Dark Sonic
Smash Hero
^^Then don't fight competative players. And by the way, brawls techniques are rediculously easy.
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I assume that means the grab physics are the same as Melee's, then. Weight only affected the length of the throwing animation, and falling speed affected the distance (why light, fastfallers like Fox were so easy to u-throw chaingrab). In Brawl all characters fall around the same speed. Hence, grab combos will work on every character (assuming it is still by falling speed and not weight).Thank you very much for using my information, and the new format is great. just wanted to point that DDD's chaingrab works on everyone, and not only the "heavier characters", you can even do it to pikachu.
I don't remember you asking to take all my adv techs out of my thread? I'm gonna go ahead and say you didn't ask Noir either. I don't mind, but **** kid. Respect.
Edit: Make sure you credit all of Montage for the three that I'm listed as.
He's not taking credit for your finds, infact you'll notice he quotes the source and founder, this afterall, is a sticky. It helps for people who don't want to look through pages of "ZOMG WAVEDASHINGZ", "CHARATA ROOSTER SUX!!!" and so on.The purpose of this is for a reference for any interested person to check up on the development of the Brawl metagame
He never asked, but he gave us credit and doing the community a favor(which includes us). I think it's great that he's keeping things like this up to date in one thread. Don't worry.I don't remember you asking to take all my adv techs out of my thread? I'm gonna go ahead and say you didn't ask Noir either. I don't mind, but **** kid. Respect.
Edit: Make sure you credit all of Montage for the three that I'm listed as.
Thanks Magus. I was wondering if it was still in. Do you know if you can get a Smash DI off of every frame of hitlag still?http://www.youtube.com/watch?v=Baox5gZn-eE
2:45 and 3:01
http://www.youtube.com/watch?v=gDOo7n3vvDI
1:21 and 5:43
Zelda's smashes are very A/SDIable and easy to escape.
With laser lock you're basically trapped forever in the bounce part of the missed tech animation which is before you can roll/stand/attack, and since taking a hit no longer forces you to stand like in Melee (like the Thunders combo) you continue to get hit repeatedly. From the sound of things, I think the DI on this is restricted either completely or just that you can't A/SDI upwards because you are still technically grounded the attack doesn't have an upward trajectory (forbidden SDI).
Trapping people with rapid A attacks works because it no longer pushes the attacker away from them when doing it. You CAN, however, ASDI into them when pinned in it so that you yourself push them away from the wall, and then ASDI back towards the wall where the attack no longer reaches and you can escape.
I understand what you're saying, but all of this is irrelevant because of how DDD's chain grab works, he sits on the opponent and then the opponent gets sent sliding on the ground, and you're chasing that slide with a dashing shield grab, which will work even if your opponent didn't get up, he does have the choice of rolling backwards or forwards, which you can forsee and pursue accordingly, but it takes good prediction to skills to do that, because of the lack of quick dash dancing.I assume that means the grab physics are the same as Melee's, then. Weight only affected the length of the throwing animation, and falling speed affected the distance (why light, fastfallers like Fox were so easy to u-throw chaingrab). In Brawl all characters fall around the same speed. Hence, grab combos will work on every character (assuming it is still by falling speed and not weight).
Edit - At least vertical height... Wait, nevermind. Is throw knockback set (same for all characters), but fastfallers would quickly act against the upwards knockback? Just as forward throws usually throw the same amount, but fastfallers would fall and tech quicker. Gah, ignore this post, I guess my point was weight doesn't affect distance.
I didn't ask, but unlike you no one else really gives a **** because A) They have the reading comprehension to realize that I clearly quoted them, as well as provided a link to their original thread, indicating I had no part in making the technique and B) They care more about the development of the Brawl metagame more so then their 5 minutes of E-fame. Seriously, get over yourself, you posted information on a public and free network, if you don't want the information to be used I'm not sure what your intent was.dmbrandon said:I don't remember you asking to take all my adv techs out of my thread? I'm gonna go ahead and say you didn't ask Noir either. I don't mind, but **** kid. Respect.
Edit: Make sure you credit all of Montage for the three that I'm listed as.
This is what I was going to say, but Gimpy is a mind-reader, and stole my idea.why is everyone so concerned about the laser lock lol
the only way for it to land is you missing a tech and falco predicting you miss a tech, if you tech you get to punish him for mashing b
just tech, it's not like every time you miss a tech falco is in the perfect position to do this, everyone just calm down omg
the way people talk about bans in brawl is ridiculous, if we had this attitude in melee half the cast would be banned lol
Seriously. People are going to master infinites no matter how hard they are.saying that an infinite is ok because it requires skill and ONLY because of that is just about the dumbest thing i've ever seen online
Isn't that just an edge-cancel and the momentum sends you off. I added your edgehog though because it's a nice mindgame.Niko said:Also discovered what I dub the Bomber Cancel....if you space correctly you can peach bomb to the edge of a platform and bounce off cancelling the animation.
Video: http://www.youtube.com/watch?v=ty9VRiRwV2s
Already mentioned.Shortfuse said:New technique: Shield-Cancel Grab. It's simliar to the Jump-Cancel Grabs in Melee.
There are two ways of doing it:
While running, let go of the analog stick and press and shield for as little as one frame and press A. If you don't let go of the analog stick you'll get the full running grab.
You can actually do it without letting of the analog stick but for that you have to shield for a bit longer. Probably 3-5 frames.
I really don't understand what you're saying, clarification + video?Shortfuse said:New technique: L-Cancel Grab. It is basically the same running grab animation but sped up, similar to how attacks were sped up by L-Cancel.
THIS IS THE FASTEST GRAB IN THE GAME!!!
Basically use Z or L/R+A in a pivot. Press one side of the analog stick and immediately press the other side with Z or L/R+A. Notice it's a running grab but REALLY fast. . This is basically the Reverse Grab minus all that C-Stick nonsense. You don't have to press the other direction immediately but if you want to be standing still, do it 1 frame. You don't have to push the analog stick all the way to one side either, just make sure you start dashing and not walking.
You can just walk off and hug the edge.ShortFuse said:New tactic: Reverse Short Hop Edge Grab (RSHEG). Basically while running you tab the opposite direction and short hop. You'll be facing away from the edge and easily grab it.
Once again already mentioned, might want to check the thread before making posts lol.ShortFuse said:New tactic: Reverse Running UpSmash. Same as above but while running tap the other direction and do an uSmash. (Useful for Ike)
DamaxDid you notice you can't turn around while running and continue to run like in melee? instead it just makes the character stop? however I found out with Sonic yesterday that you could actually do it. all you have to do is smash the control stick twice said:Already touched upon.
Anything I missed?
Don't act like an *** just because I found some things that sound similar to other ones (and aren't the same). It's not like I'm calling one of The ShortFuse GrabShortFuse, discovering techs doesn't make you famous...Why dont you look around the boards before posting these amazingly new techs.