Mr Moosebones
Smash Journeyman
- Joined
- Jul 28, 2014
- Messages
- 411
- NNID
- Moosebones
My capture card is on the fritz so I can't postpost videos right now, and I don't know if its a known thing, but if you zdrop a mechakoopa and regrab it before it hits the ground you become invulnerable to its explosion if it happens to blow up in your hand.
I call this MechaJuggling.
It's honestly not the most important tool in bjrs kit, but it allows for a new level of mind games and mixup options. Here are a few I've used in battle to my advantage, if you figure out some more please share!
-Running at your opponent with a mk in hand pressures them to react, usually with a defensive option. If they shield as you approach, expecting the toss or even just the explosion to hurt you, you can just grab them. If they jump/ airdodge, you can use bjr's monstrous punish game to lay down the hurt. The moment the mk explodes you're free to attack as normal. Abuse this as much as you can.
- It technically gives bjr an active hitbox, however brief. Angling your shield forward moves your character model, and with it, the mk position. This can make shielding an offensive option. This is situational at best but its still an option to be aware of.
- you can now up b with the mk in hand and not be worried about being hurt by the explosion. Still working on how this could be useful, tbh.
-regrabbing the zdrop is a bit of a mixup already and might catch your opponent off guard. This AT on its own allows you to hold on to what is normally a short fuse projectile a lot longer than normal.
- This makes the double explosion stacking glitch exponentially more potent and easy to perform. At close range getting the double explosion is very easy with a little practice, and with no actual pressure to throw the mk at any time you don't need to worry about blowing yourself up.
- Not having to worry about the mk explosion means it occasionally works well as a combo breaker/throw interrupt.
That's all I've got for right now. Hopefully you guys can come up with some more stuff!
I call this MechaJuggling.
It's honestly not the most important tool in bjrs kit, but it allows for a new level of mind games and mixup options. Here are a few I've used in battle to my advantage, if you figure out some more please share!
-Running at your opponent with a mk in hand pressures them to react, usually with a defensive option. If they shield as you approach, expecting the toss or even just the explosion to hurt you, you can just grab them. If they jump/ airdodge, you can use bjr's monstrous punish game to lay down the hurt. The moment the mk explodes you're free to attack as normal. Abuse this as much as you can.
- It technically gives bjr an active hitbox, however brief. Angling your shield forward moves your character model, and with it, the mk position. This can make shielding an offensive option. This is situational at best but its still an option to be aware of.
- you can now up b with the mk in hand and not be worried about being hurt by the explosion. Still working on how this could be useful, tbh.
-regrabbing the zdrop is a bit of a mixup already and might catch your opponent off guard. This AT on its own allows you to hold on to what is normally a short fuse projectile a lot longer than normal.
- This makes the double explosion stacking glitch exponentially more potent and easy to perform. At close range getting the double explosion is very easy with a little practice, and with no actual pressure to throw the mk at any time you don't need to worry about blowing yourself up.
- Not having to worry about the mk explosion means it occasionally works well as a combo breaker/throw interrupt.
That's all I've got for right now. Hopefully you guys can come up with some more stuff!