peeup
Smash Lord
How abusable is Squirtles jab combo? I use it like all the time and it is almost always helpful, but that's in online play. Does that usefulness translate to offline play?
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I'll respond shortly my friend that wall of text is going to take a minute to respond to and that is time I don't have right now.
After work I will respond!
Answers are in the quote feel free to ask more because all of this jogging my brain for info is good! This way I remember all of this when I am playing!Hey probably my first time posting here in the PT boards so sup, but I've been playing and favoring PT quite a lot and I'm enjoying my progress however I'm still lacking a lot of knowledge of the character(s) to fully grasp them for a Main/Secondary:
PT
- Where is a Hitbubbles video of each pokemon? I couldn't find any video and I'm really curious to see all their moveset hitboxes
We have struggled to get an archive of available hitboxes up, but I know it is floating around here somewhere. Hopefully Reflex can shed some light on this- Is there a certain way to increase time being in a pokeball (to decrease fatigue)? And if so, does the time being in a pokeball add onto the time of sitting on the revival platform? (Regular switching, Zero-Switching, being KO'd and being on the revival platform)
For every second a pokemon is in the pokeball it covers 5/3 a second of fatigue. Also if I remember correctly(And I am digging deep here) once a pokemon is KO'd a certain amount of fatigue time is immediately removed.- Are you glad that Elemental Weaknesses didn't add anymore weaknesses like Ice and Electric? I am happier they didn't include electric because I personally think the PT vs. Pikachu MU is doable after seeing Relfex vs. Esam, but Ice wouldn't have mattered much to me because if lucas actually manages to hit me with a PK freeze I should die anyway.
Squirtle
- Has anyone experienced their dash attack spiking/meteor smashing like I have? Wish I had a replay for you to watch but couldn't save it. All I can say/share about it is it occurred while I was squirtle dash attacking DDD while on Frigate on the 2nd transformation.
Yes I have because I was mocking Vinnie since he always used to stage spike people with G&W's dash attack at the edge. Squirtle's dash attack isn't guarenteed to stage spike but it does send the enemy up and behind you, so if the opponent had just dropped of the edge there is a chance they will get stagespiked. Also if they DI towards the stage as they get hit, then they will also get stage spiked.. Don't bank on it being a serious option.- Do you think that Squirtle Dash Attack can stage spike with any potential? See above for the no
For Squirtle being the lightest character in the game, is there any ways to help him with proper DI/MC? B-reverse Water Gun charging or Withdraw helpful? seems like U-air to a D-air drilling downward is good momentum canceling for being launched.
Thats incorrect information as squirtle is tied for second lightest in the game with G&W and Jiggly is the lightest. Proper DI and momentum cancelling will always help immensely since squirtles withdraw stops all motion and moves forward immediately. You can watch some videos of reflex to see it in use because he momentum cancelled like that quite a bit.That's all for squirtle for now I guessIvysaur
- Is there a hitbubble key to show of where in the air we can tether vine whip? stages like Halberd and Delfino can be especially helpful.
Yes but yet again I am going to need to dig, quite a bit of your questions are in older threads you just have to dig through them to find the info.- Do we get the invincible start-up frames of Bullet Seed before landing? If I remember correctly we either have invincibility on frame 4 or until frame 4. I believe this still applies while Ivy is in the air, but let it be noted that the initial pop up hitbox of grounded bullet seeds only hits grounded enemies. It will not hit enemies in the air.
- Do you guys think that SH B-air / F-air + Bullet Seed is safe? SH N-air + Bullet seed buffered doesn't seem to have the start-up frame to knock them up which means either they're able to shield the bullet seed until the amount of shield-stun pushes them away enough to punish, or we land the bullet barrage and get the best punish/combo damage rack-up ever.
I wouldn't say either of those options is safe because a whiffed bullet seed is never safe, you should utilize the startup invincibility of bullet seed as more of a hard read kind of option.pretty much it for now on IvyCharizard
- (sorry for a lazy question but I wanna ask) Can Charizard Stutter-step along after Facade-Stepping? (Example can be a facade-step to stutter-step backward even more with F-smash going left to make a huge stepping smash).
I am just about certain it is one or the other, but I have never tried myself so some experimenting will need to be done.- What is the most favored / best way to cancel momentum with Charizard? Would Wave-bouncing Flamethrower or Rock Smash even help canceling more momentum or facing away before getting punished launched off stage to B-air and then B-reverse help either or more? I don't believe Zard has an outstanding way of momentum cancelling so I find DI to be way more important, after that it is just looking for his fastest aerial which I believe is either B-air or U-air.
- Doesn't U-air slightly raise up charizard while jumping and buffering U-air & if so, shouldn't we be doing this a lot more for recovering? It slightly moves him up but locks him in that animation for some time, so it isn't an outstanding option for recovering.
- How many characters of the cast can Charizard grab release into any follow-up? Eggsactly how many? The major enemy there will be yoshi, but beware ZSS has a standing infinite with grab releases on squirtle which is way more devestating. Honestly squirtle has a way bigger problem with this then Zard.
- Is it relatively possible to first hit B-air spike consecutively over and over just free falling? *smirk*Possible yes, probably no and heres why. The semi-spike hitbox of Zards B-air is from the first hit of the attack where Charizard actually hits the enemy with his claw and in order for you to do that you have to position B-air slightly above the enemy. In order to do this multiple times you would be dealing with difficult positioning and a tight frame window which makes it rather difficult to utilize as a steady option.
Other than that, that's all my questions PT Boards.
Sorry I didn't see this here man!How abusable is Squirtles jab combo? I use it like all the time and it is almost always helpful, but that's in online play. Does that usefulness translate to offline play?
http://youtu.be/OXmiI1QEWeo?t=15sFollowup question to the above...
wtf is combat walking?
Too bad only 3 can do it =( Squirtle's looks like the best though out of the 3Oh, that's similar to jab canceling by characters who don't step forward when they jab.
The problem for vine whip is it starts slow:Ivysaur - ledge-bouncing
(Sorry for asking this already if I have. I apologize ahead of time but didn't find my question so here's a long explanation into my question)
3. You can strictly time a ledge-jump buffered Vine Whip tether-grasping ledge before being out of range, you can re-grasp ledge using fake-out! doing any one of the multiple situations/scenarios including slinging back to ledge for invinci-frames.
The problem for vine whip is it starts slow:
http://www.smashboards.com/threads/trainer-frame-data-now-complete-maybe.224610/
Up B:
Start up: 1-21
Hit: 22-25
End: 47
and then causes free falling. So Ivy would have 21 frames of vulnerability after letting go of the ledge and can't quick Zair edgehog like Link (who's Zair searches for the ledge and grabs it frames 1-5). The opponent could hit Ivy or edgehog and Ivy would fall to his death.
Link can quick Zair edgehog and not lose invulnerability frames. He can actually build up invulnerability frames by doing it fast enough, up to 3 times. Shown at 1:26Idk about the frame data cus I haven't been too exact with my PT frame perfection but. I was a bit confused when you said "after letting go of the ledge and can't quick Zair edgehog", I was thinking you meant when ledge-dropping away and then getting hit? Or did you mean when Ivy jumps up with any jump button input then getting hit and then edgehogged? Cus I definitely agree with this which is why I want to practice the ledge-hop tether bounce option if I can get it to work. Grabbing the ledge getting invinci-frames then ledge-hopping quickly you still have some invinci-frames as you ledge-hop. If it's possible to be airborne barely over stage and do the Vine Whip Bounce then I'd consider that option far more.
Unfortunately yes the fastest option of getting ledge-frames with tether Whip is to ledge-drop and isntantly use Double Jump to a Vine Whip tether grab again and sling in real fast and then react from that next ledge-grabIvy's upB is so slow that she will be vulnerable no matter what she does from the ledge and a safer option would be simply ledge drop>double jump to regrab the ledge. Ivy's ledge invulnerability frames can't overlap or build up
No, I meant it's faster to not use vine whip at all.Unfortunately yes the fastest option of getting ledge-frames with tether Whip is to ledge-drop and isntantly use Double Jump to a Vine Whip tether grab again and sling in real fast and then react from that next ledge-grab
Up B:
Start up: 1-21
Hit: 22-25
End: 47
and then causes free falling. So Ivy would have 21 frames of vulnerability after letting go of the ledge and can't quick Zair edgehog like Link
- When Ivysaur is knocked off stage from any heavy horizontal launching momentum, Ivysaur could ledge-grab with UpB tether much like Link's chain can correct?
Thank you very much. For the longest time I was not sure how I would sometimes get out of the pop-up hit(yay! random mashing while going "no ivy please no....please D:") but now that you have explained it I understand clearly what I must do. Sad to hear you can't do much about it once stuck in. It pretty much guarantees 15-20% on a lot of characters if connected of course.You just hold Up and the direction Ivysaur is; once you're in, there's not much else you can do. You can also SDI the the pop-up hit in the same direction to try and avoid it.
Fairly confident that you can't. There may be super specific spacing/timing cases where you could pull it off, but it certainly wouldn't be reliable enough to consider hydrograb as an ANSWER to tornado.Would be great if there was a way to out-of-shield turn-around-jump-canceled U-smash, but there's just turning around first then doing OoS JC U-smash.
Edit: Also I majorly edited my questions above could anyone answer them? Sorry but thank you~
Squirtle
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- Can you Hydrograb a Nado?
It's been tested, but it TECHNICALLY doesn't work. Dedede and Falco regrab Ivysaur before Bullet Seed can come out. HOWEVER, if they mess up the timing (which definitely can happen at lower levels of play), Bullet Seed will catch them, so you might as well be mashing B.Ivysaur
- Has Ivysaur's Bullet Seed been tested to break any low % chaingrabs like Fthrowing across stage or chaingrabs such as Falco and DeDeDe Dthrows?
[/COLOR]It's definitely a good thing to be aware of, but in general, Rock Smash is too much of a commitment to be an effective "counter" to things like jabs. It works sometimes, but if you go for it and they end up NOT jabbing, then you're leaving yourself wide open.Charizard
- Thoughts on Rock Smash punishment / Rock Smash Trading?
Examples:
Air: Challenge an aerial with SHRS or FHRS in hopes to punish and/or trade %.
Ground: RS against a jab, tilt, dash attack, smash, or grounded special move to either trade % or punish.
Edit: Also noticing difference of timing with Rock Smash Punishment varies between many outcomes of RSP or RST. One outcome being RSP absorbing most of the opposing move's hit-box, %, and knock-back while dealing RST % damage with some or barely any knock-back. Sometimes we get RST and the enemy hit-box clash and trade % with either reduced, unchanged, or strong knock-back. One more example of RSP involves the best-case scenario of RSP/RST, which on contact absorbs the opponent hit-box completely and fully punishes with huge % damage and strong if not stronger knock-back capable of KO'ing.Those are all my edited burning questions I got for now!