Not 100% sure, but I was under the impression that his starting frames had invincibility. Not sure which frames or for how long.Wario's Up-B is frame 6. Is Bowser's Up-B still frame 5?
This is why I need all of PM's frame data!
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Not 100% sure, but I was under the impression that his starting frames had invincibility. Not sure which frames or for how long.Wario's Up-B is frame 6. Is Bowser's Up-B still frame 5?
(quoted anyway)Yeah, I get what you're saying.
A frame 7 jab when so many other chars have a frame 2 or 3 jab? Lolz, a grab is usually 6-7 frames. That means you can grab DDD's jab if done at the same time. That's horrible, because jabs are oftentimes used to interrupt grab mix-ups.
Example: Falcon ditto. One Falcon attempts to jab > grab the other, but in between the two attacks, the second Falcon jabs the first one back to foil the grab attempt.
DDD can't even do this basic thing. Having to depend on.......Jet Hammer as a faster option than jab is just sad, considering how much lag that thing has.
Edit: Looking at the whole roster, I think (don't quote me on this) that DDD has the slowest jab in P:M right now. If not, then it's definitely one of them. Maybe Marth's is slower. Idk...
Mostly because it still has super armor there.It would be sick... in Brawl-.
It does more damage than his other throws and puts the opponent either above Charizard, allowing him to control their descent, or way off to the side, which gives him a lot more stage to work with.what's the point of Charizard's up throw?
Pit's up-b has a disjointed killing hitbox above it and can safely sweetspot the ledge already, which is more than some characters can say. Pit's recovery is largely focused on his glide, and using Up-B out of it yields some, erm, interesting recovery momentum.Also, whats with the change to Toon Link's up-b? Why make it so bad lol.
And Pit's up-b, dafuq is that.
baha thats awesomePit's up-b has a disjointed killing hitbox above it and can safely sweetspot the ledge already, which is more than some characters can say. Pit's recovery is largely focused on his glide, and using Up-B out of it yields some, erm, interesting recovery momentum.
Force someone to tech? Omni, have you ever played Charizard? Like, seriously? His uthrow doesn't force anything to tech. The move gives him no advantage whatsoever until mid %'s when they start ending up a good distance above or in front of Charizard.So then use it when you need to force someone to tech on a platform that's higher than most platforms i.e. BF's highest platform.
The move is only useless if you don't know how to use it.
Someone else made this positioning argument a while ago and I'll say the same thing now that I did then. I'd rather go for the TC (dthrow) or the horizontal gimp setup (side throws) in nearly any situation. It doesn't work at low %'s or against fast fallers as a setup of any sort because Charizard bounces backwards from where he impacted off the ground, so he's awkwardly in the air in no position to follow up at all.Going against a character that has bad positioning when they're above? Up-throw! Against fast fallers at low %'s? Baits!
I can't really say because PMBR changelist doesn't give much detail about how the momentum is different. It's all hush hush secret voodoo stuff.About Pit's interesting recovery momentum... wasn't that fixed in 2.1?
I tried running this through a translator, but it didn't work. Can I get an english version of this?mabe most upthows should thro ppl hi
but more hittsuns den oter trhows
so then u don deth combo ppl to deth but u get garnted free uair or nar if ur fast enuf
except on big brusers lik zard an booser, they cud just hav hi damag puthrows
kind like zrad arldy has
Hitstun isn't an individual value in the game we can tweak on a move by move basis.In return, they'd get more hitstun to work with for combos and such.
gudHitstun isn't an individual value in the game; we can tweak it on a move by move basis.
Someone needs to retake algebra.Y'know, that's a good idea. Uthrows should have a little higher BKB so that uthrow CGs are less prominent on FF'ers. In return, they'd get more hitstun to work with for combos and such. These uthrows could also have lower KBG so that they could remain as reliable combo starters or KO setups without being simple kill moves by themselves.