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Trying to get back into the swing of things

waifumagnet

Smash Rookie
Joined
Feb 2, 2014
Messages
20
I was a 3.02 MK main and when MK got hit hard with the nerfs in 3.5, I didn't find him fun anymore and switched between TL, Fox, and Sheik for tournies. With the 3.6b update, I've taken interest in MK again but is there anything I should know about this current version? Any videos would help greatly.
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
You lose all your jumps if hit out of a special move while airborne. Get used to the new Dair and its uses, watch Strongbad play.

Other then that enjoy your good character again.
 

MegaAmoonguss

Smash Apprentice
Joined
Apr 21, 2014
Messages
193
Location
Boston, Massachusetts
NNID
MegaAmoonguss
3DS FC
2251-4929-9404
You lose all your jumps if hit out of a special move while airborne. Get used to the new Dair and its uses, watch Strongbad play.

Other then that enjoy your good character again.
Dair is a good tech chase option now too, really good for high percent punishes if you get a read while they're knocked down. Just another cool random use for it. Other than that it's basically like another bair but with different hitboxes, again watch Strong Bad lol
 

Narelex

Smash Journeyman
Joined
Jan 6, 2012
Messages
367
Location
Calgary, Alberta
Dair is a good tech chase option now too, really good for high percent punishes if you get a read while they're knocked down. Just another cool random use for it. Other than that it's basically like another bair but with different hitboxes, again watch Strong Bad lol
The Dair sends at a 35 degree angle as opposed to the sakurai angle of Bair so it's better for gimping.
 

MegaAmoonguss

Smash Apprentice
Joined
Apr 21, 2014
Messages
193
Location
Boston, Massachusetts
NNID
MegaAmoonguss
3DS FC
2251-4929-9404
The Dair sends at a 35 degree angle as opposed to the sakurai angle of Bair so it's better for gimping.
Yeah probs should have worded that better; different hitboxes/angles, therefore far different uses, but similar horizontal kill potential overall (although dair has slightly less knockback, I believe). Like if someone is at 120% and you hit them with a dair vs a bair onstage, it's gonna have a more or less similar effect, which is what I meant before and didn't really take the extra 2 seconds to think about gimps lol (which it is amazing for, you can hit people with a run offstage -> jump dair and get a really good gimp if you time it well, plus just other general offstage gimps that you can expect from a multi-jump character).

This differing from 3.0 dair due to that being a combo move and 3.5 dair which was really only a situational combo extender and situational gimp move.
 
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