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The idea is to hover just outside of a person's range while falling, though. It's like using, say, ROB's N-Air, while facing away. If a character has no great way to punish that, or if they fear a jumping D-Air, it can give us an opportunity to use it effectively. If they have a great get-off-me move out of shield, we could pull away and attempt to bait it. Either way, if they're scared into using their shield, it allows us to try to get inside with it.i like the thought behind that post
i don't think using it aggressively on shields is very practical tho, just because of how long nair's animation is.
Uncharged F-Smash does 15%. Mach Tornado can definitely deal more than that.Fsmash does less damage than tornado? If thats true then wouldn't he just nado you after you miss your Up B?
MK really isn't fair. His Up B functions exactly like Fly int he pokemon games and charizard gets....nothing.
I imagine we'll have to play around with the trajectory and get used to where the hitboxes are, but it's a lot better than just getting molested repeatedly. You can move up or sideways to change it up, after all.My issue with using Fly to combat Tornado is that even if it does go through with the super armor, doesn't the hitlag make it really easy for MK to DI out of the final hit?
Meta Knight are usually going to approach you where it's too high for F-Tilt to land, and unless you read him perfectly, you won't be able to jump -> Rock Smash him from there. Since he's above you, it would make sense to Up-B through it, especially since he'd have less time to react, as you're not hitting with the very beginning of it, in that case.The thing about nado is, MKs aren't going to approach you from an angle where you have great options. Tipper ftilt beating nado is kinda useless. And if you Up B and he DIs out, not only do you get re-nadoed or juggled, but you now have RCO lag if you ever make it past him.
Also from what I'm reading, by the time you would have gotten super armor from fly, you could have rock smash countered.
It can't be that, because that whole "powershield-to-move" thing suggested that, say, Falco could grab Meta Knight out of it (assuming he was on the ground), and I think that trades with the Frame 6 grab, which means that it would hit every six frames. That means that we could do the same, or U-Smash in the same situation. It also means that Up-B might be useful if Meta Knight puts himself in just the right spot above you while you shield.pretty sure it hits once every frame that its active.
as in, frame whatever... hitboxes.
frame whatever +1... NEW hitboxes.
etc. >_>
think there may be a dead zone between the last normal hitbox and the final one with knockback but that is fairly irrelevant here.
usmash clashes and then loses, right? because aside from that, it'd be one of the best tornado killers in the game...
how much jump startup lag does zard have? whatever it is + 3 rock smash counter frames doesn't sound too bad...
I guess I need to practice this more then. I've always been of the mindset that I should avoid platforms as Charizard, seeing as how he has such a huge weak point under him.N-Air and D-Air both go through platforms and can serve great purposes in doing so.
With a little practice, you can get both of them to autocancel while attacking through the platform, though it's situational with D-Air. The platform has to be a short distance from the ground; the easiest way to see it in action is to get between a side and center platform of Lylat Cruise (you'll be standing on what looks to be a jet engine) and immediate full-hop D-Air while moving toward the side platform.
Autocanceled aerials on a platform hits a lot of standing characters, and the worst-case scenario ends up being you shielding on the platform, so you can Up-B/U-Smash an aerial or N-Air again out of shield! They stuff a lot of the options that people would use to hit you from below. In that, it should be noted that a fullhop N-Air should autocancel, too, meaning that you can get to a platform safely if you put your back to the opponent.
Lylat Cruise appears to have the most potential for this. You can autocancel D-Air like I said before, but you can also jump from platform to platform with autocanceled N-Air. The ending hitbox is below and behind you, making it very safe from retaliation if you're trying to move away from the opponent. If the opponent tries to aim above your lowered tail, you can react and B-Air or turnaround Rock Smash, and fastfall airdodge becomes that much more useful when your opponent has to jump to platform level in order to have a chance of hitting you safely.
Between Flamethrower underneath platforms, this autocanceling stuff, and general good Charizard stuff (run speed, grab range, Rock Smash), I think this makes Lylat his best level, and it helps him a great deal on stages with platforms. Looks like Charizard appreciates platforms just as much as Ivysaur now.