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People can mash out of DLONE MORE THING IF THIS IS REAL IT MAY BE PATCHED OUT. IF YOU CONTINUOUSLY WAIT FOR YOUR OPPONENT TO UNPIN FROM DRAGON LUNGE, YOU CAN QUICKLY PIN THEM AGAIN IF THEY CAN’T TECH IT. CAN POSSIBLY BE A PSEUDO INFINITE.
Ah, ok. Makes sense. ;p Good thing I mentioned for people to help me figure out if these are possible.People can mash out of DL
uncharged DF shot can lead to a full power bite at point blankI wonder if uncharged stun shot paralyzes like ZSS? cuz then you can charge the bite while they stand up for some massive damage and power. Imagine Dragon lunge pin-wait for cancel-stun shot (jab locks)-Bite (charged)
You can combo a fully charged bite from an uncharged dragon shot, even if the opponent is at zero percent. Also, as it's been said a few times by now, the opponent can just mash out of dragon lunge. There are no follow ups to be gained from waiting for dragon lunge to end..I wonder if uncharged stun shot paralyzes like ZSS? cuz then you can charge the bite while they stand up for some massive damage and power. Imagine Dragon lunge pin-wait for cancel-stun shot (jab locks)-Bite (charged)
True Combo? Nope, not that I've found or seen.Can someone see if jab 1 combos into anything? You know like, jab 1 cancel stuff?
So what your saying is that the trailer lied to us, and that when facing anyone who knows slightly what they are doing, the cancel will pretty much never happen, even though it was advertised as one of the four main actions we were supposed to be able to do out of the DL.You can combo a fully charged bite from an uncharged dragon shot, even if the opponent is at zero percent. Also, as it's been said a few times by now, the opponent can just mash out of dragon lunge. There are no follow ups to be gained from waiting for dragon lunge to end..
Well to be fair, it never said that you would be able to do anything after you canceled it, or that you'd be able to cancel it freely. I'm guessing what they meant was "let the move end" but "cancel" just sounds nicer. Or possibly at that stage in development you could cancel freely and they changed it between then and launch. Maybe you couldn't even mash out at that point and that's why it wasn't mentioned, who knows?So what your saying is that the trailer lied to us, and that when facing anyone who knows slightly what they are doing, the cancel will pretty much never happen, even though it was advertised as one of the four main actions we were supposed to be able to do out of the DL.
Well that sucks.
If that was a combo than I'm Mila Kunis. But I'm not that good looking. Or female. Go figure =P
Not a true combo by any means depending on what your opponent will do (and theyll probably hold R) but jab 1 and jab 2 to grab works.True Combo? Nope, not that I've found or seen.
Lol I wasn't asking if it was true or not, I was asking DarkDeity15 if he was asking if it was true lolNot a true combo by any means depending on what your opponent will do (and theyll probably hold R) but jab 1 and jab 2 to grab works.
I doubt it. Was told that Draconic Ascent has around 18 frames of startup, it comes out too slowly to be comboed into for the most part (though sometimes it might work if you read an air dodge, I guess).Down tilt is great. No point in using grabs when you have a combo starter as great as down tilt.
My Rayquaza Combo (still labbing to see if it's true) - dtilt > utilt > uair > ascent - performed at 0%, deals about 37%
Down tilt also combos directly into Dragon Ascent, and at most low percents it's a true combo.
Another awesome true combo: Lunge pin cancel into Chainsaw Fsmash, or lunge pin cancel into fully charged Dragon Fang Combo
This is pretty much Corrin's breed an butter. I find it easier to space DL tipper with the Side-B hop. (might even be faster) If they are too close I SH DL though.Yo ,True combo/ kill confirm off DFS for all characters at all percents (kills at edge around 60's for light weight, 70's medium weights, 80's - low 90's heavy weights... DI and rage will raise and lower these). This is done by following up with a tipper aerial side b off a landed DFS (A pin off a quick lunge can combo even easier than aerial side b tipper and farther away, this does more dmg, but has less knock back/ kill power).. You can use less DFS charge at closer ranges (3/4 charge used in video) and your range may also dictate a SH or a FH into side b. Also character hit box size helps or hinders this confirm's range.
Example of this combo near the max of its range on mario at 71%( that I found... maybe someone better could do farther):
https://www.youtube.com/watch?v=AytVGXSYEM8
Note** Aerial side b Cannot be comboed into with no charge DFS, 1/4 charge or above yes, but this is dependent on the range away (with less charge and more range away increasing the strictness of the combo timing). Quick lunge pin however can combo from uncharged, but requires quick hands.
It is MUCH faster to use grounded unless I've missed something.This is pretty much Corrin's breed an butter. I find it easier to space DL tipper with the Side-B hop. (might even be faster) If they are too close I SH DL though.
Oh ya its faster, it just has less kill power though and does kill off edge as well (does more dmg though).It is MUCH faster to use grounded unless I've missed something.
For the aerial version you've got jumpsquat(5frames)+10frames for the aerial version of the move. The grounded version has no jumpsquat and hitbox can be engaged in 4 frames using instant dragon lunge, of course though that's not a tipper but I'm not sure if it matters at that percent because the forward kick knockback will probably kill anyway.
So 15 frames vs 4 frames. Everyone should learn to use gentle tilts on the directional stick for spacing this move as how much you tilt the stick determines distance you travel too.
ohh i see i was trying point blank and couldn't quit get the angle... gotta go for the launch on no charge. I seeActually it can true combo off the minimum dfs charge when spaced properly and closer to the 100s. You need to run up and aerial dl behind them where they pop up and it's still true.
At 2:15 I pull it off twice off a tech read both below 100%
https://m.youtube.com/watch?v=Ml5HKHMnwKM
If this is correct and footstools out of dair are guaranteed at specific percent then it deserves a thread to lab it out vs all characters. There are various situations where it's possible to guarantee a dair while edgeguarding. Sounds like a viable tool.Has it been stated that if your opponent is around 70%, you can dair him offstage and foostool him just after it? BecauseI got it 3 times on real players, and its absolutely silly and is a garranteed stock.
Specially silly when the stage has walls so you side b and make it back.Has it been stated that if your opponent is around 70%, you can dair him offstage and foostool him just after it? BecauseI got it 3 times on real players, and its absolutely silly and is a garranteed stock.