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Recent content by QuantumEntanglement

  1. Q

    Idea Custom Moves For Banjo

    I'd really dig the Fire/Ice eggs from Banjo Tooie as options to swap out for Neutral B
  2. Q

    How To Responsibly Buff Banjo

    I think I can say with relative confidence that Banjo and Kazooie have received a mixed reaction since release. While there are certainly players who use them in competitive play, Tearbear and Utopian Ray perhaps most consistently in the West, Banjo definitely didn't receive the player...
  3. Q

    Is Town and City Banjo and Kazooie’s best (starter) competitive stage?

    I'm low-key fond of Smashville for them, personally. I get a lot out of using the central platform for lane control, say, using a rising B-reverse grenade egg to cover the top of the platform and using another B-reverse while falling to fire a couple eggs along the ground. The fact that the...
  4. Q

    Super Specials for Ryu/Ken

    With Terry Bogard now added to the game, Sakurai has set an important precedent in Smash. While Terry has fewer moves in general than the Shotos, Buster Wolf and Power Geyser are now the most complex command inputs in the game. This means that Sakurai, on some level, is confident that players...
  5. Q

    When Is Down Throw into Up Smash true?

    Just an FYI, CPU's in training mode will mash pretty well if you set them to 'Run', so you can use that to practice timing on DThrow. Bit annoying having to chase them down, but it allowed me to lab the percents a bit better. If they mash hard, UTilt works and kills consistently above 120%...
  6. Q

    Ver 3.1.0 Buffs

    Sakurai loves us, everyone! In addition to the cancel windows being increased on Jab 1, Jab 2 and Close Standing L.FTilt, we now have a brand new TSRK confirm with Close Standing H.Jab. Instead of being the exact same as H.UTilt, the new H.Jab has very little knockback, meaning it can true...
  7. Q

    Belmont Matchup.

    Nair is definitely your friend in this MU. I've been sticking to Ryu/Mega Man/Belmonts since Ultimate released, so I can say with confidence that Ryu wins HARD if you can get landing nair BnBs consistently (Nair -> L.dTilt -> H.dTilt -> Tatsu/Hado/Shaku). The Belmonts also lose to anyone good at...
  8. Q

    Ryu's Sliding Down-B

    Nice, that's great. Glad it's actually kinda viable. About time we stop complaining about the turnaround mechanic and start abusing it haha
  9. Q

    Do people know this already, I never see it used

    I was hoping someone else would figure this out, happened a couple times to me but didn't see anyone talking about it. I find it hard to be consistent with getting the cancel, but it's kinda good for messing with teleport/quick attack style recoveries, and I think it can set up a ledge-drop bair...
  10. Q

    Ryu's Sliding Down-B

    Here's the link to Nekuodah's video, showing the grounded slide: https://youtu.be/JBzWyQakDuY
  11. Q

    Ryu's Sliding Down-B

    Since you posted this, I've done a fair amount of labbing and it's actually kinda awesome. Turns out you don't need to do this out of a RAR aerial, but any move that forces Ryu or Ken to look away from the opponent can set up the slide. For example, if you hold down+back and press A they'll do...
  12. Q

    Guide Ryu's worst matchups

    Sonic is perhaps the most frustrating for me. Unless you're dealing with a super-aggressive player (as in, doesn't know the matchup), pinning a Sonic down can be a nightmare. Best luck I've had in dealing with Spin Dash is just trying to get close enough for a grab, because Shakunetsu tends to...
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