ZTD | TECHnology
Developing New TECHnology
That's because we're cool enough to realize where our character actually should be. He's still good though so there's no reason to fret like all the other boards.
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When i originally figured this out, i used Vayseth's guide to help me with seeing who slid the furtherest and to see what other follow ups where available out of CGing. So by all means have your computer up and have Vayseth's guide on your PC so you can read it over carefully as you play around with this. Keep in mind when he talks about grab amounts, this will help you determine the slide per character in their own respective groups. So characters like Mario and Ike should slide relatively similarly since you can get around 5-6 grabs.Chapter 2.2: The Chainable Few
******** Difficulty (3 Grabs Max):
* Luigi
VERY HARD Difficulty (4 Grabs Max):
* Diddy Kong
* Toon Link
* Pit
HARD Difficulty (4-5 Grabs)
* Peach
* Ice Climbers (Solo Popo or SoPo)
* Marth
AVERAGE Difficulty (5-6 Grabs)
* Mario
* Yoshi
* Wario
* Link
* Gannondorf
* Samus
* R.O.B.
* King Dedede
* Wolf
* Captain Falcon
* Ivysaur
* Charizard
* Lucario
* Ike
* Ness
* Lucas
* Snake
* Sonic
VERY EASY Difficulty (6+ Grabs!)
* Bowser
* Donkey Kong
A brief explanation of this list:
1. ********- Luigi slides really far away making the difficulty for a regrab as well as the timing required to successfully chain D Throws together is very tight. Be careful or you'll eat a fire punch.
2. VERY HARD- These three slide a good deal out of the way and are able to be grabbed again, but not by much. Again, the timing to successfully chain your D Throws is a very small window.
3. HARD- These guys can be chained effectively more times than the previous three, but the window to chain D Throws is very tight.
4. AVERAGE- These are your average 5-6 grab across the stage guys. Some you'll only get 5, some you can squeeze in 6, it all depends on your buffering and timing. Don't worry about screwing this up.
5. VERY EASY- You'd have to be an idiot to not successfully chain grabs against these guys. The timing is so forgiving it's a joke. They move only a short distance from King Dedede that you won't even need to take more than a step sometimes (*cough* Walking Chaingrab *cough*).
I don't think he was being an elitist prick at all...But if your gonna be an elitest prick and not help out then by all means dont post, thanks.
Check the sides of your laptop first, most upto date laptops have a SD card port on the sides of them.
N while you guys are researching dthrow, i might as well show off some other stuff i've been looking at;
Characters that can get grab and air release gimped out of upb.
They can still use their second jump if they come out of the release and still have it so BEWARE. Also-- DO NOT PUMMEL!!
Characters that can get AR gimped out of upb(this is assuming the second jump has been used. If not they can use their second jumpout of the AR):
G&W upb (speed hug and watch for aerials, or side b)
Snake upb (he will DI toward stage and C4 himself)
Yoshi after he uses second jump (speed hug and watch for egg throw)
Sonics upb (speed hug, watch out for fair/uair as he DIs to the ledge)
Lucario (speed hug after release, in the event he upbs to wall clings and you grab him out of the wall cling jump he also does not get his upb back)
Pit (speed hug after release, watch for aerials/arrows)
*Solo Popo (he can use his upb and side b to try and get back. And will most likey side b out of the air release. However since hes alone the AR puts him in a perfect spot for edge guarding. I definitely recommend AR popo out of his jumps/upb.)
*Diddy Kong upb doesn’t work, but you should grab him and AR him out of it. As it’ll force him to either side b or jump. And you can AR gimp him out of side b. (Heres the trick. If he uses his side b and DOESN’T KICK, you can AR him out of it and he’ll be forced to either 1. Second jump 2. UPB. Get the read and follow up. So what happens if he uses the kick in the side b animation? He goes into the special lag animation. Where his arms stick out and his toes curve in. He is helpless in this animation. IF YOU GRAB him out of side b and hes done the kick in the animation HE WILL NOT GET HIS UPB/SIDE B BACK!! Speed hug the ledge immediately after the AR. He cannot do anything to you. If he has saved his second jump after he gets the AR he can still use it so beware! In the event he grabs you out of his side B, smacks you with it, run back to him and grab him in the delay. You’ll get the same effect as you would if you grabbed him out of the kick part of the special. Again, dangly feet = AR so make sure you grab him over the ledge!!!)
*Wario can use his side b and upb again if you AR him out of it. Obviously, Wario has a bad AR so follow up with usmash, bair, utilt as usual.
*ROB you can AR gimp him out of upb if he uses all his robo fuel. You can even pummel release him out of the grab and he wont get his upb back if hes used all his fuel.
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Characters you cannot;
Pikachu (both skull bash and upb)
Marth upb
Wolf(both side b and upb)
Meta Knight (all specials, try dee toss after though, his air release lasts forever)
Falco/Fox (can be useful to killing his second jump and forcing him to side b into lips, under stage though, don’t forget to speed hug and roll slowly ontop. Both upb and side b don’t work)
Olimar upb (the AR still keeps him in a really bad spot, watch out for another upb and follow up)
PT (all 3 pokemon upbs)
Kirby (if you make him use all his jumps, and if you can manage to grab out of upb it should be easy to gimp him if you wall him away with bairs/fairs after the AR. He can still move forward with side b. Just be patient and keep walling him til he drops too low. The timing is tricky since the final cutter is active when you drop shield.)
*Ice Climbers (If you grab popo. Nana will harass you while you have popo. However due to the way their recovery is set up. Nana will DI down toward you/the ground first, grab her and throw her offstage with dthrow/fthrow and go out n gimp her. Obviously don’t bother AR, throw her off before Popo comes out of special lag.)
Samus’ upb
Ganondorf (side b and upb)
Falcon (side b and upb)
Toon Link upb
Bowser upb
DK upb
Marios upb
*Luigi (all specials, however if most luigis recover low they’re using their second jump to accelerate upwords. AR them out of their down b, and edge guard for the gimp)
Peach upb and side b
*Link upb, however his AR sends him far out enough it should put him in a good spot for DDD to edge guard.
Zelda/Shieks upb
Ike upb and side b. upb is hard to grab him out of.
Ness upb – force an air release on ness after he second jumps it’ll force him to upb. Edge hog --- junk
Jiggly puff has no upb recovery move. Go for pummel releases instead
Lucas upb
DDD upb
I know that's super horrible now that he's BELOW Pikachu... I can understand Olimar...... but Pikachu?...o_O DDD ..would be like upper mid tier at lowest Dew. Besides he moved down 2 spots. Olimar/Pikachu is infront of him.
That is ****, good job Claus. I see that you've improved QUITE a bitYou can also air release gimp ZSS after she uses both her jump and downB - http://www.youtube.com/watch?v=zbbfVHHOYO8#t=2m45s