Superbat
Smash Journeyman
These SD's with 6xw are tragic.
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Unrelated, but is there a reason why Homing Attack sent him away from the ledge? Is it because of the Duck Hunt stage or something else? It was just weird seeing him shoot away from the ledge and I think 6wX uses Homing Attack to get closer to the ledge or onto the ledge.These SD's with 6xw are tragic.
He may have been trying to home in on the ducks if Will wasn't close enough? (Sonic can't do that anymore so idk)Unrelated, but is there a reason why Homing Attack sent him away from the ledge? Is it because of the Duck Hunt stage or something else? It was just weird seeing him shoot away from the ledge and I think 6wX uses Homing Attack to get closer to the ledge or onto the ledge.
Oh trust me, I'd definitely say its a fully capable recovery with good mixup potential, even if its a bit awkward at some angles. But there are some recoveries in this games that are beyond capable and become nearly infallible without missed inputs involved.You gotta admit that he has a lot of options in choosing how to recover.
He has that Confusion jump useful for stalling to avoid an edgeguard from one who can't go too far, a teleport
whose horizontal momentum lets him use it from rather far away to grab the edge, he can do a Ness-style recovery
by attacking ledge-standing opponents during his second jump (and unlike Ness, he can cancel his second jump to grab
the ledge with teleport nigh instantaneously), and of course there's Shadow Ball recoil... the only chink in his recovery
is that it's hard for him to recover vertically without his second jump.
So it's not like Villager who can just keep trying no matter how much he's hit, but it's certainly up there in capable hands.
He just said in winner's interview that the tech was the rapid jab Luma ledge trap thing. Which I have to admit was hilarious to see.@ ParanoidDrone He's keeping some major secrets. https://twitter.com/DabuzSensei/status/588934649520390145 Evo 2015 is looking really disgusting right now
Pretty simple if I understand it correctly. Send Luma offstage and it'll turn around and try to jump back. Simply start doing the rapid jab when it just gets to the ledge. The spacing to ensure Luma jumps the right way and timing to get it in the right spot may require a bit of practice but the principle seems clear.Spinning luma on the ledge preventing grabs is pretty damn silly. Anyone know how he set that up?
we'll come up with counterplay so he doesnt destroy evo. we want zero to win so he'll leave for a year(he said he'd do this if he wins evo) so we WILL come up with counterplay to make future post evo tournaments interesting. these are just quick thoughts:
/ multiple jumps so its useless(someone really needs to pick up and do well at evo)
float over
dank fists armor(the uppercut has mad disjoint)
hydro pump windbox to push rosa away(amsa please do good)
egg tossing
spaced up b to get luma off
annnndd my thoughts concluded. your thoughts?
Kirby can duck under Shooting Star Bit unless Rosalina ducks first to get Luma closer to the ground. Jigglypuff can probably do the same thing but I'm not certain. For what all that's worth.I think that those characters will have to also beat dabuz on stage once they get back, and that is pretty unlikely now.
Super Armor Side B and Up B clasheswe'll come up with counterplay so he doesnt destroy evo. we want zero to win so he'll leave for a year(he said he'd do this if he wins evo) so we WILL come up with counterplay to make future post evo tournaments interesting. these are just quick thoughts:
/ multiple jumps so its useless(someone really needs to pick up and do well at evo)
float over
dank fists armor(the uppercut has mad disjoint)
hydro pump windbox to push rosa away(amsa please do good)
egg tossing
spaced up b to get luma off
annnndd my thoughts concluded. your thoughts?
Marth has Dashing Assault to get through, he also has Crescent Slash that will tip Luma and the speed of CS makes it no problem to get in. Marth also has tippers and all he needs is like 2-3 good f-airs and with CS and/or DA Luma will be gone. :3 I'm pretty sure Dolphin Slash will manage fine against Luma too because you just have to shoot below and let the invincibility on the beginning of Dolphin Slash work wonders.Snip.
Ganon's ledge grab range prevails again!
Cool, let's call it the Mewtwo Jab in honor of Jecht's Jecht Block... There isn't a decent gif showing it, but there is a video that's more like showing how Confusion works if it was in Dissidia. Point is, Jecht has a move where he just puts his hand in front of him, slaps whatever move away from him, and continues on his onslaught of manly terror.Shifting gears to , I noticed something interesting about his jab1 earlier today: it doesn't cancel when it clanks. Considering how little endlag Mewtwo's jab1 has and the fact that post-clank reeling is based on the damage of the opposing hit, this allows Mewtwo to clank much stronger moves with his jab and still come out with a frame advantage.
My thoughts are that Im a bowser jr + captain falcon main. Time to start playing my pocket ness vs Rosaluma!we'll come up with counterplay so he doesnt destroy evo. we want zero to win so he'll leave for a year(he said he'd do this if he wins evo) so we WILL come up with counterplay to make future post evo tournaments interesting. these are just quick thoughts:
/ multiple jumps so its useless(someone really needs to pick up and do well at evo)
float over
dank fists armor(the uppercut has mad disjoint)
hydro pump windbox to push rosa away(amsa please do good)
egg tossing
spaced up b to get luma off
annnndd my thoughts concluded. your thoughts?
Other moves that continue on clank exist, Mac's ftilt and Palutena's tilts come to mind. I'm not sure if any other jabs have this property though, and Mewtwo had a terrific jab to begin with.Seems like a bug to me that he doesn't reel like everyone else from clanks. This could be interesting, but regardless of how it effects the character's playstyle and metagame, it appears nintendo is intent on removing what they consider bugs or strategies that don't fit the playstyle they intend for the character.
Of course, to me it makes a lot of sense for mewtwo to have a psychic parry that leaves his opponent vulnerable! Perhaps it would stay with a simple animation change.
I'm not really sure what you're getting at. His jab does 4% so it can clank anything up to 13%. Anyone can jab fireballs if they don't want to shield them for whatever reason, Mewtwo's not getting anything notable out of it compared to other characters.Does Jab do this as well with Mario and Luigi's Fireballs and Dr. Mario's Pills?
It doesn't seem like a bug at all. Just a property of the move.Seems like a bug to me that he doesn't reel like everyone else from clanks. This could be interesting, but regardless of how it effects the character's playstyle and metagame, it appears nintendo is intent on removing what they consider bugs or strategies that don't fit the playstyle they intend for the character.
Of course, to me it makes a lot of sense for mewtwo to have a psychic parry that leaves his opponent vulnerable! Perhaps it would stay with a simple animation change.
Other moves that continue on clank exist, Mac's ftilt and Palutena's tilts come to mind. I'm not sure if any other jabs have this property though, and Mewtwo had a terrific jab to begin with.
I'm not really sure what you're getting at. His jab does 4% so it can clank anything up to 13%. Anyone can jab fireballs if they don't want to shield them for whatever reason, Mewtwo's not getting anything notable out of it compared to other characters.
My mistake, I was not aware that other moves had this property. In that case, great discovery!It doesn't seem like a bug at all. Just a property of the move.
People keep saying that the clanking animation for Fireballs and maybe Pills are long, so if Mewtwo could clank quickly and follow up, it might not be a problem, but then again, commentators say things on the fly...I'm not really sure what you're getting at. His jab does 4% so it can clank anything up to 13%. Anyone can jab fireballs if they don't want to shield them for whatever reason, Mewtwo's not getting anything notable out of it compared to other characters.
Kinda. An aerial warlock punch, both versions, has more knockback and damage if it lands while Ganon is still in the air IIRC. Technically it can serve a non-style purpose.I'm guessing that aerial Reverse Warlock Punch is for the extra style points? How does that even land (I can only do it with Kirby, tbh)?
I'm guessing that aerial Reverse Warlock Punch is for the extra style points? How does that even land (I can only do it with Kirby, tbh)?
Kinda. An aerial warlock punch, both versions, has more knockback and damage if it lands while Ganon is still in the air IIRC. Technically it can serve a non-style purpose.
See:
- Warlock Punch (ground reversed)
- Frame 70-71: 37% 30b/100g (KO@ 17%) 361° Darkness
- Max Damage: 37%
- Warlock Punch (aerial reversed)
- Frame 70-71: 40% 40b/100g (KO@ 3%) 30° Darkness
- Max Damage: 40%
It does. But both the aerial reverse and non-reverse have more damage and bkb then the grounded versions. Technically speaking, an aerial Ganon Punch non-reversed does a little bit more then the reverse grounded version. It's all trivia, though, because an aerial Ganon punch will take a reading of the Smash God's entire library of plays to land without a shield break.I believe the reverse has more knockback than the regular punch, at the price of super armor.
Is an "aerial" GP when he starts the punch in the air, or when it finishes in the air? I could see how the latter is impossible, but the former seems... just as reasonable as a grounded one? Unless the aerial causes you to lose super armor?It does. But both the aerial reverse and non-reverse have more damage and bkb then the grounded versions. Technically speaking, an aerial Ganon Punch non-reversed does a little bit more then the reverse grounded version. It's all trivia, though, because an aerial Ganon punch will take a reading of the Smash God's entire library of plays to land without a shield break.
Testing brb. Doing it in the air voids the armor though, that I know for sure.Is an "aerial" GP when he starts the punch in the air, or when it finishes in the air? I could see how the latter is impossible, but the former seems... just as reasonable as a grounded one? Unless the aerial causes you to lose super armor?
Both. It needs to be started and finished in the air. The order of power is (IIRC) WP < RWP < Aerial WP < Aerial RWP.Is an "aerial" GP when he starts the punch in the air, or when it finishes in the air? I could see how the latter is impossible, but the former seems... just as reasonable as a grounded one? Unless the aerial causes you to lose super armor?