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  • Haha I was just messing with you guys. I guess some people just aren't ones for constructive criticism XP
    nah..

    it all comes down to mindgames.
    as falcon lacks disjointed hitboxes and projectiles, hes kinda screwed in brawl.
    There does not seem to be a way of 'consistently' hitting as falcon.
    Or else he wouldn't be bottom of bottom tier, as falcons attacks aren't that bad, well they are, but they are due to beeing hard to hit with..

    Mindgames are all we can rely on (wich is not relyable)
    I know.

    I'll answer your question:

    Bair is a solid approach, as it has quite some priority and sets up for (real) combo's.

    (First hit) Nair is also a decent approach, as first hit Nair sets up for real combo's (first hit Nair>up b/jab) and hitting with both hits of Nair sets up for follow ups. But Nair has low priority.

    SH lagless Fair can be used as a fakeout, to lure out reactions to punish, or when it hits, it sets up for the flub knee>jab(>jab>grab) combo.

    SH lagless Dair is also a nice fakeout (jump past your opponent>buffer turnaround jab for example) and if it does hit it sets up for (real) combo's. (Dair>jab at lower percents, Dair>sweet knee/Uair at higher percents).

    :) hope I helped. I cant post it on the board, as I am not posting there anymore.
    Just the falcon board.

    They told me my ideas where too much 'out there' or plain rediculous, and now they are working on combo's/follow ups after forced air releases due to the edge of the stage. >_>

    well **** them, I'll continue on mah own.
    By DI I mean, any possible momentum reducing techniques, ie, the means by which they will survive a 90° hit to the highest %.
    I developed a formula that will give me the KO% of every vertical move on every character on every stage. Yay being a former math minor.
    Hey, wanna get on the xat?
    Oh, and thanks for mentioning me in the debate hall discussion. :bee:
    Even Peachy said something. :)
    this might be useful.

    The initial launch speed of rest used on Snake is 4126. The formula for finding speed at any % is 4126+28.2•dmg. Snake gets KO by rest with DI at 103 correct?

    Thus the launch speed from a vertical knockback move required to KO snake with DI and momentum canceling is 7030.6, rounded to 7031. I did a lot of testing, if that # is wrong it means 103 is wrong.

    I'm going to do this for up-tilt, pound and up-smash as well.
    I think we should merge the threads with the first post being QA and the second being my links
    if you alternate frames pressing up and X, then the first frame you start jumping is the frame after you can't do anything out of shield
    lol it was just some cheap capture card i got off of ebay for like 10 bucks its "geniatech usb tv box" i think.
    Wait so you dont want me to merge the Q&A and Link thread, but the Link and FF thread?
    *is confused*
    well when you feel better we shoud play wifi. It shouldn't be laggy cause we live close.
    Sounds like your getting the flu. I had that about a coupe weeks ago. It sucks.

    Well I hope you feel better.
    i use the debug pause code find invincibility on air dodges in combination w/ ZSS' jab. Alternatviely, you could try being awesome w/ squirtles water gun and fancy use of platforms.
    Lol, I just got that right before I got your message.
    I just wanted to be all "Yeah, it's cool guys. I got it covered, no need to post. No, really. It's been taken care of." Something like that. :laugh:
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