View Full Version : Up+B
Jasona
02-15-2005, 03:11 PM
In the early version of the game (Undr tells me that its called 0.00), it wasn't very difficult to use the up+b to sling people in the air or even KO them off the top. However, in the later version (players choice), it is still possible, but I can't do it intentionally.
If you're still confused about what I'm talking about, then I'll explain it a little better. I'm talking about only hitting the opponent with the first part of the up+b. That part has decent knockback and using that part, without catching the opponent on the rest of the up+b, makes the move a little safer.
I used to do it by spacing myself and DIing away, after the initial hit. The newer version has either decreased the range of the initial hit, increased the range of the follow-ups, or slowed the up+b down to the point that I can no longer DI away fast enough.
Can any1 help me to regain this lost ability?
EDIT: most of the time, I'm talking about doing this from the ground.
It probably has to do with the way that it was changed between versions so that you can DI out of multi-hit attacks, ie, rapid superscope fire, Zelda's smashes, Pichu's fsmash, etc etc. It might have affected Samus' screw attack as well. Just a theory, I never use the screw attack for anything other than recovery and racking on damage from the shield.
I've thought about this a bit, I think it might have potential. My theory is that it will KO jigglypuff in one hit just like Roy's reverse blazer. I tried to test it, but after 10 minutes of trying I wasn't able to pull it off once. How do you tell what version of the game you have?
RyokoYaksa
02-15-2005, 11:58 PM
Check the back of your game disc for a DOL-GALE-0-0X
X=0 is version 1.0
X=1 is version 1.1
X=2 is version 1.2 (also Player's Choice)
1.1 and 1.2 are affected by version difference. Basically, the really quick multi-hit moves that Oro mentioned now have more hit lag than in 1.0 (as opposed to no hit lag) so it is possible to DI right out of those moves even on a clean hit. Samus's screw attack is hit pretty hard by it, but in 1.0 it's almost abusable from shield. You should be aware of what version you're playing if you're big on using Up+B for hitting purposes. Otherwise it doesn't really affect you much.
Yup, I definately have version 0, so the fact that I can't seem to do it must mean it depends on something they do. Thus its irrelevant whether or not it KOs, because it isn't reliable. Experiment concluded.
Now if you'll excuse me, tonights episode of Elimi-date looks exciting.
Jasona
02-16-2005, 08:19 AM
version 1.0 was the best version to do it on. It was also the easiest and most reliable. I didn't know it at the time and I just accepted that it worked, but the few frames of invincibility were great for overpowering any move, as long as you timed it close.
MLRS --- you need to be on the edge of one of their moves, preferably one that retracts (like a jab). So that when you hit them and they change their position, you won't be close enough to hit them with the rest of the move.
I don't know about you guys, but, unless I'm on a multiplatform level, I always get punished for using the up+b for anything other than recovery. This is my way of adjusting
Fleeced
02-17-2005, 01:36 PM
Hi, i'm new to these forums, but i've been playing samus basically since SSBM came out. I think i'm pretty good, i can beat everyone i know, but haven't really been to any tournaments. I've read some of the stuff on here, but can't quite do everything yet.
I did have an idea about the up+b thing. Couldn't you do the SWD and when next to the opponent do the up+b so the first hit gets them and you go fast enough to where the second hit might not hit? I haven't really tried because my SWD is so inconsistent, but if someone could try, i'd like to know if i should use this when i get that down.
Holy ****, thats a pretty good idea. I'm gonna go test it right now.
Negative, when you screw attack you lose all your speed.
AHHA! I finally figured out how to do it. They have to be mostly above you so the first hit will launch them out of the range of the second hit before it happens. Well, I havn't tested yet, I only did it on accident during a match and realized that must be how it works. I guess i'll go test now.
I give up. This is gay. I hate everything. **** you. I'm taking a nap.
Yikodi
02-24-2005, 09:34 PM
I have the first version and i noticed how easy it would be to get that knockback. It was surprisingly easy to do, in fact. It became my little technique to get through most of the multi-man challanges. I haven't really tried it playing at my friend's house (he has one of the newer versions,) but i can't remember ever catching anything in the Up+B at the right time to get that knockback. Go figure.
Aftermath
02-24-2005, 11:29 PM
ok, [] a square like figure, might be considered by some as a rectangle.
Yeah, the new versions won't let you get the good hit, and i'm almost postive they did this by increasing the hitbox on the non-first hits. In the first version, you could hit them, and if in the stun they weren't hit, since the box was the same size as the first hit, and they had done something to increase the reach they had to get hit, it would retract and you'd have the cool godd knockback hit. In the new version. the hitbox on the second hit on is bigger. To test this play against ganon on training and stand away from him, but in front. When he puts his hands out, upb, you'll see it won't hit him until samus has left the ground and her first hit is obviously over. In the original you could hit with the first and not with any others (i did basically the same test before my old version got swapped for a new one). If you try to hit with only the first hit, you'll find the other hits also hit.
so.... that's my input on the subject. if anyone else's experiments come up with something different, i'll gladly argue, as always, why my way is better.
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