Necro'lic
Smash Ace
- Joined
- Aug 9, 2015
- Messages
- 654
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I think I found something new with the SideB but I want to wait for my next tournament. I'll post videos on my youtube channel eventually.
addendum:
also I don't know the significance of this new finding is, still investigating. Will report findings eventually.
I'm pretty sure I know what you're talking about and did it multiple times in an online match and have it on replay but can't seem to able replicate it again (been trying for like 2 hours >.>)I think I found something new with the SideB but I want to wait for my next tournament. I'll post videos on my youtube channel eventually.
addendum:
also I don't know the significance of this new finding is, still investigating. Will report findings eventually.
I noticed this too. I kept trying to follow up with kart to u-air and it just doesn't connected at most percents. In Smash 4 I could actually secure skills with it and now it doesn't even connect at like 50%. I'm honestly shocked.In 4, kart to uair was THE go-to option for mid and late percent, as it was guarenteed and helped us string uairs together to push our opponents into high%. If the stock went late enough, kart to uair because a guaranteed kill option that was useful for finishing off those later stocks. Now, because characters FLY back at mid and high%, this stops working completely around 60-70%.
This is it, chief. The perfect TL;DR of how Junior feels right now.I noticed this too. I kept trying to follow up with kart to u-air and it just doesn't connected at most percents. In Smash 4 I could actually secure skills with it and now it doesn't even connect at like 50%. I'm honestly shocked.
Like.... what am I supposed to do after landing side-b? The opponent just goes flying too quickly to do anything. At some high percents it can still combo into hammer still, it seems. But to be honest this is a pretty big nerf.
Between this, mechakoopa nerfs, grab nerf, and dair followup nerfs, I'm feeling really disappointed. We have a better jab, cannon, and d throw but I don't really think that makes up for it.
So I actually want to correct this- though I might be wrong- I think we were allowed to upB out of kart in S4 because the kart always ignored your preference for tap jump. If you turned tap jump off, you could still jump cancel kart by tapping up on the joystick. I'm thinking that the game counted upB as part of the tap jump, because it doesn't work in Ultimate if you turn it off. However, with tap jump ON, kart to upB is still very doable, and is still a guaranteed kill setup.https://youtu.be/B4SXjdSn4_M
you can't upB out of cart anymore right- so instead you get this upward drift if you try to attempt it. you can see it in the middle of this match I had.
Did you test it?So I actually want to correct this- though I might be wrong- I think we were allowed to upB out of kart in S4 because the kart always ignored your preference for tap jump. If you turned tap jump off, you could still jump cancel kart by tapping up on the joystick. I'm thinking that the game counted upB as part of the tap jump, because it doesn't work in Ultimate if you turn it off. However, with tap jump ON, kart to upB is still very doable, and is still a guaranteed kill setup.
Since I ****ing hate tap jump, but need to cancel my kart somehow, I'm going to bind R to jump for this game and use it as my "cancel sideB, please" button for combos. That way, I can connect sideB, quickly press R to cancel, and then upB for the guaranteed combo. Still works just fine, I think the change to tap jump while in kart is the culprit for thinking otherwise.
Yup, I went into Training and was able to get it just as consistently as before. Hell, with tap jump on, it was basically the exact same motion as before.Did you test it?
If it does still work, then jumping out of cart should be enough, which I can still do and then upB afterwards. In smash 4 the transition was seamless, this game gives an extra second delay. If what you say is true then that's lab material.