David Viran
Smash Lord
- Joined
- Oct 13, 2014
- Messages
- 1,500
Ok diddy's down throw up air can be DIed out of at kill percents. It still puts you in a bad position but it's not a guaranteed kill.
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As far as Pac-Man goes, between all of his special moves, I think he is a legitimate time out threat to 90% of the cast, and against the other 10%, he can hold his own because the characters that outcamp him don't have the best CQC games to demolish him with.I'm not comfortable placing [snip] Pac-Man,[snip]
I think Pac Man is going to give him trouble too. Put hydrants and trampolines all over the field and I don't see how Luigi is approaching without major difficulty. Pac Man being able to heal off of any fireball attempt is insult to injury.In either case, I think Luigi's main struggle are going to be characters with a powerful mid-range zoning game like Rosalina, Shulk or Ike.
Down throw and up air scale differently and have different base knockback values iirc. Because of rage, there are percents Diddy can be at where the Dthrow is a guaranteed KO. Also Halberd ceiling is really low and it makes dthrow to uair pretty much a Melee Fox uthrow Uair that you can't SDI. Town and City also has a lower ceiling than average aiding the combo.Ok diddy's down throw up air can be DIed out of at kill percents. It still puts you in a bad position but it's not a guaranteed kill.
If you have to jump to get it to rise, you get less out of cyclone's gimp potential, which is downright scary. Even as Pac Man, I wouldn't recover low vs. a Luigi that can jumpless rising cyclone.For Luigi Cyclone, don't you just activate it while ascending from a double jump to make it easier to rise? You don't have to mash at inhuman speeds this way, at least this is how I thought it worked in Smash 4.
Yeah but why would he use Bair when fair is superior in almost every way. He's also not the only one who can set up into fair or Bair like luigi and zss.Did people forget that Diddy can literally hit with all his aerials except for Dair maybe after his Dthrow? Cause people been only bringing up the classic kill setup but forgetting that he can do fair and bair too.
To keep Fair fresher?When is a situation to use Bair over fair? Off of throws.
Down throw fair that early? What kind of DI like away or something?I know pika can escape dthrow fair at 55% (no rage), maybe earlier. Pika is light and small but I feel like people can escape earlier then they might believe if they test their options.
I'm not trying to haiku, I just like writingIs there any particular reason you post in haiku?
DI straight back then airdodge.Down throw fair that early? What kind of DI like away or something?
I can't speak for him but for me personally I gloss over everything you type because it is such an eyesore to read.I'm not trying to haiku, I just like writing
smaller lines because I find things easier to
read that way. Does it bother you?
There is a reason why literally nobody else on the site types like that.I'm not trying to haiku, I just like writing
smaller lines because I find things easier to
read that way. Does it bother you?
Really low percents when it strings into itself for potentially greater damage.When is a situation to use Bair over fair? Off of throws.
Well i for one liked how you wrote stuff, though it is very difficult to read for some reason....Ok, ok, I get it. Just that nobody had pointed this out to me before.
1) This is not L-cancelling. This is utilizing the frames of an attack that allow you to not have landing lag. It's fairly obvious what moves have this as it's noticeable when it happens (we already know of a few moves that have unique windows like this). The discoveries may come slower for lesser played characters like Falco.Forgive my ignorance about L-cancelling, but how of an impact does it have on the game? @Izaw discovered Falco can L-cancel his Dair and it makes me wonder who else can and how it would effect their game plan.
Here's a video that Izaw recorded: http://youtu.be/spHWz-9F7cQ.
Edit: And someone in the comments mentioned jump-cancel Up Smash. Has that been a thing for a while like dash to Up Smash?
Yeah, I was kind of confused on what L-canceling meant, since Izaw and others said it was more like auto-canceling despite Izaw having the guide saying "Falco can L-cancel". Here's the guide: http://smashboards.com/guides/falco-dair-cancel.188/. Izaw also said it was more like a L(ag) cancel or a frame cancel which made it worse... brain... hurts...1) This is not L-cancelling. This is utilizing the frames of an attack that allow you to not have landing lag. It's fairly obvious what moves have this as it's noticeable when it happens (we already know of a few moves that have unique windows like this). The discoveries may come slower for lesser played characters like Falco.
2) JCUsmash has been a thing for a while.
But yeah, it's good for Falco. Thanks for sharing this video.
I've never done it, but I tend to throw out Falco's Dair a lot on-stage when I shouldn't, but it feels so good to land them.Arr, so that's what that was.
I kinda noticed rare scenarios that I had daired into up smash seemingly extremely fasted, and that was it.
Shame it doesn't work on shield (lol)
JCUsmash is just that though... it's more like a dash jc usmash. I guess Sakurai made Up smashes in Smash 4 a thing that could be done out of a dash rather than jump cancelling it like in previous games (which often had slides).
It also works with Falcon's dair in a bit different way. He hits the ground during smash stun, making it 3 frames instead of 11 and effectively reducing landing lag on it.
Nice! @Lavani said Ganondorf's Dair can do it too. The Frame Cancel thread is entirely on this; here's a link and thank Izaw for creating the thread: http://smashboards.com/threads/frame-cancel.386639/.It also works with Falcon's dair in a bit different way. He hits the ground during smash stun, making it 3 frames instead of 11 and effectively reducing landing lag on it.
Trampolines, but not hydrants. Luigi's B-air knocks it away in a single hit, which is an insult to Pac-Man due to..... his pre-patch hydrant glory.I think Pac Man is going to give him trouble too. Put hydrants and trampolines all over the field and I don't see how Luigi is approaching without major difficulty. Pac Man being able to heal off of any fireball attempt is insult to injury.
I have a question, do you mean Riding Lloyd Rocket?Pikachu is kinda obscene, really starting to come out as more players start practicing with him, including those of high level.
One particular thing in the Smash4 meta thus far which reminds me of League of Legends is "mobility creep", where it has been a continuing issue where those without those mobility tools are less viable (sometimes a lot less viable) and bringing counter play to mobility is an oxymoron.
A lot of the great characters we see in this game have fast, safe, super high priority, strong horizontal (sometimes vertical) displacement specials that can be varied by user input.
Questionable:
Diddy's Side-B is funnily enough one of the most limited of the bunch but is still insanely strong. A high priority high damage attack, or the best air grab, two distances for the air dash.
Fox side-b being completely static doesn't change it's long distance, low cool down, comboability, etc but both his, Falco and Wolf's set the precedent of the high utility mobile displacement options by having the amazing three cancel options for variability. And in Melee cancelling the distance at any point as well. The fact that the space animals lost this sucked in my mind a lot, because it's not like the ability isn't seen elsewhere and isn't a "healthy" mechanic.
Luigi's down-b is quite captivating, can go across the stage or up into the skies, can be used for shield pressure or reliable for combos or kills.
Pikachu's Up-B is everything Falco's Side-B was in Brawl but in my mind twice as 'good'/effective. The length of each dash is insane, it's hitbox is large and getting hit by it combos into things. The mix up/safety/pressure of this thing is unmatched. The ending animation being a low landing is legitimately the reason this move is that extra bit broken.
Sheik's bouncing fish is pretty swell, as we're all aware. Can make the axe hit come out earlier, it bounces off of shields to be safe, if it hits something it may be used again in the air, making it the only ****ing move I'm aware of in Smash history in it's class of dynamic mobility that doesn't have that draw back. I'm pretty sure it has invincibility somewhere in there too.
Sonic's side b cancels, bouncing off of stages, invincibility, jump cancels, attacks, damages, everything, Fantastic.
ZSS Down-B can go all over the place by user input, lands nearly laglessly, automatically footstools opponents in a way that roots them, kicks that kill. Oh yeah, and invincible most of the time.
Yoshi's Up-B/Egg-Toss and to an extent his side-b can be somewhat dirty.
Wario's Bike wouldn't necessarily be super versatile like others but is extremely strong by itself in that it doubles up as a projectile. Much like Villager's side b but without the drawback of death on using it for a ride and not hitting someone. Also like Bowser Jr's side-b except the cancel isn't throwing out a hard to deal with projectile :>
Bowser Jr -> Car, Doctor Mario -> Tornado, Falco -> Side B (worse than fox but can still be quite good), G&W -> Up-B (coupled with his options, kind of a stretch I know), Villager-> Side-B
The question on everyone's lips is how you're meant to deal with a lot of these?
Some obvious choices like rolls or spot dodges are by most of the listed character's standards manageable with in-built mix ups and timings. The onus still tends to be on the receiving end to deal with the move more so than the instigator using it "intelligently to avoid punishment", as even Falco's side-b (my staple example ) was baitable and not considered safe at top level Brawl with power shielding involved and the ability to out-prioritise it easily (because the move was 20 frames start up and wasn't a large disjointed hitbox itself).
Oh, I see. Guess they have to limit its spikes, huh? Thanks!During Falco's illusion, the hitbox ends ~2/3 to 3/4ths the way through the animation. Fox's has a hitbox during the entirety the same animation.
Luigi Cyclone can't be punish protected. They can be hit in the same ways if ledgeguarding (projectiles, disjoint). The difference is in height and KB. Doc's is useful in more areas offensively than Luigi's thanks to how the hits connect relatively smoothly and the angle it hits at (lets Doc edgeguard with it because it has a base knockback of 80 and a knockback growth of 130(!!!) which lets it kill offstage at ludicrously low % which includes sub 90% for chars like Diddy and even sub 85% for Zelda!) Doc's Down-B is actually easier to gain height with after losing a double jump, or it WOULD be if fastfalling didn't affect its physics, but you can still get easier air from it than Cyclone.Oh, I see. Guess they have to limit its spikes, huh? Thanks!
If I remember right, Dr. Tornado doesn't give any boost on ground mobility, which hurts Doc's... well, mobility. It doesn't go as high as Luigi Cyclone, too. And whilist Luigi Cyclone can be prevented from being punished by mashing the B button, Dr. Tornado cannot.
Correct me if I'm wrong.