretty long to charge, just hit Master Hand and shield/airdodge when he's about to hit.
5) Lazers: stay at the right edge, attack Master Hand and go to the ledge to refresh your jumps, pretty easy to do a lot of damage when he's doing this.
6) Fist bump: Don't go off-stage, this can be shielded, but roll-dodging should be pretty easy and allows you to deal some damage afterward.
7) Hand drill: staying away is usually the safest option, since shielding won't work and airdodging/rolling might not necessarily save you.
8) Hand aeroplane: easy to dodge, I think you can just stay in the air to dodge it as well. Just don't stand still.
9) Slap away: rolldodge or jump over it, then punish as he comes back.
That's all I can think of at the moment... In general, shield when uncertain, dodge when you know what's coming and punish when he's coming back/doing something which can't hit the edge. Also, try to find out what moves do the most damage. Some multi-hit moves which would normally only hit a few times (like Bowser's Up-B) are pretty useful here.
Starboard Driger said:
Downloaded the game last night. Falco got nerfed so badly that he's approaching unplayability. It pains me to say this, but I don't think I can even play him--much less main him--when his SHL doesn't autocancel and his moves have lag everywhere. That just isn't the Falco that I enjoy playing. Same thing with Marth, unfortunately. I can't deal with lag. I played Ike once and nearly had an aneurysm.
Totally. The landing lag on Marth/Lucina is almost unbearable. I think their ground game's solid enough not to make them useless, but as a Jiggly main I tend to play every character like they're pseudo-puffs, and Marth just does not work like that in Smash 4. I somehow miss the weird, floaty, fair-spamming Brawl Marth now. I've seen some Melee-ish air chains by Lucina, but not being allowed to land hurts a lot.
Sheik and Falcon auto-cancel almost everything on land now, though, if you want a character with a good, quick pressure game.