Jeebus, why does
's jab have so much start-up? At least Link and DDD have disjoints on their jabs, wtf.
On the subject of
, I don't really think he can ever truly experience "freefall" as long as he as a player as strong as T backing him up (I also don't think his recovery is terrible; Remote Bomb recovery is surprisingly hard to intercept due to Link basically flying towards the stage like a human catapult lol). At the same time, he is starting to fall dangerously close near the "upper mid tiers with that one amazing player backing them up" category (i.e. Maister with
, Elegant with
, etc.).
Actually, a question for the board: what techs/combos/discoveries in Smash have changed how a character is either played, changed MUs for that character, or changed a character’s perceived viability in the meta?
I’m thinking stuff like wobbling, the centralizing kill confirms in Smash 4, and so on.
In terms of
, it's pretty niche, but there is confirms/combo routs off of down throw that I haven't seen a lot of players pull off, particularly the down throw into delayed FF NAir setup:
.
It has niche set-ups, but it's definitely more consistent than trying to Judge immediately after a down throw, especially considering that down throw has much more knockback now. FFing NAir into another NAir into UAir nets him way more damage than just NAir into UAir (nearly ~50% to be exact). That is a pretty sweet deal for a guy with a huge disjointed grab.
For something a bit more interesting, here's a video on all of
's possible applications regarding a move that most people (including R.O.B. players themselves) seem to overlook in favor of Arm Rotor/DTilt: His UAir.
Here's a few takeaways I got from all the possible applications of his UAir, particularly FF UAir:
- Instead of doing the NAir/Gyro/NAir/Gyro combo when away from the ledge, one can NAir/Gyro, THEN grab Gyro/FF UAir while sliding forward to turn opponents to the other side. This makes his punish game consistently terrifying regardless of where R.O.B. is at, though this is hard to pull off.
- R.O.B. can use the aforementioned technique to "wobble" against certain characters back and forth, particularly tall characters such as
and
; although this is EXTREMELY hard to pull off the results are well worth it as R.O.B. can easily net about 60~80%, as well as a stock.
- R.O.B. can use this FF technique to net about 30~40% damage off of Gyro against characters at mid percents, giving him a strong punish game even at such percents.
- R.O.B. can use this FF technique as a mix-up KO option for when opponents are predicting a Gyro into USmash set-up; instead of going for throw down Gyro into USmash (which is honestly inconsistent all things considered), you can instead go for Gyro into FFUAir and THEN into USmash/FSmash/Arm Rotor depending on where the opponent is at. Arm Rotor is great for consistency, but FSmash is better at taking stocks at earlier percents, while USmash does a great job of killing just about anywhere on the stage. Hell, at higher percents, R.O.B. can just go for a FFUAir into another UAir for a KO confirm. Though this isn't guaranteed and hard to pull of, it gives R.O.B. even more KO setups for when edgeguarding and his usual shenanigans aren't working.
I don't know if this changes much, but from what I gathered, it gives R.O.B. an even more consistent and deadly punishing game than before (as if he needed it); the below video shows two clips (from 2:24 to 2:42) that show off some really good possible applications of this technique:
Doesn't even need to be something cheese. A well spaced aerial, tilt or aerial from most characters will do it.
I guess they needed to balance it but there is no reason why other zoners, like Olimar, are allowed to kill so insanely early. Make them at least somewhat similar in kill power.
To be honest, DH's zoning/trapping power is already arguably the best in the game (okay, this is a bit of a stretch, but at the very least, top 5), I don't want to imagine the monster with KO power on top of that lol.