Rubberbandman
Smash Champion
That sounds like a problem, not a question.
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I learned how to dash dance by playing someone that would do it back and forth for a period of time whenever he was able to take a stock and just trying to recreate it.whenver i try to Dash dance i end up never turning around. if i try to hold it down for a fracion of a second longer then i dont turn fast enough back and forth.
Thanks. I dont have many people to play w/ but i suppose that dashdancing will come eventually.I learned how to dash dance by playing someone that would do it back and forth for a period of time whenever he was able to take a stock and just trying to recreate it.
Practice getting used to moving your control stick back and forth over and over in a straight line and the timing will just come naturally.
Exactly why I used a hypothetical, and defined the variables as I did. My post works under the assumption that the below quote is accurate:First, Guest I love you. But:
Most of those moves aren't grab safe, so they skew the results on a functional level. So using it as a ratio out of 16 of hypothetical moves would be incorrect. You yourself hinted that you know this by saying "have Y amount of grab safe moves" (Guest Snowflake =] ). The same should be done with MOST other characters, and because of DSG you can safely not worry about the PS timing because they will get grabbed on the non grabsafe moves. Back to the other topic, it's hard to find another character with MORE grab safe options. Based on my testing, very few characters have more than two, but that's really predicated that my testing is the standard. Admittedly it isn't. But when going over the DSG theory, I tested every character and how they stood in terms of grab safe moves. In this specific case, Metaknight has so many more than other characters, it isn't even close. (PS: I Feel like it's five moves. None of them have frame 3 on their hit box, and they are all different lol). That being said, you can still calculate percents of random correct guessing the move, it would just be 1/5 for MK, compared to 1/2 or 1/3 for most other characters. Reading shifts it from pure guessing to predicting, but percentage wise, it's an uphill battle from the get go while most other characters it's a downhill cruise.
Options I've seen in tourney that aren't three frames:
Dair - Frame 4
Dsmash - Frame 5
Grab - Frame 6
Shuttle Loop - Frame 8, invincible on frame 5 if grounded
Not to mention that Mach Tornado is dependent on spacing and not frames because of it's move baiting properties. Grabbable? Yes. Powershieldable? Yes. Another option functionally? Seems to work in a lot, to the point that there was a thread dedicated to beating this move.
That doesn't mention spot dodge and other shenanigans. It's a huge reason why we would go AT BEST even or at a disadvantage in the match up. It's really a huge match up where we have to outread our opponent and not rely on gimmicks to get to that victory
Mostly because I was attempting to clarify the train of logic being used here. The general idea in the post itself isn't totally wrong (which is what my previous post was showing). The problem is just as you've shown, the information is inaccurate so this idea isn't really applicable to the specific situation being discussed (I even said earlier that I don't agree that a lot of his moves come out on frame 3, but that I was just going to roll with it).Look at the frame data XD, MK
But alot of MKs attacks starts at frame 3, which means he should be one of the easier characters to get a good timing when it comes to powershielding =)
ok i wasn't sure. and i never watched an ICs videos beforeOne of the oldest trick in the book my good sir. Watch some vids of people sometime, some people still use it but it can be SDI'd back to the stage.
One: No, hold the controller however you usually do.Heyo, Icies!
I have a few question!
One: Is there a specific way to hold the controller for CGing?
Two: Is there a nice video on CGing?
Three: May I ask which may be the best way to desync? Is it the pivot ice block one? If so, should I do that all the time or if I die should I do a different one?
Four: Are there any specific controls for CGing?
Five: Does Snake still wreck Icies?
Six: What is the best advice you can give to a beginner Icies?
Thank you so much! I really appreciate it! Sorry for all the questions! But I'm sure any answer would be helpful!
I'm just going to add that this point is very much debatable.Five: Its even or at the most slightly in Snake's favor. You asked this last time you came by.
All MUs are debatable, but we can agree it is much better than it used to be.I'm just going to add that this point is very much debatable.
But it is true that IC's don't get wrecked by snake like they did in 08. =P
Entirely preference, I almost exclusively use pivot from "neutral" but I often use dash dance derivatives, landing lag, and platform cancels. Defensively, I like dash derivatives (especially shield drop to pivot) running off platforms to desynch or using hitstun, and offensively I use squall, and hitstun extensively.Basic question: Are there "staple" desynchs that ICs generally use other than the Dash Dance one. It seems to be the only one that I use consistently. [
On a popo to nana bthrow transfer, there are two ways to input a nana turn around to regrab.by soft throw you mean the one where nana dash away from you? cause i never use that it seems inconsistent and bad lol
i use:
light: dthrow>dthrow & dthrow>dthrow
mid: dthrow>fthrow & dthrow>fthrow
heavy: dthrow> fthrow > turn around with bthrow > f/dthrow