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it was LAG not DII was facing a really good bowser last day and something really caught my attencion: I got a nice fair on the bowser player and pocreded to edge guard with Bair, the lighting thing showed up; I told to myself <<Well, GG dude>> while returning to the stage The bowser player survived.......Twice. First the Bair and then a Btrow. What I find really odd is that the lighting thing showed up in multiple ocasions and he still managed to survived. I tested with a friend, in training and against one guy in FG but they all died. I know this has something to do with DI but, How do you do it?
Practice. It's just one of those things you have to use over and over again until you learn the timing and range. Keep in mind that you can make slight course corrections between initiating the move and firing the Hard Knuckle.How do you properly nail someone with Hard Knuckle for a spike? It's very hard to hit with.
No pun intended.
even when you master the hard knuckle like i have, it is quite easy for anyone to air dodge it due to its high startup lag and obvious animation. If there was no air dodge, I would hit probably 95% of all my hard knuckle spike attemptsPractice. It's just one of those things you have to use over and over again until you learn the timing and range. Keep in mind that you can make slight course corrections between initiating the move and firing the Hard Knuckle.
I usually only attempt Hard Knuckle in two situations:even when you master the hard knuckle like i have, it is quite easy for anyone to air dodge it due to its high startup lag and obvious animation. If there was no air dodge, I would hit probably 95% of all my hard knuckle spike attempts
I approach Fox with the Pellets and then I either grab or do an aerial attack and with Diddy I try to bait out the side b so I can cancel it out with the Mega Upper sweetspot and I also space him as much as possible...I rarely lose to Fox and I haven't lost to a Diddy in a very long time.How do you approach Diddy and Fox at all?
I'm finding it really difficult to do anything when they just move much faster than me and have so many more options at close range. Its hard to escape pressure too cause Megaman isn't too fast and I end up getting pressured badly. Lemons are my only safe option during the matchup but even then It doesn't feel like its enough.
Any help for these matchups would be great cause these are the only matchups were I feel like I'm at a complete loss on how to fight them
I tend to just follow it up with a Metal Blade or a Flame Sword to keep the opponent away.Usually, the attack in question is spaced well enough for them to avoid the sweetspot on the megabuster, or the attacl just outprioritizes the megabuster sweetspot. :l What ways can Megaman stay safe after jumping back with pellets?
lemonsOk so I attended a small little online tournament yesterday and learned something. What in gods name do I do against Luigi. I for the life of me can not figure out this MU. Any advice on that?
Well, charging the move doesn't increase the size of its hitbox if that's what you're asking. As mentioned previously, the characters who are simply not being hit are Palutena, Diddy, Zelda, Greninja and Sonic. This implies that their hurtbox while hanging isn't extending high enough for D smash to reach. Every other character can be hit if they wait to long before acting on the ledge.I notice that sometimes when my opponent is on the ledge and I charge my Fsmash to the max, it will hit some characters and not others. When they're invincibility frames wear off. Is there any info on that?
Oh it doesn't increase the hitbox size? I figured that's why it would clip them on the edge sometimes. Has anyone tried to make pictures that show hitbox size like in Melee? Obviously not obtained in the same way, but now I'm curious as to the actual size on that move's hitbox.Well, charging the move doesn't increase the size of its hitbox if that's what you're asking. As mentioned previously, the characters who are simply not being hit are Palutena, Diddy, Zelda, Greninja and Sonic. This implies that their hurtbox while hanging isn't extending high enough for D smash to reach. Every other character can be hit if they wait to long before acting on the ledge.
At least Sonic gets games. Mega Man is not so lucky.Guy who mains a character's who's franchise is deteriorating in quality here.
If the blade hits and they're close enough, it's a combo. It's likely that people are going for it just hoping the blade isn't shielded and not reacting fast enough to stop the dash grab, or they don't know how close they have to be to get it to combo (the timing is more strict against certain characters).Why do Megamans constantly use Metal Blade into a grab on me when it NEVER works? Is there something i'm missing here?
If you're holding up or down, you won't grab the ledge. It's likely you're holding the joystick too long and not grabbing the ledge. Either that or you're on Omega Lylat.I can't figure out the mechanic that determines if Mega Man does or doesn't grab the ledge after using Rush Coil. Sometimes he'll sweetspot it and other times he won't grab the edge until after the move is complete. Do you have to hold a certain direction to enable or disable sweespotting like with Dedede?
I sometimes Dtilt to hit opponents trying to get up(or trying to grab the ledge in the first place). I've had some success with a short hop Bair to hit rolling opponents, or running grab. Most of the time I will spray lemons. Sometimes it will stun them and make them fall below the stage again. Any time they get up and are by the ledge, I send lemons as it can knock them off the stage if it hits. If they roll I'm going to try and sweetspot a lemon to kick them back.What should Mega Man do against each case of a ledge get-up attempt by the opponent (jumping, normal get up shield, roll)? Is there ways to bait out an option and capitalize on it?
I like throwing on a Leaf Shield and going for a fast trump. (Run of the edge of the stage, then immediately half-circle the joystick back to the ledge, you'll fast fall and then grab right away.)What should Mega Man do against each case of a ledge get-up attempt by the opponent (jumping, normal get up shield, roll)? Is there ways to bait out an option and capitalize on it?
I usually run and grab when they get onto the stage, but my problem is koing with MM. If I read a roll I can turn around and utilt right? Though if I misread, I'm effed, but maybe it's better than if I dsmash cause less start up? I really like the ledge trump to bair idea. Also how reliable is z drop MB>jump>dair off ledge? And lastly, does intercepting with leaf shield around you off stage gimp most characters?I like throwing on a Leaf Shield and going for a fast trump. (Run of the edge of the stage, then immediately half-circle the joystick back to the ledge, you'll fast fall and then grab right away.)
If they try a normal climb up, attack, or jump, they'll get hit by the persistent hitbox of the leaves, which should give you enough time to do a getup grab or attack. They can get away from it with a roll, but once they figure that out, it's easy enough to read them and do a jump-up and fire the leaves to catch them at the end of the roll.
Utilt is pretty great. You can jump at someone, and if they use an unsafe move, you can fast fall in front of him and shoryu him to the face. Diagonally thrown MB to utilt is a well known kill setup. You can also use it to kill if you read a dash attack, grab, aerial approach, or roll.I usually run and grab when they get onto the stage, but my problem is koing with MM. If I read a roll I can turn around and utilt right? Though if I misread, I'm effed, but maybe it's better than if I dsmash cause less start up? I really like the ledge trump to bair idea. Also how reliable is z drop MB>jump>dair off ledge? And lastly, does intercepting with leaf shield around you off stage gimp most characters?
You only have precious moments to put your control stick in position for a diagonal throw. It's less of a problem with pikachu since you've probably been used to the movement and rhythm since as far back as 64, and Greninja has a lot more wind up before he starts moving. Mega Man has only precious frames.I've been noticing lately that it's really hard for me to throw Metal Blades diagonally. I just can't seem to be able to do it consistently, it usually goes forward.
Honestly? I ask myself that a lot. The first answer I did come up with is to use Fair so that my amazing Bair isn't totally staled when I need it.Hi. I was playing the blue bomber in 1 player and had fun with him. When should I use Fair as opposed to Bair?
When they're in front of you instead of behind.Hi. I was playing the blue bomber in 1 player and had fun with him. When should I use Fair as opposed to Bair?
If they're at low % and they air dodge right away, that leaves them wide open to another grab or a Fsmash. As you start doing that they may decide not to air dodge right away, in which case you can sneak in a Fair.Why can't I ever follow up after my dthrow at even low percents of the opponent?? Fair is ALWAYS air dodged and so I resorted to using nair, but THAT isn't even fast enough... I can usually time a uair against big characters, which is about it.
What I noticed (at least with the people I played) is when I expect them to air dodge after dthrow, I stay on the ground so I can get them with another grab, but instead they jump away and its too late to land an upair (or at least hard to connect it). I tried short hopping after dthrow too psych them out, but they usually just jump away anyway. I've seen dthrow>fair >upair work, but the timing is tight and I'm not even sure the upair would hit if they dodged the fair.If they're at low % and they air dodge right away, that leaves them wide open to another grab or a Fsmash. As you start doing that they may decide not to air dodge right away, in which case you can sneak in a Fair.
Also, if I jump in for a Fair and they dodge it, I try to position myself in front of them when they land and I can usually throw out a Nair as I'm landing which can sweet spot and send them flying.