Antonykun
Hero of Many Faces
- Joined
- Oct 10, 2014
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- 3DS FC
- 1049-0472-0051
it kills at 160% while Villager's kills at 130%I thought BThrow killed, does it not?
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it kills at 160% while Villager's kills at 130%I thought BThrow killed, does it not?
But does your forward throw lead into a key kill? Or down throw into a jab lock?it kills at 160% while Villager's kills at 130%
Neutral: No surprise here really. Godlike frame data, mobility, and needles kind of speak for themselves. Shiek's kit allows her to force an approach and wreck people as they try to get in.I want this thread's opinion on a couple of things. This is just a sort of poll based entirely on opinion, so I don't want to start a flame war or anything but maybe facilitate some discussion. Which characters, in your opinion, have the best:
Neutral game?
Punish potential?
Gimping ability/edge guarding?
Grab game?
Mindgames?
Special moves?
Aggro playstyle?
Defensive playstyle?
You're still in momentum from your knockback. I believe jump->dairing will negate this at least.I was thinking about something weird today. It happens with TLink and ZSS (Never noticed with Sonic): Sometimes, their Down Air is slower. Like, those normally have a fall speed like Falcon Kick's, but sometimes behave like Link's Down Air. Just wondering: Is it random or it has a circunstance for it?
Yes, you have to use the down air after being hit by an attack, right out of hitstun. It works with attacks that first pull you back and then start moving in the opposite direction. From what I understand it's because the game doesn't allow you to have normal aerial movement during that time, only momentum cancellation or boosting by holding left/right, but it does allow you to perform actions like jump, airdodge or aerials. So attacks like ZSS' and Toon Link's dair can be done and while they force your character to move, the game doesn't allow proper movement during the short period of time after hitstun resulting in the moves acting strangely.I was thinking about something weird today. It happens with TLink and ZSS (Never noticed with Sonic): Sometimes, their Down Air is slower. Like, those normally have a fall speed like Falcon Kick's, but sometimes behave like Link's Down Air. Just wondering: Is it random or it has a circunstance for it?
I wanna see that in action!
(The move seems pretty bad compared to default otherwise)
Pikachu's heavy skull bash custom does this too, and has the added benefit of clearly being better than the default anyway. It's very easy to do if you just mash side b as soon as you get launched.Yes, you have to use the down air after being hit by an attack, right out of hitstun. It works with attacks that first pull you back and then start moving in the opposite direction. From what I understand it's because the game doesn't allow you to have normal aerial movement during that time, only momentum cancellation or boosting by holding left/right, but it does allow you to perform actions like jump, airdodge or aerials. So attacks like ZSS' and Toon Link's dair can be done and while they force your character to move, the game doesn't allow proper movement during the short period of time after hitstun resulting in the moves acting strangely.
Falcon's custom side b 3 has some really wonky physics with this, giving him the best horizontal recovery move in the game by a glitch. That is actually how I found out about the mechanics behind this phenomenon, although in this specific case it needs to be done about 0.5 seconds after hitstun for maximum effect. I suppose this is because the move considerably pulls you back at first and then sends you forward, so you need to time the backwards pull into the movement restriction window but in a way that the forward momentum starts when aerial movement becomes available again.
It's very easy, although getting the absolute optimal boost that basically slides across any stage if you land with it will take a bit of getting used to.How reliable/consistent is that to pull off? I could see it becoming the default Side B option for Falcon if its reliable: not like that move gets used for offence that much.
Negative time means ZELDA TIME!!!I feel negative today.
ZELDA. Worst character in the game at approaching but she also gets easily overwhelmed by fast, aggressive characters. Great!Neutral?
ZELDA. While perhaps not the worst she's down there. Can't chase people in the air at all, actually just can't chase in general awful combo's, has to hope someone airdodges into her. If you get hit by her just go away and you'll be safe since she's is so bad at chasing.Advantage?
ZELDA. No doubt about it! While she may not get comboed as hard as some fatties her air defense is ATROCIOUS. She is floaty, has no decent aerials to defend herself and everything she may do to get her opponent off of her is super laggy (like Nayru's Love). Now add being light to the equation. Being hit as Zelda is the worst thing ever. (But at least she has a good recovery.)Disadvantage?
ZELDA. While having little lag, it comes out on frame 11 and does nothing more than tickling the opponent. Probably not the absolute worst though since you can get a grab or dash attack of it at low % and it's somewhat safe.Jab?
She doesn't have the worst ones but hers aren't anything special either.Tilts?
Not a contender. Her Fsmash and Dsmash are both very decent. Usmash is ass.Smashes?
ZELDA. She has no aerial game whatsoever.Aerials?
While Din's Fire and Phantom are likely top 5 worst default specials in the game, Nayru's Love and Farore's Wind have saved Zelda from being a contender in this category.Default Specials?
ZELDA. Phantom Strike is the only thing that's convincingly better than Phantom and even then it's still not that good since it's still Phantom.Customs Specials?
She does well at edgeguarding. Yay Dair.Edgeguarding?
Good.Recovery?
Ehh it's not the greatest but also not the worst.Defensive play?
ZELDA. Awful at approaching or just hitting the opponent in general.Offensive play?
If the opponent plays smart she can have considerable problems getting the kill, especially when there's no room for UpB, Fsmash or a random Dash Attack. You either kill you opponent at like 50% or at like 170%.Kill options?
lol Farore's.Rage?
You sound like me with Swordfighter.Negative time means ZELDA TIME!!!
ZELDA. Worst character in the game at approaching but she also gets easily overwhelmed by fast, aggressive characters. Great!
ZELDA. While perhaps not the worst she's down there. Can't chase people in the air at all, actually just can't chase in general awful combo's, has to hope someone airdodges into her. If you get hit by her just go away and you'll be safe since she's is so bad at chasing.
ZELDA. No doubt about it! While she may not get comboed as hard as some fatties her air defense is ATROCIOUS. She is floaty, has no decent aerials to defend herself and everything she may do to get her opponent off of her is super laggy (like Nayru's Love). Now add being light to the equation. Being hit as Zelda is the worst thing ever. (But at least she has a good recovery.)
ZELDA. While having little lag, it comes out on frame 11 and does nothing more than tickling the opponent. Probably not the absolute worst though since you can get a grab or dash attack of it at low % and it's somewhat safe.
She doesn't have the worst ones but hers aren't anything special either.
Not a contender. Her Fsmash and Dsmash are both very decent. Usmash is ***.
ZELDA. She has no aerial game whatsoever.
While Din's Fire and Phantom are likely top 5 worst default specials in the game, Nayru's Love and Farore's Wind have saved Zelda from being a contender in this category.
ZELDA. Phantom Strike is the only thing that's convincingly better than Phantom and even then it's still not that good since it's still Phantom.
She does well at edgeguarding. Yay Dair.
Good.
Ehh it's not the greatest but also not the worst.
ZELDA. Awful at approaching or just hitting the opponent in general.
If the opponent plays smart she can have considerable problems getting the kill, especially when there's no room for UpB, Fsmash or a random Dash Attack. You either kill you opponent at like 50% or at like 170%.
lol Farore's.
3-0 Mr.ConCon. Those ending matches were close though!http://www.twitch.tv/smashstudios
Mr. CC(Luigi) vs Zen(Mario)
Winner gets to take on ZeRo in Grand Finals.
Take rage into consideration. Zero's rage, he's probably fuming for losing for the first time ever.Welp. If anybody has doubted this now. Luigi vs Sheik is quite the bad match-up for the former. :\
I think ZSS's grab holds her back too much tbh. Her neutral isn't as good as Sheik's needles either.I get home and read this hype, then tune in to a 2 stock involving an SD, and it's over. :|
So yeah luigi does wel against diddy and poorly against sheik, I hear!
Edit: I don't buy sheik being undisputed number one at all. If she had reliable kills as strong as luigi, then yes definitely. I would even say zss is more likely to be better than sheik at this point.
Except basically everyone ZSS beats Sheik beats harder. Shiek doesn't need to DO stuff. She can stand there and just be reactive to 99% of anything anyone does. Not even getting into needle play which forces virtually the entire cast to approach.I get home and read this hype, then tune in to a 2 stock involving an SD, and it's over. :|
So yeah luigi does wel against diddy and poorly against sheik, I hear!
Edit: I don't buy sheik being undisputed number one at all. If she had reliable kills as strong as luigi, then yes definitely. I would even say zss is more likely to be better than sheik at this point.
Still kind of confused as to why needles were untouched in the patch. I definitely felt like that was the only thing that needed to be addressed on Shiek. A character like that shouldn't have a top tier projectile that forces approaches that easily.Except basically everyone ZSS beats Sheik beats harder. Shiek doesn't need to DO stuff. She can stand there and just be reactive to 99% of anything anyone does. Not even getting into needle play which forces virtually the entire cast to approach.
It is extremely good. It's harder to avoid with air dodging because of the duration of the active frames and the way you can manipulate Luigi's vertical movement in unpredictable ways while doing it. I've been getting into Luigi lately and I have to say I'm quite impressed.Anyone else think D throw to cyclone is kind of like a new, weaker version of the hoo hah? It definitely kills earlier off the top and is almost as easy to land. I kill with it as early at 80ish on light characters [it wrecks Mewtwo, Kirby, slow fallers, other light weights]. Mrconcon used that and up smash the most in his set for kill moves. As a fellow Luigi main, D throw to tornado is by far his best kill set up. For fast fallers who this is harder to set up on, I find immediately fast falling a nair right after they slip out helps secure the kill.
Well, after the nerf to Diddy and the angel's singing making his Uair not kill people till 140-170%, I'd imagine Sheik is now number 1.Sheik undisputed no.1?