NachoOfCheese
Smash Ace
Yeah that's what I thought. I got real excited when I saw that on the OP XDDacus as a whole has been patched out so unfortunately no.
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Yeah that's what I thought. I got real excited when I saw that on the OP XDDacus as a whole has been patched out so unfortunately no.
It definitely is. I can pull them off relatively consistently.I've got some doubts about roll cancel grab, it's still possible to do?
From what I can tell, before this patch if you used up a tome and the book lands on a platform (if you were under it, for example), it would disappear instead of bouncing like normal, making it impossible to catch it. Wind jab was buffed, the infinite part (with the smaller wind blades) now link to the final hit significantly more, making it more viable.I'd heard in patch notes something about tomes 'not disappearing when hitting platforms', or some such thing-- does anyone have some clarification on the matter? I'd also heard that the wind jabs might have gotten some endlag chipped away, but I can't really tell what's factually changed when even so simple a consideration as patchnotes apparently escapes Nintendo...
I thought this was a thing also due to the overlay change on frames 16-17 but it's not actually a thing.Some Nosferatu stuff:
- All three Nosferatu variants have a small window of intangibility that seems to start just before the grab frames and ends soon after.
I disagree, sisT.I thought this was a thing also due to the overlay change on frames 16-17 but it's not actually a thing.
why is that a thing LOLI disagree, sisT.
i cant replicate this at allI disagree, sisT.
I've noticed it's actually quite large, preventing any attempts to run through and punish and even stopping short hops at times.I don't know if this has already been discussed, but I noticed something a bit unusual about Nosferatu. If it successfully catches an opponent, it seems that the darkness has a small hitbox that damages other players that run into it, and knocks them back a bit.
Has anyone else noticed this?
It has active hitboxes like most grabs.I don't know if this has already been discussed, but I noticed something a bit unusual about Nosferatu. If it successfully catches an opponent, it seems that the darkness has a small hitbox that damages other players that run into it, and knocks them back a bit.
Has anyone else noticed this?
Not really in the strictest sense. Robin does have a decent b-reverse and technically any advance techniques that relate to item play though.Are there any Robin specific advanced techniques?
Not exactly. I think the closest thing to advanced techniques would be following up Arcfire/Arcthunder with Levin F-Air or a grab and using Robin's dropped items for offensive and defensive purposes.Are there any Robin specific advanced techniques?
You mean this? I would call it one ATM.Y'all wouldn't call instant book grabbing an AT?
Y'all wouldn't call instant book grabbing an AT?
What?!?!?! This is awesome! But how do you do it? Use dtilt during the recovery of your last spell then catch the book with the A button?You mean this? I would call it one ATM.
Robin's arcfire is a great combo starter. To F-air is definitely the easiest, but chaining arcfire and finishing with a Levin U-air is a bit tricky (It does register as a true combo and deals 37-ish%), while arcfire to Nosferatu is very difficult. For some reason, Fox seems to take lots of Robin's combos and rapid jab very hard, so I suggest training on him.Are there any Robin specific advanced techniques?
I actually find this really easy with Robin because we're literally the slowest damn character in the game. I think all you have to do is run off and tap back towards the ledge once offstage. I've never really needed to do the quarter/half-circle motion with the stick that some faster characters have to do because they naturally have more momentum coming off the stage. We're floaty, so I don't think you need to do it fast, either. If I try to tap backwards too fast, I just skid and fail to leave the stage lol.Anyone have any suggestions on how to do run-off ledge grabs more easily? I want to be able to do it so I can use more ledge trump shenanigans, but I can't seem to get the timing right.
This is kickass. I plan on putting ore work into Robin, so hello everyone.You mean this? I would call it one ATM.
I use fox-trotting a decent amount, but this seems..... difficult to apply for Robin. Her movement speed is slow enough that I'm struggling to think of situations where I would use this that wouldn't be solved by either simple dash pivot <insert move> or just spacing better in general.Has any Robin players integrated dance trotting into their play? I've yet to see it brought up here. Robin's initial dash length is 16 frames iirc, so his timing isn't strict at all. This also allows him to do it incredibly fast, along with extend or shorten the length at will.
When Robin does an initial dance trot when right next to the opponent, he has a lot of options because his shortest/fastest dance trot has relatively poor length due to his terrible run speed. He can F-Air, U-Air, N-Air, B-Air, F-Smash Dash Attack, Dash Grab, Arc Fire, SH Nosferatu and PP Thunders. His longest/slowest dance trot has much better range than his short/fast one, although it's still comparatively poor compared to other 15/16 inital dash characters. The long/slow dance trot will push Robin a little bit outside of Marth's F-Smash range when used directly next to the character.
Also, due to Robin's poor perfect pivot length, you can mix these up with your dance trots to stay within range but keep all options. This allows you to do things you normally can't out of a dance trot, such as standing Nosferatu, Thunder, D-Smash and Tilts.
seems good to explore, I guess? basically everybody who has a 15/16 initial dash can get a lot of use out of it, but I'm curious on how Robin (and Ganondorf) would do with this as they're very slow