FullMoon
i'm just joking with you
Good news, she already was buffed.All there is left to buff is zelda now =)
Up-Smash kills a lot earlier and I think FF Nair -> Farore Wind is a true combo now.
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Good news, she already was buffed.All there is left to buff is zelda now =)
Did we ever get confirmation on nair landing lag changed, or just the hitbox reconfiguration?Good news, she already was buffed.
Up-Smash kills a lot earlier and I think FF Nair -> Farore Wind is a true combo now.
I think the change was on the damage on N-Air increasing on the front so that leaves the opponent in more hitstun so it allows the combo into FW to work.Did we ever get confirmation on nair landing lag changed, or just the hitbox reconfiguration?
I believe Cargo Down Toss is better for stage spiking now?Does anyone see any particular function or utility to be gained from the DK cargo throw buffs?
They cannot rush you down during the attack due to the disjoint. They need to rush you down during the recovery, and there is only 2 frames difference between the two moves. They have reasonably the same damage output, and forward air while it comes out slower has a much better hit box. It also will not matter as much if neutral air comes out faster if you time it properly, since if you fast fall at the apex you are only getting neutral air 1 anyway.I prefer Roy's nair instead of fair. Fair is just too slow. Anyone knowledgeable will just rush you down at that point, while his nair is fast, has low landing lag, and combos.
The frame data I'm looking at says that nair is 4 frames and fair is 9 frames. Nair is more than twice as fast as fair. A 9 frame aerial is not great if you want to apply short hop pressure mixups. The opponent will just go on the offensive as soon as you commit to the short hop. Nair's existence and use gives Roy all the options he wouldn't have if he relied on fair. Depending on your jump squat, 7 frames is pretty much the limit, considering most ground options are going to be 4-7 frames.They cannot rush you down during the attack due to the disjoint. They need to rush you down during the recovery, and there is only 2 frames difference between the two moves. They have reasonably the same damage output, and forward air while it comes out slower has a much better hit box. It also will not matter as much if neutral air comes out faster if you time it properly, since if you fast fall at the apex you are only getting neutral air 1 anyway.
You cannot spam forward air, but it is a very useful tool in neutral.
Aw... Well, we'll have to wait until Wolf comes back then. Any reasons? The way his moves work, throw options, recovery issues, etc?I heavily dislike . He's just meh.
IMO only by like, a handful of chars. Mostly the ones that were already good at it.question is Ryu campable?
It seems i get camped really hard as him
If you want to utilize neutral air 2 properly, you need to do a rising short hop neutral air then fast fall at the apex. If you want to use forward air properly, you need to use forward air around the apex and then fast fall. Neutral air 1 comes out at frame 4, neutral air 2 comes out at frame 13. You will get a faster aerial out of neutral air 1, but unless you're using it at the apex it really will not matter, and even then you are only getting neutral air 1 out of the attack. If you're timing your aerials with your aerial speed and fall speed so that they hit as you approach the enemy, then the fact that neutral air comes out at frame 4 really does not matter because you are not going to be next to them when neutral air 1 comes out. On top of this you can hit your opponent sooner with the size of forward airs hit box.The frame data I'm looking at says that nair is 4 frames and fair is 9 frames. Nair is more than twice as fast as fair. A 9 frame aerial is not great if you want to apply short hop pressure mixups. The opponent will just go on the offensive as soon as you commit to the short hop. Nair's existence and use gives Roy all the options he wouldn't have if he relied on fair. Depending on your jump squat, 7 frames is pretty much the limit, considering most ground options are going to be 4-7 frames.
The one issue is that Roy might be prone to gimping. He doesn't have a high jump, he falls fast, and he only has Blazer for a recovery move. Backed up by all of this is his air speed, disjoints to cover landing, and Blazer's invincibility? Sheik might be able to easily gimp him once Roy's been figured out, but Roy's much stronger, has a natural disjoint, and he gets rewards regardless if he spaces or is up in your face swinging his Sword of Seals.Roy essentially has all the tools required to compete with Sheik in the neutral. And then on top of that, he has a good rewards:read ratio and less of a problem killing while Sheik can struggle to kill someone who's equally as fast. Theorycraft, but I wanna hear in depth opinions. Preferably people who have looked at the frame data for both characters.
That is one way of looking at it, interesting. Another way is that with a reactive playstyle, you want to respond to whatever option your opponent tries to use against your short hop. You can get nair2 slightly after the apex of your jump if you don't fast fall, and nair1 pretty much right when you land. This gives you 3 different timings: rising nair1->fast fall nair2, nair1 and 2 after the apex of the jump, or nair1 when landing. Of course, empty hops into grounded options are included. If you mix up your fastfall timing, you can react to most options as long as nair can outrange them and it reaches properly. At high %, nair1 can combo into other attacks and can still somewhat string at lower %.If you want to utilize neutral air 2 properly, you need to do a rising short hop neutral air then fast fall at the apex. If you want to use forward air properly, you need to use forward air around the apex and then fast fall. Neutral air 1 comes out at frame 4, neutral air 2 comes out at frame 13. You will get a faster aerial out of neutral air 1, but unless you're using it at the apex it really will not matter, and even then you are only getting neutral air 1 out of the attack. If you're timing your aerials with your aerial speed and fall speed so that they hit as you approach the enemy, then the fact that neutral air comes out at frame 4 really does not matter because you are not going to be next to them when neutral air 1 comes out. On top of this you can hit your opponent sooner with the size of forward airs hit box.
I really need to see a video for what people do against characters like Link that have disjointed hitboxed, multihitting moves and/or a lot of projectiles to spam, because I'm currently seing no land against them with Ryu... Focus Attack gets countered by the multi-hits, literally every single attack I've encountered so far beats all versions of Hurricane Kick, while every single projectile implodes and takes every type of Hadouken with it. I really am having a hard time. Pit/Dark Pit is another contender for that, although luckily my enemies tended to spam that hammer arm so far,which counts as a single hit...Ryu is definitely the best character and the best way to describe him is what happens if you take mario, make him bigger, a fast faller, and let him kill out of BNB combos starting as early as 90 with an instant invincible kill move, and this is only day 1, Ryu might have have the tools to be the best character tbqh.
Cuz...I didnt say powershield? I said anything unsafe and Ryus run speed is better and the range on his dp is faster. Also much faster and more consistent out of a run.Mega Man can do the same thing. I'm not sure why everyone is hyping up the powershield thing when literally every character works that way.
Marth can do that too...I love how you can SH F-Air with Roy and perform a jump afterward. His F-Air is really fast, and it's lovely.
Sheik mauls Roy. He has no buttons that she cannot punish and no neutral vs her if she decides to stop humoring him.Roy essentially has all the tools required to compete with Sheik in the neutral. And then on top of that, he has a good rewards:read ratio and less of a problem killing while Sheik can struggle to kill someone who's equally as fast. Theorycraft, but I wanna hear in depth opinions. Preferably people who have looked at the frame data for both characters.
I'm going to assume this is a MU where Sheik's Needles aren't going to be doing much since Roy runs as fast as Sheik?Sheik mauls Roy. He has no buttons that she cannot punish and no neutral vs her if she decides to stop humoring him.
Sheik's needles always do much in every matchup, even if she doesn't actually use them. Their mere existence is a huge factor.I'm going to assume this is a MU where Sheik's Needles aren't going to be doing much since Roy runs as fast as Sheik?
She probably would be, compared to how she is now. IMO Needles are super huge for that char's neutral and they accentuate her great frame data. They are also a only guaranteed reliable setup into Bouncing Fish which, as of now, is her only way to kill outside of Smashes.Sheik's needles always do much in every matchup, even if she doesn't actually use them. Their mere existence is a huge factor.
I honestly think she'd be kinda mediocre without them. That's just me though.
She doesnt give a damn about hadoukens. Crouches underneath, bouncing fish goes over, needles go through.Has any1 tested if Sheik's needles go through Ryu's Hadoukens? If they do, then I'll take back what I said about Ryu screwing her over.
at this point i think sheik just needs a total overhaulShe doesnt give a damn about hadoukens. Crouches underneath, bouncing fish goes over, needles go through.
The queen of smash 4 gives no ****s about the world warrior.
That's it. Sheik is Ryu's Chun-Li.She doesnt give a damn about hadoukens. Crouches underneath, bouncing fish goes over, needles go through.
The queen of smash 4 gives no ****s about the world warrior.
But she ain't got dem thighs ZSS has.That's it. Sheik is Ryu's Chun-Li.
Well, there's going to be a Xanadu on Tuesday, right? I hope Pink Fresh will show up to at least showcase what's transferred from Brawl and from his labbing with Smash 4 Lucas... Plus, it's nice to see people's mains come back or characters they're finding to be mains like Ryu.Lucas is a good character. I don't see where people are coming from that claim otherwise. Damage output and KO power are great and he has numerous and powerful options to punish landings.