NachoOfCheese
Smash Ace
If you short hop egg roll and break out during the roll, you maintain all that momentum and can act out of it. It's a nasty edgeguarding surprise if done in tandem with Nair or Fair.
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I know they have some invincibility, but I still don't agree that they have more control, since they're still forced to the air. If you're worried about them sticking out an nair, throwing an egg is also a decently meaty option. Short hop egg vs short hop Fair is still a decent mixup of sorts.@ Terotrous Your talk about egg lay and egg launch is pure theorycrafting. The opponent has invincibility frames when breaking out of the egg so you can almost never follow up from that. They have more control of the game when being in the egg then you.
Uhh, if you're responding to AA, it seems like he has the same results you do. Egg Launch is a trivial one frame faster than Egg Lay.
Oddly enough 20 frame startup moves do still hit pros in competitive play. Balrog's dashing overhead is the most obvious thing in the world (I'm sure it has at least 30F startup), yet somehow PR Balrog still hits people with it. There are many other examples from SF4 and other games that are around the 20 frame mark but still hit plenty often. When people are in a pressure situation or are looking for something else they crack sometimes. Also, note that Spot dodges have slight startup so the opponent actually has to react slightly faster than 20f, unlike conventional fighters where blocking is a frame 1 action.1) Being able to spotdodge Yoshi's command grab on reaction. The command grab needs to be unreactable, to truly make people fear shielding against Yoshi's aerials.
I have been mentioning these for like 250 pages now. You are underrating Yoshi's kill options though. Uair is a great kill option, and while he lacks true combos into it it's fast and has a good hitbox and definitely can land. Fair is a potent spike. Nair OOS can kill around 140 or so if fresh, which is late but not atrocious for a fast OOS option. His real problem is just that his kill moves aren't braindead, not that he doesn't have them.2) Poor throws/punishable grab. The risk:reward for Yoshi grabbing is just not very good, so shielding against a grounded Yoshi is even safer than shielding against an aerial one (at least with the aerial Yoshi you have to worry about his multihit moves that could do heavy shield damage).
3) KO confirms. Jab -> jab -> up-smash and random down-b reads are the only ways I've really managed to net kills with Yoshi. Would be nice if he had even just one more KO move, because what I usually find as Yoshi is that I've taken 60% and my opponent has taken 150%, because trades are almost always in my favor, but then I just can't land a KO move before I get killed.
The problem is you can't cancel it early enough to do anything out of it. Any time you use that move you're basically just saying to the opponent "here's where I'm going to be in 50 frames, please start charging a smash attack". The normal one is best because it gives you the most options after you activate it.I thought that egg roll custom where it jumps into the air moving forrward is pretty neat.
oh.The problem is you can't cancel it early enough to do anything out of it. Any time you use that move you're basically just saying to the opponent "here's where I'm going to be in 50 frames, please start charging a smash attack". The normal one is best because it gives you the most options after you activate it.
In the last game, neither the tree nor the sapling was relevant at all, even once iirc. Yet he landed a tree fall, at a percent that normally would have killed. Ironic!We got Timber Counter on Xanadu's stream. Not really doing anything atm
Seriously Megaman does not give a flying flip about Timber Counter...way too many of Villager's bad MU's don't give flips about Timber Counter ._.Running Timber Counter against Mega Man was almost as odd of a choice as the Mega Man not running Skull Barrier in that MU. What did Leaf Shield do really accomplish in those matches?
This is so true with so many customs. Fast fire bird is actually insane, i just never really thought it was all that great until i serioulsy used it.Yeah, Timber Counter is overall an underwhelming custom, in my opinion. There are far worse customs to be upset over than the obvious ones.
Mario's Scalding FLUDD is absurd, but in a way that most people would never recognize it just from seeing the move.
Alone? yes TC is incredibly underwhelmingYeah, Timber Counter is overall an underwhelming custom, in my opinion. There are far worse customs to be upset over than the obvious ones.
Mario's Scalding FLUDD is absurd, but in a way that most people would never recognize it just from seeing the move.
Fire Roll and Fire Slide will be a thing!This is so true with so many customs. Fast fire bird is actually insane, i just never really thought it was all that great until i serioulsy used it.
seriously dodge rolling becomes obsolete with this move.Fire Roll and Fire Slide will be a thing!
I am ignorant. Sell me!Mario's Scalding FLUDD is absurd, but in a way that most people would never recognize it just from seeing the move.
Falco Phantasm becomes more of a mix up burst movement, recovery, and situational spike with Fast Fire Bird since without it, Falco Phantasm was Falco's only burst movement and its endlag even when short hopped isn't as safe as Fast Fire Bird's default slide, roll, or a low angled slide that leave Falco standing and free to act.seriously dodge rolling becomes obsolete with this move.
i wana remain falco again just cuz ofthat move...Falco Phantasm becomes more of a mix up burst movement, recovery, and situational spike with Fast Fire Bird since without it, Falco Phantasm was Falco's only burst movement and its endlag even when short hopped isn't as safe as Fast Fire Bird's default slide, roll, or a low angled slide that leave Falco standing and free to act.
It gives Mario a 9% max damage disjointed aerial AND ground option that is relatively safe on block and on hit. At low percents, Scalding FLUDD combos into up-b and grab. At high percents, it combos into your KO moves. It's good for gimping (better than Mario's other FLUDDs), it's good for stuffing Luma, it's good as an anti-air, it's good as a landing option, it's good as an offstage "get away from me" anti-gimp maneuver, it's good as a replacement for default Fireball because it's less of a commitment, so you can take Fast Fireballs without worry (a buff to Mario). Just about the only thing that it can't do is reflect Dedede's Gordos, because each hit only does 1% damage, but it seriously fixes every problem that this character ever has. Range/getting walled out, KO power, landing/recovery... It's even a fantastic option for ledge pressure when your opponent is just trying to reset to the ledge repeatedly.I am ignorant. Sell me!
Can you clarify this? Looking at the move, I see zero combo potential; what am I missing?At low percents, Scalding FLUDD combos into up-b and grab. At high percents, it combos into your KO moves.
Agreed, yes, and no. From what I saw, Average Joe's rise to GF (which is not to take away from his skill as a player because his DK is great, and also because using Kong Cyclone is basically just playing a good DK) was due to a combination of players not respecting Cyclone and not punishing it properly. Both are things that become easier to do as the move gets played with more. DK is still pretty obviously combo food and if he drops below the stage it's almost a guaranteed stock loss.The move is definitely extremely potent. Are the counterplays to them developing well? Does it slow down game play ridiculously?
You don't read things put in big large letters? Or even the small print that explicitly states my opinion of otherwiseZelda is the worst in the game? I would have never thought that
Oh I was just joking lol. I read what you wrote.You don't read things put in big large letters? Or even the small print that explicitly states my opinion of otherwise
Nairo and Scary/Ed have relevant results with her. If I'm going to get the Fire Emblem Tier of heroes/destiny, I'm going to have to make a solid argument that Zelda's better.
Jigglypuff is allowed in because she's always welcome in every home, but as former Hyrule Tier trash, she's kicked out 5ever.
I haven't heard a recent opinion from a Zelda main about how potent/viable they think she is.Oh I was just joking lol. I read what you wrote.
Oh man, I hope he doesn't drop Greninja. Funny how aMSa is on the Pokémon side of Smash from the looks of it.Off-topic, but aMSa is expressing "interest" in Charizard over twitter. Oh boy...
Personally, I don't think Zelda is as bad as she's made out to be. I'd go with top of bottom tier, so above Bowser on your tier list.I haven't heard a recent opinion from a Zelda main about how potent/viable they think she is.
What match ups do you think are good enough to be worth bringing her out in? What's the sore thumbs to her daily sacrifice by fire and brimstone rituals?
This won't be used for any insidious plots whatsoever
Everyone else is better than Fire Emblem Tier:
Fire Emblem Tier:
It's fate. Look into your heart, everyone should know it to be true.
Obviously Robin.So who's the Toon Link of Fire Emblem tier?
Move Hit Frames|||
Jab|2-4, 10-12, 18-22, 23-27, 28-32, 33-37, (infinite), 42-43|2-5, 9-???, ???, (infinite)|2-3, 6-7, 7-8, 13-14, 19-20, 25-26, 31-32, (infinite)
Dash Attack|8-11 or 12-17|4-17|4-17
Ftilt|6-8|6-8|5-9
Utilt|5-9, 12-16|4-9, 12-16|5-11
Dtilt|7-9|7-9|7-9
Side Smash|17-19 or 20-20|16-20 or 21-21|12-21
Up Smash|8-12, 14-19|8-17|7-15
Down Smash|7-9|7-9|6-10
Nair|3-5, 6-9, 14-17, 21-23|3-5, 6-9, 14-17, 21-24|4-31
Fair|12-17, 18-23, 24-29, 30-34, 35-36|6-33 (multi-hits), 34-35|6-8, 16-18, 24-26, 33-35, 43-45
Bair|4-5 or 7-11|4-7 or 8-19|4-19
Uair|10-14|10-14|8-9, 11-14
Dair|16-18 or 19-31|5-7 or 8-21|5-24
Grab|8-9|6-7|7-8
Dash Grab|10-11|11-12|12-13
Pivot Grab|11-12|9-10|N/A