BleachigoZX
Smash Master
Sort of...I don't think we have frame data on that yet.
(Well I think we do, I just forgot where it is...)
(Well I think we do, I just forgot where it is...)
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lol i stand corrected.Really? So it's not like Melee meteor smashes where you can cancel it by jumping/UpB? Or am I wrong on that too?
use dair while ur feet are just above a platformOk ive seen some stuff about platform canceling, and 1) I dunno how to do it and 2) I dunno why I should do it. The only applications i see would be for Falco to get his beautiful upsmash off on a higher platform. Please teach me and advise me.
It only works on moving platforms, so it's not that easy to get the chance to incorporate because it's stage specific.use dair while ur feet are just above a platform
it stops all momentum and lets u stand on the platform without lag
It's when you grab an opponent and release them into the air by not pummeling them. On characters like Wario, you get a free upsmash.What exactly is this air grab release? Ive read the thread, but im more of a visual person. Does anyone have a video?
If he fails and doesn't roll/getup, or airdodge after a dthrow, sure.When your done with your normal cg 0-45% once you throw from 36% you sh ff a dair then jab cancel to d throw him again then your opponent will probably di away from you and you can do a boost smash to get to around 89ish percent follow up with a Bair and your looking at around 100%.
I was wondering is this just totally situational or can it actually work i mean it seems to work fine for me. I only use this method when i can't get the normal cg to spike wiether or not i already had 36 ish% when i got the grab and was too far away from the ledge or something along those lines. My question was is this just a flaw and your opponent has to be dumb enough to fall for this or could it concievably work?
I'm pretty sure your able to reverse it with any special. What if you could do it with reflector or firebird?Japanese zelda's found this.
http://www.youtube.com/watch?v=S6V4HDXpFIo&feature=channel_page
could we get any result doing that (i think its a nb reversal, not sure though)
Edit:
Could anyone test knockback on fthrow and dthrow on battlefield on different characters, and at what percentages it will leave them directly on the platform, leading to a platform laserlock?
Are you sure about that? I thought that was just, like, Game and Watch's bucket breaking, but for Zelda?I'm pretty sure your able to reverse it with any special. What if you could do it with reflector or firebird?
I'm not to smart with all that momentum ****, so excuse me for saying ******** stuff.![]()
Watch the video. The second attempt shows that a regular Bair > Neutral B does nothing, so it's not like bucket braking.Are you sure about that? I thought that was just, like, Game and Watch's bucket breaking, but for Zelda?
Also, I don't think you'd be able to do that very efficiently with Falco, given that his two specials that actually do anything to your momentum are firebirds and Phantasms.
Yeah, strange that it is bucket breaking with reversal tho.Watch the video. The second attempt shows that a regular Bair > Neutral B does nothing, so it's not like bucket braking.
Even disregarding % it tends to be very DI specific.Could anyone test knockback on fthrow and dthrow on battlefield on different characters, and at what percentages it will leave them directly on the platform, leading to a platform laserlock?
isn't that phantasm ledge grab only viable on smashville and battlefront cause they have the ledges that push you up? I know you can do it on fd but you have to be perfect with pushing analog stick away from ledge then phanatasm back into it, or else you sd'dYeah, I couldn't find anything. I tried all combos of B reversing/momentum.
Then I tried Firebird, and I couldn't get anything either, but I did learn how to Phantasm the Ledge (*grabsledge*), then phantasm again for another ledge grab. Timing is hard, but fun. I'm going to do this in tournament.
Techskilltoogood
you cant cancel 3/4.Typically phantasm cancels any knockback horizontally the moment the start-up lag of the move is finished. The knockback though causes a small amount of height gain and the end of the phantasm to lose all of it's forward momentum, but if you phantasm cancel to the 3/4, 1/2 or 0 lengths, then you will still have some forward momentum.
The 3/4 was where it was canceled at the very end. It really wasn't canceled. It simply changed how you ended the phantasm. The full phantasm has little forward momentum at the end. The 3/4 thing allows falco the full length of the phantasm, but he ends up flying forward with more momentum.you cant cancel 3/4.
Phantasm frame 1-------------------2-------------------------------3
0-----------------------------------0-------------------------------0
This is how you are teleported, these are the distances that can be cancelled on. How can you cancel what doesnt exist?
Just a few things to keep in mind, dthrow > "whatever" is predicting game. Marth typically gets out through either the UpB early.Any tips on fighting Marth with Falco?
Heya Jon?, First off it's being fun playing smash with you down in NC and I'm now back in MA safe and sound. Playing against your Falco helped me alot with mine. =]I think I've seen this question posted here before and I forgot the answers to it.
How do you do a jump-canceled out of shield U-smash? By that I mean what are the specific key inputs?
Also, how much frame advantage does it provide versus a regular let go of shield into U-smash?
7 framesHeya Jon?, First off it's being fun playing smash with you down in NC and I'm now back in MA safe and sound. Playing against your Falco helped me alot with mine. =]
Now for your question, to do an U-smash oos you just have to input jump and then up-cstickor Up+A within 4 frames after you input jump IIRC. If you have tap jump ON you can input Up then A, or Up then up-cstick. It's very hard to do with tap-jump OFF and default controls, what you can do is map one of your triggers to jump to make it easier.
Up-smashing oos negates the shield drop lag, which I believe is 4 frames, but don't quote me on it. So it's a 4 frame advantage.
I've find it very useful to punish a dash attack when your opponent is at killing percentage.