Dε√ilj∦o
Smash Journeyman
I actually didnt know that you could jump into your opponent to push them away, thats why I said that. Thank you two for your informations.
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What exactly is the option select? If jab 1 hits jab 2 comes out, when on whiff up tilt comes out?If you want a faster way to initiate an attack while still having coverage, this input might be useful. (Hold jab, hold up, tap jab) this should give you an option select between jab combo and up tilt if done correctly.
Yup, if you get the chance to try it, let me know how it works for you.What exactly is the option select? If jab 1 hits jab 2 comes out, when on whiff up tilt comes out?
What... ? Wow dam this is scary, PKT2 is like the most powerful recovery in the game but our nair annihilates it? Theres something I dont understand here.But holy **** guys I'm ledge guarding other characters and nair as a gimp tool/ledge guard is looking better. Like, why the **** am I stopping Ness' PK Thunder? I don't know! But nair is stopping it 100% from getting to the ledge, let alone the snap.
It seems to be true in my playing. Not entirely sure which hits count, but getting enough hits of a falling nair is a nice and easy setup for SH bair. Sometimes you can get Bowser Bomb after falling nair too. :Dnair is a pretty legit combo option. its pretty risky but you get a ton of % if you manage to land one successfully and it looks funny
you can also do landing nair > bair for a jank *** kill at about 80/90%. you have to land i think the first two hits? slightly in front of your enemy (so with the legs portion of the attack i guess idk its hard to explain :dog: ) to pop them up for the bair. im not sure if its entirely true but ive gotten it a whoooooooole bunch so :^}
Samuses love to camp at the ledge and snap it again because their zair and fair are exceptionnally good for that.. We should always dair spike them indeed.-If you time Bowser's dair right when Samus is trying to recover offstage, Samus's Screw Attack will hurt Bowser and stop Bowser from falling, but Samus will get spiked. I'm wondering if this could work with Fox and Falco's up B moves, but I need to test.
-If Samus airdodges upair after your upthrow, bair seems reallyyyyyyyy true. Don't quote me on it since I need to formally test it out more, but I'm getting that more and more against specifically Samus.
Bowser's limbs are intangible, and it seems to reach through a lot of recoveries and poke enemies out of them. A couple of times, Ness hit me with his recovery and we traded, but the kicker here is that this happened more often when enemies came at me diagonally upwards. Everytime I fastfall-nair'd, I ALWAYS interrupted the flying part of pk thunder, as long as I avoided the explosion.What... ? Wow dam this is scary, PKT2 is like the most powerful recovery in the game but our nair annihilates it? Theres something I dont understand here.
And that's why I mentioned what I did. No one's really dumb enough to just throw it out there. That's not what I had in mind (and if it does happen to work, that doesn't mean it's reliable).About Fsmash, I dont know;
I think U-Smash is really good, for what it works as. It can make for a good anti-air, assuming your opponent is silly enough to be landing with aerials (I find people who do this either happen out of habit or because I bait for airdodges often, in which case, it can also mean a potential F-Smash, assuming you catch them horizontally well-spaced).As an aside, upsmash and fsmash do have similar looking anations on charge; use that information however you like.
However, there was one time I actually took advantage of it and just read the airdodge (people do this A. TON. We could take advantage of it, but I always assume I'm going to combo...)
I dont know if this has been stated yet, but when opponents are at too higher percents for Uthrow -> Up air to connect, Bowser can instead double jump down B, wich will hit them if they airdodge. I got this against that other Bowser, this might need some testing factoring different DI etc, but that was amazing and actually reminds me of Shiek's Vanish.
I would simply say memorize the killing percents on every character as it then becomes impossible for them to do anything but DI. But past that point, we still got Klaw, and you can catch their landing after they burned their jump.I find most semi-competent players will actually double jump out of U-Throw -> U-Air, if they can. Any idea how to deal with that?
I will look over them again. I put more effort into techniques and playstyle than memorizing stuff, although it's probably help. :SI would simply say memorize the killing percents on every character as it then becomes impossible for them to do anything but DI. But past that point, we still got Klaw, and you can catch their landing after they burned their jump.
If your opponents are double jumping out of upthrow > upair, you're either not using the move at the right percent, or you're not inputting the upair fast enough. If you're having issues with timing, try using the c-stick. I use the c-stick for autocancels and throw followups, and I personally have an easier time inputting quicker with it.I find most semi-competent players will actually double jump out of U-Throw -> U-Air, if they can. Any idea how to deal with that?
It isn't really all my opponents. I can catch most people at the right percentage. I started encountering the issue with Ike (which is an MU I have come to really, REALLY hate. Haven't had the chance to try advice given to me in another thread.)If your opponents are double jumping out of upthrow > upair, you're either not using the move at the right percent, or you're not inputting the upair fast enough. If you're having issues with timing, try using the c-stick. I use the c-stick for autocancels and throw followups, and I personally have an easier time inputting quicker with it.
On a side note, has anyone played around extensively with using Bowser's dair to stop recoveries offstage? I've been playing around with it more and more, and it can be used to stop Samus's and Roy's recoveries. If you time dair right so that you hit just as the opponent up Bs, the opponent gets spiked, and Bowser gets hit up.
Yes. And I'm pretty sure you asked the same thing the last time you came around. Bowser Bomb also has about the same disjoint as Dair so it can trade too. But obviously that move has a longer startup, and we're talking about recoveries that can take as little as six frames to snap the ledge, like Marth. So the viability of this concept can come into question when mistiming will kill you.On a side note, has anyone played around extensively with using Bowser's dair to stop recoveries offstage? I've been playing around with it more and more, and it can be used to stop Samus's and Roy's recoveries. If you time dair right so that you hit just as the opponent up Bs, the opponent gets spiked, and Bowser gets hit up.
Dam. This looks sick asf, but extremely risky too, unless you are 100% sure your opponent is gonna up b right now, right there.Yes. And I'm pretty sure you asked the same thing the last time you came around. Bowser Bomb also has about the same disjoint as Dair so it can trade too. But obviously that move has a longer startup, and we're talking about recoveries that can take as little as six frames to snap the ledge, like Marth. So the viability of this concept can come into question when mistiming will kill you.
It's possible. Thanks!Yes. And I'm pretty sure you asked the same thing the last time you came around. Bowser Bomb also has about the same disjoint as Dair so it can trade too. But obviously that move has a longer startup, and we're talking about recoveries that can take as little as six frames to snap the ledge, like Marth. So the viability of this concept can come into question when mistiming will kill you.