Pitzer
The Young Lion
Thank you Based Strong Bad.Its KB angle is 37 iirc, which is lower than standard horizontal (45).
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Thank you Based Strong Bad.Its KB angle is 37 iirc, which is lower than standard horizontal (45).
Nothing new here.Something I've noticed with Roy's new upsmash is that when opponents SDI they will sometimes get sent at a downward angle like a spike. Is this new because I never had this happen in 3.0.2 and it's happened a couple times already in 3.5
This.Am I the only one who doesn't like his new sword swing sound effects?
The new taunts look great and all, but his up taunt is no longer able to taunt cancelNew taunts are literally top tier now. Only surpassed by Ocarina and Ganon's Sword.
Sakurai pls stop kicking us.
I personally don't really care. I mostly use d-air sourspot to tech-chase on level ground or continue a SHFFL combo when I get bored of f-air.I really wonder why the sweetspot hitbox will lessened. I guess they felt it was too strong with a spike and the bigger oh well. We just gotta be real good, and getting one is always hype. I find it the most satisfying spike in the game at least.
The tracer seems smaller. Not sure if it's a hitbox or artistic change. But I've felt like nair was a tad harder to land than before.So I'm almost positive nair got ninja nerfed. It feels like in 3.5 it's a lot harder for your opponent to get stuck in the nair, which results in it just clipping your opponent for like 4%.
im almost 100% percent positive. and i only dont say 100% because i havent gotten a developers confirm on it. just stand right up next to an opponent with your back facing them, and try to spike them. you really cant. put them up on a platform and try to jump up facing away from them, and make the shoulder hitbox connect. it just pops them up. ive tested this in debug mode alot, and im very positive that its only that itty bitty circle over his head that causes the spike.Has anyone confirmed that only the one hitbox sweetspots with the dair? I was just spending some time in debug mode and it seems like the 2nd hitbox will still allow a sweetspot.
Gotta wonder about the logic behind such a hitbox though. Y'know, igniting the enemy and spiking them downward ferociously with a sword swing attack requires direct contact with the body and not the blade.Both of the body hitboxes are spike hitboxes. His blade hitboxes take priority over the body ones, however, so for you to actually land a spike, you need to be hitting with the body hitboxes and ONLY the body hitboxes.
I could understand Falcon's nipples, but...Why can Tuun Link spike with his cap
Why does Falcon spike with his nipples
Why does Fox's face hurt you when he pops his leg out for Nair
Hitboxes make no sense man
That's how I've always done it. Pop up, run under, jump right up to them and hope they don't have time to react before the hit lands. It's a janky hitbox either way.So if you have to hit someone with only the body hitboxes to spike, is the best way to spike to go below someone and jump up into them?
fix'dRoy's rising dair off the ledge is just so good for edgeguarding now, even if you don't quite time it perfect.
Sweetspot= dead
Normal spot = popped up for f-smash/bair/fair for more edgeguarding
Tipper/Sourspot = weird angle that sometimes just kills themo
hmm so is the fact that its harder to hit with because the hitboxes were made smaller then compared to 3.02? i was having quite a tough time hitting grounded opponents at all, and i did some rough debug testing which led me to my earlier conclusion. but i guess its hard to be that precise in debug mode without putting in a bit more time and patience.Both of the body hitboxes are spike hitboxes. His blade hitboxes take priority over the body ones, however, so for you to actually land a spike, you need to be hitting with the body hitboxes and ONLY the body hitboxes.
its true, now we actually have to pay more attention to our positioning while jumping into the opponent. as long as you get a good read on their DI quickly enough, its not too bad to get it. you just have to be mindful to not overshoot past the opponent. i find that starting the dair a few frames earlier than Iwould have done in 3.02 is the easiest way for me to connect it. that way the normal and tip hitboxes that stick out forwards during the first active frame will be long gone behind roy and wont out prioritize the sweet spot.It is not too difficult if you jump up into them and are aiming the straight down angle. Getting the forward angled spike is a different story. I find it far harder to hit in 3.5.
If you have them at a relevant kill % and you're trying to fair dair them, change that dair to a backair. It's simply the more optimal choice, albeit less stylish. Even if it sourspots you won't get a bad angle unlike dair normalspot. Doing this may also cause them to focus more on survival DI up-inwards so that next time a spike is more relevant from fair even if they're at say 50-60%.hmm so is the fact that its harder to hit with because the hitboxes were made smaller then compared to 3.02? i was having quite a tough time hitting grounded opponents at all, and i did some rough debug testing which led me to my earlier conclusion. but i guess its hard to be that precise in debug mode without putting in a bit more time and patience.
its true, now we actually have to pay more attention to our positioning while jumping into the opponent. as long as you get a good read on their DI quickly enough, its not too bad to get it. you just have to be mindful to not overshoot past the opponent. i find that starting the dair a few frames earlier than Iwould have done in 3.02 is the easiest way for me to connect it. that way the normal and tip hitboxes that stick out forwards during the first active frame will be long gone behind roy and wont out prioritize the sweet spot.
its not hard at all out of a dtilt, thats definitely its easiest set up. its a bit trickier out of a fair. you have to make sure you fast fall ASAP after connecting the fair to try and get as much underneath them as possible. DI away makes it hard to do, if not impossible at relevant kill percents, but since that is generally poor survival DI for that kind of situation, it may still work in our favor. its also quite difficult to test how well you can connect with it with DI away by yourself. i need someone to help me do that to know for sure what percents are viable for that combo.
The large heavies like bowser I think are even harder to hit with the dair sweetspot because the normal hitboxes take priority over the sweetspot hitboxes. Since they have such large hitboxes it becomes harder to only hit with the sweetspot ones. And I find that nair has more risk than bair, and less reward seemingly. I don't think I would ever use nair to try and edgeguard someone, that seems... kinda silly. Nair's IASA is way too long to make it more worth it than bair. But yeah, if you can land those sweetspots on those characters rather easily (Not sure why you're not just footstooling yoshi instead if you have that precision.) then go for it. It just seems less risky and same reward to go for bair in most situations.Yeah I'm aware of the bair combo. its definitely the more reliable one, although the dair is the more rewarding one by far, especially with heavies that can usually survive the bair until decent percents and have weak vertical recoveries (DK, Bowser, yoshi, etc.). of all the offstage fair combos, you've basically got your pick between dair, neutral b, bair, nair, and another fair, listed in order of most rewarding > lest rewarding. not oddly enough, that list also goes mostly in order of most risk/difficulty to set up > least risk/easiest to set up. its all about playing the percents game and getting a good read on their DI. luckily, with most characters a few well placed fairs will suffice to complete the edge guard. if you go up the list though, youre going to be getting kills earlier and earlier, and with more style lol. the dair combo is hard but i think its worth the risk of the glory here and there.
Nair for edgeguard is definitely silly. Bair is almost always a better option than dair offstage unless you're very confident you'll hit, or you only want to style on them.The large heavies like bowser I think are even harder to hit with the dair sweetspot because the normal hitboxes take priority over the sweetspot hitboxes. Since they have such large hitboxes it becomes harder to only hit with the sweetspot ones. And I find that nair has more risk than bair, and less reward seemingly. I don't think I would ever use nair to try and edgeguard someone, that seems... kinda silly. Nair's IASA is way too long to make it more worth it than bair. But yeah, if you can land those sweetspots on those characters rather easily (Not sure why you're not just footstooling yoshi instead if you have that precision.) then go for it. It just seems less risky and same reward to go for bair in most situations.
well nair has the same FAF as dair does. bair is definitely more rewarding, but its also harder to hit with because of short range. in the event that you want something thats better than fair, but the opponents too high in percent to connect with bair, or you're just not close enough, then nair is a suitable replacement, especially if youre doubtful of trying a neutral b due to start up. its angle is 361, which means 45 degrees at anything past mid percent, which is better than fairs 50 degree angle on the outer three hitboxes. it also has more damage, BKB, and KBG than fair, making it a suitable intermediate option in some circumstances. unless you're below the ledge, you can easily recover from it, and there's not much risk to using it. if you think that bair is going to be your staple, go-to option all the time, then all the power to you, but youre going to run into times when you simply just cant hit with it. you can think its silly, but when you could have gotten a kill, and instead completely whiffed a bair and got punished for it, you might re-evaluate your approach to the situation.The large heavies like bowser I think are even harder to hit with the dair sweetspot because the normal hitboxes take priority over the sweetspot hitboxes. Since they have such large hitboxes it becomes harder to only hit with the sweetspot ones. And I find that nair has more risk than bair, and less reward seemingly. I don't think I would ever use nair to try and edgeguard someone, that seems... kinda silly. Nair's IASA is way too long to make it more worth it than bair. But yeah, if you can land those sweetspots on those characters rather easily (Not sure why you're not just footstooling yoshi instead if you have that precision.) then go for it. It just seems less risky and same reward to go for bair in most situations.
like i said, if you think youre going to connect with bair all the time, then you go ahead and keep trying that. theres going to be times where you are too far out of range and you need to resort to either a fair or nair. you could go with the safe fair, but nair is pretty safe too, and yields a better reward than fair. if youre jumping down into the depths like youre CF, wolf, peach, DDD, or some other character with amazing edge guard prowess, then yes its a silly option. but youre roy. we dont do that with him besides with fair. if you dtilt someone missing a sweetspot, following up with fair > nair can be a powerful option if fair > bair is out of range, and you dont want to risk the neutral b.Nair for edgeguard is definitely silly. Bair is almost always a better option than dair offstage unless you're very confident you'll hit, or you only want to style on them.
flare blade comes out on frame 16. nair comes out on frame 6. if you have time to nair, you dont necessarily have time to neutral b. that isnt a true combo most of the time and you can often get hit before hand quite easily unless you space it right. even then they can double jump out of it. flare blade is better reward, yes, but much more risk as youre more likely to whiff.If you have time to nair, you can also Flare Blade or probably double fair.
were on the same page about dair, but this sentence here was the only thing i was trying to get at with mentioning nair as a follow up from fair offstage. there are going to be times when the opponent is approaching the end of hitstun, and going the extra couple feet will mean a complete whiff or your getting counter attacked first. its not like the difference between roys front facing bair and nair is small.. nair has got some great disjoint to it, providing great saftey, while the hitbox for bair is literally within roys shoulder. for that reason, against characters that have a quick nair (or even worse, like ness's frame 5 dair) using bair can actually be quite a risk. its character dependent yes, and percent dependent, yes, and bair will usually yield the much better reward, but there are times that nair is safer, and since its more rewarding than a fair, it can be incorporated as such. ive had success with it where a bair or dair just wasnt an option due to the opponents percent and combo break abilities. use it as you see fit, as im not telling you its a game breaking option, but its far better than being "silly." it has its niche and there are times where i do believe that it would be a far better and safer option than bair.But from how I see it, if you can hit with a nair and recover, you can go the extra 2cm to hit with bair as well.
After some testing, I continue to hold my statement about nair being not-so-good offstage. The first swing (front and back) does 4% damage and if the opponent SDIs upwards (which is usual survival DI) then they won't get hit by the stronger hit. If you start early, then you're basically going the flare blade route anyway with a slightly less optimal off-stage thin hitbox in comparison (but a better angle, yes). Technically speaking, the attack starts on the frames close to fair, but the attack you're really trying to hit with doesn't start until frame 7 or 8.flare blade comes out on frame 16. nair comes out on frame 6. if you have time to nair, you dont necessarily have time to neutral b. that isnt a true combo most of the time and you can often get hit before hand quite easily unless you space it right. even then they can double jump out of it. flare blade is better reward, yes, but much more risk as youre more likely to whiff.
ive already described how nair has a better angle, more KBG and BKG, and more damage than fair, making it more optimal at the expense of more endlag. the endlag however, can easily be recovered from in the scenario i described and isnt much of a risk since it has plenty of range and comes out only one frame slower than fair.
were on the same page about dair, but this sentence here was the only thing i was trying to get at with mentioning nair as a follow up from fair offstage. there are going to be times when the opponent is approaching the end of hitstun, and going the extra couple feet will mean a complete whiff or your getting counter attacked first. its not like the difference between roys front facing bair and nair is small.. nair has got some great disjoint to it, providing great saftey, while the hitbox for bair is literally within roys shoulder. for that reason, against characters that have a quick nair (or even worse, like ness's frame 5 dair) using bair can actually be quite a risk. its character dependent yes, and percent dependent, yes, and bair will usually yield the much better reward, but there are times that nair is safer, and since its more rewarding than a fair, it can be incorporated as such. ive had success with it where a bair or dair just wasnt an option due to the opponents percent and combo break abilities. use it as you see fit, as im not telling you its a game breaking option, but its far better than being "silly." it has its niche and there are times where i do believe that it would be a far better and safer option than bair.
Then you can continue by all means to try and hit your bairs and flare blades every time. Let me know how it works out. If you are rising from a DJ, then SDI ing upwards won't allow you to escape it. I still feel that you don't understand the situation I described and are arguing for some kind of cf style leaping edge guard. I've been talking about off stage combo enders to fair. I've had a good amount of success with the Nair combo ender because it's far more reliable than neutral b as a ranged option in this situation.After some testing, I continue to hold my statement about nair being not-so-good offstage. The first swing (front and back) does 4% damage and if the opponent SDIs upwards (which is usual survival DI) then they won't get hit by the stronger hit. If you start early, then you're basically going the flare blade route anyway with a slightly less optimal off-stage thin hitbox in comparison (but a better angle, yes). Technically speaking, the attack starts on the frames close to fair, but the attack you're really trying to hit with doesn't start until frame 7 or 8.
If bair won't hit, I will B-reverse flare blade, nair usually only helps for them to recover easier with ASDI up making them only get hit by the initial hit with almost no knockback and 4% damage.
I play my game with contingency in mind.Then you can continue by all means to try and hit your bairs and flare blades every time. Let me know how it works out. If you are rising from a DJ, then SDI ing upwards won't allow you to escape it. I still feel that you don't understand the situation I described and are arguing for some kind of cf style leaping edge guard. I've been talking about off stage combo enders to fair. I've had a good amount of success with the Nair combo ender because it's far more reliable than neutral b as a ranged option in this situation.
I don't have a clue what b reversing a flare blade is going to do here, but you can continue as you see fit. My opinion stems from my experience and i think it's hard to argue that there is a better option for the situation I described