bloodpeach
Smash Journeyman
mixa whats in those folders?
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Blow on the cartridgeI just (a week ago) found my old nintendo - so I started playing some super smash
However, it just.. died?
I were in the middle of a match and a buzzing sound appeared. The image froze, so I shut the nintendo off and on again. "No signal".
Never had that before, the red light turns on, but no sounds/images
Anyone had that / knows what's up?
I'm a computer tech tard - what does it conclude? That my Supersmash game is broken, or the console? Fixable? :oBlow on the cartridge
What states can you mash to get out of sooner?
Yoshi egg and DK cargo hold I know
What about
- Jiggly sing (for both people)?
- When you are shield broken?
- Anything else?
I forgot Kirby's neutral B inhale, I think you can mash out too.I think there's something else I'm not recalling right now. Idk if there's another instance or not.
I don't have any frame data but I'm pretty confident that you can't break a shield with just repeated jab cancel, there's no way it's positive on shield after more than 1 or 2 jabs. I'll let one of our framemasters prove it one way or the other, if it's necessary, and they care enough, lol.is it possible for samus's jab cancel to break shields? i looked at that thing about 8 frames or something and i think her jab is 3 and blah blah point is i dunno anything about frame stuff in that regard
If you're good at kirby, pick jigglypuff in melee. She's like a more mobile and footsies based 64 kirby.I've never played melee before, but I've played a ton of SSB64 and have decent technical skill (I use a lot of z-cancels, short hops, dash dancing and pivot attacks). So my question is, coming from SSB64, what melee character would I be most comfortable playing?
The reason I'm asking is because some friends challenged me to a game of melee after getting whooped in SSB64. So, I don't really have access to melee to try out all the characters before hand. So here's a bit more information about my smash playstyle to help me pick a decent character:
I can play all characters comfortably in SSB64, but some of my favorites are Falcon, DK, and Pika:
- With Falcon I typically play very aggressive and utilize a lot of pivot grabs to start aerial combos, finishing with a up-b, u-air or d-air (spike). I also use a lot of pivot f-smash and b-air to finish opponents at higher percentages. I always edge guard with d-air, d-tilt, or b-air.
- With DK I play more of a punish style, often waiting for the opponent to approach and punishing with his powerful back throw. Typically my style with DK is gimmicky, chaining grabs off walls or spiking them off the stage when the try to recover. I just enjoy comboing his powerful punch, especially in FFA if you can get two or three in 1 punch.
- With Pika, play much more defensively and use u-tilts when they approach. I pretty much use all aerials when playing pika except for u-tilt and u-smash finishers.
My best character is probably Falcon, and I enjoy his playstyle the most since his combos are relatively easy and can go from 0 to death.
I also asked this in the melee discussion forum and was suggested Sheik. I trying playing a bit but felt her short hop was extremely high so I had trouble landing any aerials. I also felt she wasn't aggressive enough to overcome some camping friends of mine. Any other suggestions for N64 equivalents on melee?
good post, and yup I agree. this is especially apparent in falcon dittos where a falcon can easily out dash a falcon aerial and counter with a grab or upsmash. in reality its better to allow your opponent to approach first unless they have a projectile lol. I get bored really fast with that strategy so I usually go really aggro because its more fun lol, but I still use a lot mindgames and space my attacks where I can't get punished if I whiff but if my opponent runs into it, it can lead to a zero to death lolI need some help against a particular playstyle, which is centered around staying on the ground dash dancing and grabbing.
This strategy seems to shut down a large amount of options and makes the gameplay pretty stale.
First, if your character has a projectile, then this is non-issue. If not, then...
If you approach a grounded opponent from the air and whiff an attack because of a dash dance, the options available are:
Jab - in some matchups the opponent's grab range out-ranges your jab. Even if that doesn't apply, in most cases you can still be grabbed inbetween your jabs
Any other attack other than jab - does not work because grabs have less startup frames
Jump - also doesn't work because grab has less startup frames than jumping
Roll - grab has very low recovery time so most characters are fast enough to chase your roll for another grab attempt
It seems to me that all air options are not viable. Also, no character possesses the horizontal aerial momentum (e.g. Melee Falcon) to just fly in with a kick.
You have better options on the ground, which mainly involve running the extra distance before attacking to hit your opponent when they dash away from you.
However, your opponent can choose to attack directly so that you will run into their attack.
The ground approach results in a mindgame, and there is nothing inherently wrong with that.
The problem is that if the only approach viable is a 50/50 gamble, then there isn't enough variety in the approach game and it becomes extremely stale (especially if both players do it).
There is no approach that gives you favourable odds such that it forces your opponent to switch up (unless as mentioned before, you have a projectile).
with certain characters a dash attack can be used to hit a pivoting falcon. for instance pika's dash can be used in this situation becuase the hitbox stays out long enough to outlast a pivot. however there are a few problems with this. First this will only work in the mid-high damage range otherwise the knockback will be negligible and you will get punished after. Second you cant use the strategy too often or your opponent will catch on and easily avoid and punish. However as long as you are confident that your opponent is going to pivot if you dash forward and he is at mid-high damage this is a pretty reliable technique. after you have done this once or twice your opponent will catch on to your new strategy and then you can try to bait them into thinking you are going to dash attack again and see if you can get a punish based on how they reactI need some help against a particular playstyle, which is centered around staying on the ground dash dancing and grabbing.
This strategy seems to shut down a large amount of options and makes the gameplay pretty stale.
First, if your character has a projectile, then this is non-issue. If not, then...
If you approach a grounded opponent from the air and whiff an attack because of a dash dance, the options available are:
Jab - in some matchups the opponent's grab range out-ranges your jab. Even if that doesn't apply, in most cases you can still be grabbed inbetween your jabs
Any other attack other than jab - does not work because grabs have less startup frames
Jump - also doesn't work because grab has less startup frames than jumping
Roll - grab has very low recovery time so most characters are fast enough to chase your roll for another grab attempt
It seems to me that all air options are not viable. Also, no character possesses the horizontal aerial momentum (e.g. Melee Falcon) to just fly in with a kick.
You have better options on the ground, which mainly involve running the extra distance before attacking to hit your opponent when they dash away from you.
However, your opponent can choose to attack directly so that you will run into their attack.
The ground approach results in a mindgame, and there is nothing inherently wrong with that.
The problem is that if the only approach viable is a 50/50 gamble, then there isn't enough variety in the approach game and it becomes extremely stale (especially if both players do it).
There is no approach that gives you favourable odds such that it forces your opponent to switch up (unless as mentioned before, you have a projectile).
I think its because in order to hit the enemy you need to SHFFL, but I'm not used to the Fast Fall part since you don't really need to Fast Fall and Short Hop on N64. In melee though, I just try to Short Hop f-air to approach or finish an enemy off and I ALWAYS miss by jumping over them.idk what you mean by short hop too high
Space aerials well. Works in every matchup that's not like falcon dittos. What character, specifically, are you having trouble with?I need some help against a particular playstyle, which is centered around staying on the ground dash dancing and grabbing.