Denzi
Smash Master
Yeah, I'm pretty sure they can jump out if you BPG. I think Wario can too.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
And the ironic thing? No one has yet to make a list of the people we can and cannot BPG.Yeah, I'm pretty sure they can jump out if you BPG. I think Wario can too.
Our mod is Mini Mic.
Still, I thought every board had its own discussion leader? That seems to be Blad's role, but I haven't seen him round here so often these days.
Lol I can't talk either
If you REALLY want, I might make a thread, but then I'd need dedicated testers, I don't think I can stand doing it all myself, I have exams to pass. O__O
I'll do it, if you guys don't hate me for it.
The Match Up Discussion needs some steamrollering forward lol.
Ok then, but I'll let Mini Mic edit the OPs of Blad's threads until he decides to come back from his little break.
Do it, we won't hate you.
![]()
Well every stage is different and therefore the ceiling and sides will likely be different lengths. I doubt there is a single stage where the corner you get shot towards is of equal length for both. If they were I would say just momentum cancel as usual and not DI. If not DI towards the area still that gives you the most relief.General qusestion:
IF an attack hits you straight into the corner, how do you DI? Do you just not and Momentum Cancel as usual?
What would you guys think if I put in a few thoughts and wrapped up Ike and moved on to a new character? Ike doesn't need much discussion imo, so it would be nice to just power our way through this stuff to make up for lost time.
So, who do you suggest next? I was thinking Luigi or Sonic. Any particular preferences for you guys?
I can see it work on multihits, but most of the time multihits dont have that much knockback though :/ I still grab for my L/R button instead of sticksYou DI to get out of moves like Snake's N-air and to survive for longer percentages. For example:
1. Snake u-tilts you at 100ish percent, you would normally die if you didn't touch your controller for the duration.
2. DI to the Left/Right and away? You can survive the hit because you reduce the distance and try to get back on stage to (obviously) fight some more.
That's basically it in a nutshell.
Umm... If tech failed, then won't they be on the ground where Utilt will likely miss?Question: CG > Dair > FF > Uptilt guranteed if tech failed?
I added the links to the Luigi and Ike threads to http://www.smashboards.com/showthread.php?t=167202 let me know when you get the numbers up so I can add them unless Blad01 gets around to it first. Also Teran, you've listed Ike and Luigi as weeks 23 and 24 respectively but the match up thread only goes to 23, do you know who's missing?
If you need anything else please don't hesitate to ask.
Actually no. I've done this a few times myself among human players and CPUs. Brawl characters both large and small. For some reason if you FF and land just in front of them (which is really likely to happen) the uptilt will actually make contact with them when lying on the ground. And since it's 3 frames faster than dsmash and sets up into the air it's a pretty good usage. It just seems to work so well I thought it might be a guranteed combo. Turn around jab might be better, but that relys on them to mess up after the jab, With uptilt it would hit in just about the same time (I think turning around might take 2 frames + 2 frame jab equals uptilt starts: frame 4).Umm... If tech failed, then won't they be on the ground where Utilt will likely miss?
Idk then, I guess it'd work. Probably not a true combo though.Actually no. I've done this a few times myself among human players and CPUs. Brawl characters both large and small. For some reason if you FF and land just in front of them (which is really likely to happen) the uptilt will actually make contact with them when lying on the ground. And since it's 3 frames faster than dsmash and sets up into the air it's a pretty good usage. It just seems to work so well I thought it might be a guranteed combo. Turn around jab might be better, but that relys on them to mess up after the jab, With uptilt it would hit in just about the same time (I think turning around might take 2 frames + 2 frame jab equals uptilt starts: frame 4).
Awesome, thanks man.I added the links to the Luigi and Ike threads to http://www.smashboards.com/showthread.php?t=167202 let me know when you get the numbers up so I can add them unless Blad01 gets around to it first. Also Teran, you've listed Ike and Luigi as weeks 23 and 24 respectively but the match up thread only goes to 23, do you know who's missing?
If you need anything else please don't hesitate to ask.
you can short hop forward, shine, and move backwards almost immediatly, this will outrange all his attacks and when done correctly he shouldnt be able to retaliate in timeAlright.
It's just so hard to maintain good spacing against good toon link players imo.
Experiment in training with different explosive items. Or even better, get a friend to hit you with different attacks at different percents and learn optimal DI for different trajectories you're sent. Then apply it to matchup situations.oh and still wondering about DI, could i please get some help?
Reverse Boost Pivot Grab.What is a RPBG? Just read about it in the Luigis MU-Thread and couldn't get a meaning out of it.
the step i've yet to do, as i dont see the use.Then apply it to matchup situations.
most of the time when i get hit its already too late, though.
Oh and Xonar, SDIng multihit attacks, DIing attacks that could kill you. It's what you do when you DON'T shield.
It's better if you don't get hit, but you do, so it's best to know what to do if you do. It's not impossible either, it just takes conditioning and learning what to expect.
most of the time when i get hit its already too late, though.
guess ill grow accustumed to it, if i manage to use it enough in a battle
Yeah I see, it's a summarization of what I already know. But take for example the marth Fsmash on the end, it's impossible to react so fast without seeing it coming, isn't it? But yeah I can see the use in things like snakes Ftilt and TL's Fsmash, so in that way it helped.
You don't have to do it right when you're hit. That's SDI that's during the freeze frames, and it's pretty much only used to get out of multi-hit attacks. DI can be used the entire time you're in hitstun (IIRC) so it's a lot easier. And of course Momentum cancelling will help you live longer as well.
Check out this vid and see if it helps at all:
http://www.youtube.com/watch?v=5hQIy7P7RWo
Yeah I see, it's a summarization of what I already know. But take for example the marth Fsmash on the end, it's impossible to react so fast without seeing it coming, isn't it? But yeah I can see the use in things like snakes Ftilt and TL's Fsmash, so in that way it helped.
Well momentum cancel and freefall I do automaticly, that besides just being carefull at higher percentages (as opposed to really aggressive at lower %,
Yeah, that was an example of the extremes of DI, by no means will you survive a Marth Fsmash at 200% every time, if at all. But DI (even a little slow) can help you live to, say, 130% as opposed to 100%, stuff like that.
Will it come naturally?
Thanks Denz
Eventually, yes. Just practice it in training mode/try and work on it in reg. brawls. I learned by playing Snake because it's really obvious when you correctly DI his Ftilt, and because he has a lot of high knockback moves.
Just keep trying at it.