omgwtfToph
Smash Master
I watched WF vs Bam. Great set. My only input is that sometimes you do SH nair in combos on FD when you could just re-grab, and Bam DI'd it pretty well to get out.
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Pun intended?thanks for the input
Just out of curiousity, when is he not gay?Depends on their DI
Edit: just played with David. Man he is so gay sometimes
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I was going to make a comment about this but then....Depends on their DI
Edit: just played with David. Man he is so gay sometimes
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Just out of curiousity, when is he not gay?
oh I know.it ain't fox's fault dawg
are u sure u aren't messing up by:
a) doing max-range drills where your tippy toes hit them (really irresponsible to try to do anything after these, man up and just shield or move away lol)
b) messing up aerial control (not holding towards them during the drill, fastfalling in the wrong place)
c) shining compulsively when your aerial missed instead of moving the **** away
d) doing ******** full-hitting ledgehop drill combos where they could sdi with their nuttsack and easily escape.
theres tons of ways for dair to fail, but mastering it means mastering one of the most devastating aerial combo starters in the game, i'm glad it has some depth to it lol.
Super easy because you're Ganon. Ganon has an incredibly weird hitbox (like Samus) when he gets drilled and sometimes gets out even with no SDI. Try drillshine comboing a CPU Ganon across FD. If you don't land perfectly in the middle of him, shine doesn't combo.Ive always been able to SDI the drill into jab before Fox can do anything after.. though not with 100% accuracy but still, it's viable to do.
I cant really do that.. but anyways because im Ganon things like that are absolutely needed for sure. =P I dont think many people think to do that regardless.Super easy because you're Ganon. Ganon has an incredibly weird hitbox (like Samus) when he gets drilled and sometimes gets out even with no SDI. Try drillshine comboing a CPU Ganon across FD. If you don't land perfectly in the middle of him, shine doesn't combo.
Thank you so much for this :DJust some random thoughts about comboing with Fox out of throw vs other space animals... some options and how I view them. I like combos.
This is all done assuming there's no platform above you because if there is then you basically have your aerials and waveland stuff.
Against non-DIed up throw (or slight DI)
Up smash - Use around 0-17% or so. Racks damage. Also at like 85% or whatever because then it kills. Sometimes near the edge to put them offstage or trap them in a combo (whichever).
Up throw CG - Use whenever. Force them onto platform and then tech chase waveland grab or up air at low percents, bair at higher percents (or if you just wanna hit something easily and maybe push them off the platform into another bair or shine or whatever jank you come up with).
SH Uair - Use around 17%-40%. I really like this one so I'm probably hopelessly biased towards it. It feels like hitting an up smash but that's easier to follow. It also leads to really basic uair chains a lot, or can be used to set up horizontal combos with nair or whatever.
U-tilt - Use around 25%+. I seriously mean the "+". It works forever. With proper positioning you can use this to link to uairs that KO slightly earlier than up throw > u-smash will. It combos into itself, regrab, uair (at X percent), nair (at X percent), and so forth. It's really good.
Against away DIs (forward and back)
Up throw CG - Use whenever. The chain grab never changes in terms of its functionality and utility in combos.
Nair / Bair - Use at like 30%+ (and I do mean "+"). They're horizontal push moves. They can setup horizontal juggles. Not much else to say. They're good. They should be used to create tech chases, control trajectories, combo into KO moves, or kill when you can't reach with up smash because of percentage.
Dash attack - You can start using it whenever it starts knocking them over. It's kind of a lazy-man's option but its low knockback can be used to continue combos or hit into certain locations when other moves will produce an edgecancel. Dash attack is generally better off saved (if you haven't staled it) as a follow off other moves or to chase knockdowns though (out of throw, with all the other options, it's usually a bit of a waste).
Running SH uair - Use at 40%ish. It's kind of cute. Leads to another aerial, but following further than that can be hard. Can be good when a nair will create an edgecancel or hit them offstage though (dash FJ shine turn around bair can be followed offstage on this). You can 2nd hit only this one pretty easily.
WD up tilt / dash cancel up tilt - Don't remember the percent but it's basically the same function as the regrab only it does like 2% more and hits them up a bit higher (which may be relevant if you're trying SHFFL uair [first hit only] > up tilt type combos).
Dash JC Up smash - Use at like whatever percent. Its main use is as a KO move, but it can be also used to position people near the edge for an easy tech chase, or at the edge to force them to DI offstage into a possible edgeguard or extended combo. Its limited trajectories available to the opponent are what makes up smash usable for this sort of thing.
LOLOL This is so true. Its so irritating and amusing at the same time to play Ganon lmaoLol, level 9 Ganons are so janky.
Is it http://www.youtube.com/watch?v=jLT3DeSy3MI ?I want to find that vid of two guys hyping up the commentary for a random guy vs. a level 9 Ganon. lol
my god, I am in stiches.
I'm just saying that drill to shine often doesn't combo on Ganon even when it looks like it would, WITHOUT the Ganon really doing anything. Same w/ Samus. You have to really land right in the middle of him; drilling Ganon puts him in a flinch animation which makes his hitbox really conducive to escaping from the shine.I cant really do that.. but anyways because im Ganon things like that are absolutely needed for sure. =P I dont think many people think to do that regardless.