MaxThunder
PM Support
more range... not much different speed...
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This would be epic! B flamethrower, A glide attack.I think it'd be cool to use flamethrower while Charizard is gliding. I think it would help on his recovery.
F-smash sweetspot has less range in most regards than any of Side-B's hitboxes. If you can think of a way to put the opponent in front of you a little distance, in hitstun, and open, by all means use F-smash since it will reach them before Side-B could and will be more impacting. Otherwise the disjoint on Side-B is larger and safer.So the Fsmash sweetspot is stronger and has longer range?
If you hit the opponent with the first SideB sweetspot, does the enemy get hit by any other attacks? Do these apply aditional knockback or slow the enemy?
Just from playing i'd say that Fsmash is really hard to get the sweetspot of, so except when you force the opponent to recover in a path you know he'll take, or after shieldbreak/rests, it is really punishable. longer vulnerability without hitboxes, smaller area where it hits, moves into the opponent (so shield means free anything)...
SideB covers alot better as you can do it while retreating, it has multiple hits and less time vulnerability after hitboxes are gone
yeah but if you know you'll hit them and they won't be in range of the sweetspot or close to sweetspot hitboxes of side-b, then f-smash will hit harder=)...So the Fsmash sweetspot is stronger and has longer range?
If you hit the opponent with the first SideB sweetspot, does the enemy get hit by any other attacks? Do these apply aditional knockback or slow the enemy?
Just from playing i'd say that Fsmash is really hard to get the sweetspot of, so except when you force the opponent to recover in a path you know he'll take, or after shieldbreak/rests, it is really punishable. longer vulnerability without hitboxes, smaller area where it hits, moves into the opponent (so shield means free anything)...
SideB covers alot better as you can do it while retreating, it has multiple hits and less time vulnerability after hitboxes are gone
Jump? That's how I've been doing it all along.But what about just ending the glide?
I've never canceled glide with jump... I guess you learn something new everyday lol.Jump? That's how I've been doing it all along.
Yeah it's surely dangerous if you don't pay attention to where they spawn. They can jump out of spawn and aerial. It also might not be the best idea against Bowser and Charizard, seeing as how they can both move up very quickly. It can probably get predictable too; however, it is definitely a useful trick used intelligently and in moderation.It's a bit risky, i wouldn't use your glide to stall out invincibility. your not that safe when you are above the opponent, and being hit off without glide can be quite dangerous.
Unfortunately, this seems to be caused by the fact that Charizard's feet get pulled up to his chest, which causes him to land early on platforms due to Melee landing detection =/.I would like the landing hitbox on dair as a fix to the fact that if you sh dair under platforms you warp up and land on them
How strong would it be? I'm kinda lost in this.thats why I suggested the landing hitbox; it would mitigate that problem
Oro and I might not be playing our characters as optimally as possible, but ZSS doesn't seem that bad.ZSS and Link from my own personal experiences with the matchups.
I can try to help! Before the first hit, look for nair, jab, and shield grab. Once you get a hit, combo with dsmash, dair, and more jabs. When they are within killing percentage, your best killing moves are uair to up B, and back throw/jab to fair/side B. Charizard also has many ways to get gimps. Look for dairs when edge guarding or, if they are bad at sweet spotting their recovery, dsmash to meteor smash. Charizard's dthrow also meteors if they are off the stage (back throw links into a dthrow if they have a regular falling speed and don't DI correctly). I would check out the video thread for more general tips and strategies.
Oro and I might not be playing our characters as optimally as possible, but ZSS doesn't seem that bad.
Hmm, no offense but dsmash and dair aren't exactly bread and butter combo moves, more like techchase moves that function as amazing combo starters. Jab, utilt, upsmash, upair, non sweetspot fair/dtilt and nair fit the first description much better.
Hey, been trying out Zard in teams with friends, and he really seems to dominate there. I had absolutely no problem chasing people my partners would set up, and on top of that he's a killing machine. Definitely going to be spending more time with him.
I would agree that dsmash is more of a tech chase, but i was trying to keep my post short so i put it in combo moves (cuz tech chases and combos are the same, right? :D).