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The furthest right group is the NPD, and they can't get 5% of the vote. I think they got about as much as the Pirate Party earlier this year.Isn't the Nazi party still like 30% of their government?
http://www.youtube.com/watch?v=OFgf2EKYB4gIve heard its possible to stage tech falco's chaingrab spike with Quarter circle DI or something?
Can someone explain how to do this as i hate getting chaingrab spiked.
Thanks for finding this. I Appreciate it!
What's helpful is to work out situations like this before you get into a match. You basically want to theorycraft and then practice applying it after you've got it figured out.What do I do after I predict the opponent? I keep losing to a lot of noob players lately, I know what they're going to do, but I have no idea how to counter it.
Main a character with an attack fast enough to punish.What do I do after I predict the opponent? I keep losing to a lot of noob players lately, I know what they're going to do, but I have no idea how to counter it.
Thanks for the advice. But the last time I played you, you were playing as Link?What's helpful is to work out situations like this before you get into a match. You basically want to theorycraft and then practice applying it after you've got it figured out.
It's a pretty simple process. For example:
1.) Pose a question. "What should I do if someone jump's towards me while I'm standing?"
2.) Consider some options. "Jab, ftilt, and DB all have hitboxes that can hit an aerial opponent."
3.) Weight which of these is most fit for the situation. "Jab is fast, largely disjointed, not much cooldown. Ftilt is a bit slower, but delivers more knockback and damage, it's also more punishable. DB's vertical range isn't as good as the other two but has good knockback/damage and refreshes your other moves. Jab is probably the safest bet in most scenarios."
While I personally think Jab is Marth's Anti-air tool from the ground, I also understand that depending on the situation, my other options might be better (i.e ftilt if they are out of jab range). So don't limit yourself to one option.
After you've decided on how you want to deal with a situation, focus on that aspect for a few matches until you can integrate it into your game without thinking too much.
That's basically how I do it.
If a character breaks a grab during a pummel, they are always ground-released.hi ppl i need i hint here
i play as Metaknight and i want to know why it is so random to air release a grabbed wario
sometimes he ground release and some times air release
why with marth/ddd he always air release?
is there some way to always air release him with metaknigt?
Victorstk is offline
It is possible.Is it possible to glide toss picked up grenades and peanuts, and if not is there any reason why we can't with those oppose to things like armor pieces, nanners, turnips etc?
lol i read this before the responses given and i thought it was a MK main asking how to win hahahaSounds good, thanks. Seems like it's getting better already, and as simple and obvious as it sounds, the "press B first" advice really helps. haha 'preciate it!
haha too good, could really think this.lol i read this before the responses given and i thought it was a MK main asking how to win hahaha
You can't. Brawl doesn't really have "priority." There're the rules of clanking, which states that aerials will only clank with specials, ground moves will clank with other ground moves and specials, and that specials can clank with aerials, ground moves, and other specials. Moves that can clank whose hitboxes connect when there's less than 8% difference will clank. If there's a bigger difference, one will plow through the other. Moves that can't clank (IE aerial aerial interaction) will be determined by whose hitbox hits the opponent's hurtbox first, which in some cases means disjoints. Staling is considered when determining percents.What is the best/most efficient way to test move priorities?