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TBH, up air isn't usually the first thought on my mind. When I see 50% roll around, I think dtilt, not up air KO. ^^; I'd rather chase with nair or on the ground since they get less wiggle room that way.Villi how do you feel about chasing an opponent with uair after hitting with a dash attack, usmash or uthrow.
I ...LOVE...Airchasing with bowser. They dodge ur uair and they get hit with bair/fair.Baiting people into the Uair is a general strategy that works with a handful of characters. DM does it a lot with Zelda's Uair. Any character that has a slow Uair can take advantage of it. For example, Ike and Bowser.
If you can bait them into airdodging, then you can punish them for it.
You can do it with tap jump off, if you prefer. Just slide your thumb from Y to A as you hold a direction a la Ganon's thunder storm. It's how I do my RAR bairs. It's like a quick little dash dance motion into an aerial. Eazy (consistent) rising sweet spots. It should also help you with buffering turn around bairs out of dtilt.I think I just found a really nice setup to a dtilt... it's like a semi combo of some sort.
Basically, when you SH a bair with tap jump on (you need to jump and bair immediately) you can get the very first hitbox of nair out before you reach the floor.
This hitbox, when Zelda's back is facing the opponent, places them directly in front of you. From here you can immediately dsmash, dtilt, dash attack or usmash which all register as true combos from this hit.
I'll get a video up. I don't quite know how reliable of a setup it could be. If they shield, your back to the opponent should give you the double hit dsmash which would push their shields out a bit or at least pressure, not forgetting you could just run away from them to reset your spacing.
So basically: when you're close, SH sourspot bair them and as they're in slight stun space behind so that your back is facing them > immediately nair (before you land) > dsmash / dash attack / usmash / dtilt > whatever. Works best with dtilt as you can start landing a lot of strings.
It's a semi-string of 4 attacks that's guaranteed if you managed to get that nair hit in.
Sadly you're right. I don't like its direction either =( I'm slowly switching to brawl+I'm getting bored of the direction the game is going. All the stuff you're thinking of is fun and stuff, but it won't work against people sitting back waiting for you to mess up.
I am speaking of the legendary AT that stops all damage.Where'd that come from o.O
epic 1500th post, lolI am speaking of the legendary AT that stops all damage.
It's called shielding, and it *****.
obvious troll
I can't make them atm, although once I get a laptop for my birthday I can. Apparently I can't make them without getting a 7 gig iso or so.... But I am making portraits and making my Wii look epic.^ Make me a Rinoa Zelda... please???
Its long as hell. It is long.alex I know you havn't started it yet but is testing hitstun a lengthy process? I'm trying to convince the coders at the workshop to make a PAL codeset for the debugger >.<
Also.. I'm going to be researching nair now (actually I've done a bit of testing on it already). There's definite potential in that move. It's a case of landing those mini hits before the final one hits.
Testing in general is a ***** (aerials especially ), which is why I haven't been able to get to it lately. I'm trying to finish everything before I make another post, because when I got home the other day, I realized I really didn't have much of anything new..... then life got in the way.Its long as hell. It is long.
I am used to testing lots of stuff. Hitstun is the worst.Testing in general is a ***** (aerials especially ), which is why I haven't been able to get to it lately. I'm trying to finish everything before I make another post, because when I got home the other day, I realized I really didn't have much of anything new..... then life got in the way.
I'm gonna try to do more tonight, but with BTYF tomorrow, I'm not sure if that's gonna happen. You guys might have to wait til I get back home on Sunday night/Monday morning.
Ive done this before, but nair is DI-able pushing them beyond rangeI think I just found a really nice setup to a dtilt... it's like a semi combo of some sort.
Basically, when you SH a bair with tap jump on (you need to jump and bair immediately) you can get the very first hitbox of nair out before you reach the floor.
This hitbox, when Zelda's back is facing the opponent, places them directly in front of you. From here you can immediately dsmash, dtilt, dash attack or usmash which all register as true combos from this hit.
I'll get a video up. I don't quite know how reliable of a setup it could be. If they shield, your back to the opponent should give you the double hit dsmash which would push their shields out a bit or at least pressure, not forgetting you could just run away from them to reset your spacing.
So basically: when you're close, SH sourspot bair them and as they're in slight stun space behind so that your back is facing them > immediately nair (before you land) > dsmash / dash attack / usmash / dtilt > whatever. Works best with dtilt as you can start landing a lot of strings.
It's a semi-string of 4 attacks that's guaranteed if you managed to get that nair hit in.
This will likely exist, if you become inactive I'd make another and get the Zelda mod hopefully (,No worries! Hopefully this thread still exists by the time all your data is finished haha =D I would gladly help but sadly I don't have access to an american wii anymore (I have used the debugger before but now I'm on my pal wii which isn't too good for testing this kind of data =( )
Aside from jab > dash attack, is there any way of making use of this stun?, especially at 40% when hitstun increases? Bear in mind jab needs to be fresh for this kind of stun.Hey! Sorry it's been so long, but now that life is cooling down a bit I'll get that info you requested. Jab stuff is done (tell me if you would like more data on it), other info will follow.
Zelda's jab adv on Mario:
0%: +8
10%: +10
20%: +12
30%: +14
40%: +20
50%: +21
60%: +23
70%: +25
80%: +27
90%+: variable
So! I'd like to point out/explain a few things here. First off I'm sure you noticed the large increase in hitstun between 30% and 40%. This is because at 40% the knockback is enough for Mario to be considered airborne, which means that in addition to hitstun he has to suffer 4 frames of hard landing lag. This is guaranteed, as the knockback isn't enough for him to be able to DI it .
At 90% however he can DI it. If Mario doesn't DI at all his only option is to airdodge before he lands or tech the landing. If he doesn't you'll have like a +46 adv. If he does DI into the air you'll have a +7 frame advantage if he airdodges, and a larger one if he attacks/jumps. I'll get the numbers on the latter two options later, Brawl isn't buffering correctly for whatever reason which makes getting the info very irritating >8[.
So yeah; I was surprised at how good her jab actually is. Jab -> dash attack should be effective at the least. Also yes, the more stale a move is the less it will stun an opponent. This raises the question of how this effects her "dtilt lock"... I'll look into it.
Well that's it for now. Toodles!
We'll all be old and wrinkly by the time her hitstun data comes through haha!This will likely exist, if you become inactive I'd make another and get the Zelda mod hopefully (,) and just take all your old research and quote it in. So it'd still be cool.if you take me seriously...