Sieguest
Smash Master
To get some chars to go to the air or on top of a platform where you can pull out that uair and nair stuff. o.o
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http://www.youtube.com/watch?v=ezsot8VHQlIDesynch IB, they are annoying as hell, so I spam them if I have the possibility.
And they are lol at gimping Ness xD
And SND IC desynchs so damn fast.
All right, does anyone ever use dsmash? I don't...
I can't seem to find any use for it.
I try and play as simply as possible. Desyncing blizzards against good MKs is not a good idea for any length of time, SDI to dair is a pain in the ***. Our specials don't mesh well with the "run the **** away and don't die" plan for MK, so I think you should use them sparingly.Woah that was really awesome cheese! :D
Your IC is very different from others I have seen, never watched your vids before.
I just noticed you barely used your specials. My most used tactic is desynch blizzard spam. I guess it's not that useful after all.
I will play matches with my friend today, he plays DK. He brings a recorder along so we should get some videos up soon so you can help me more. I am gonna be da bess :D
He's fat, has no projectile, and can't shoot across the level at unimaginable speeds. He also kills you at 50. He's really easy to keep on the ledge, but can space you in the air.So yeah, how should I play against DK? What's different than against Falco, my most played IC MU?
If you think of it in terms of spacing, if you place Nana in front of you with the SND, if you used a shield/roll derivative, it's more aggressively spaced. For example, if you SND with her in front, you can Roll forward with Popo and Drag Nana along WHILE she does a blizzard or IB to be more aggressive in Desync Action. It also let's you be more aggressive in terms of being able to DSG while she's specialing without going out of sync range. If you did the same when she's behind, you'll get out of sync range.I have a question. How do I use the version on SND where Nana dashes in front of Popo instead of behind? And are there any practical uses for it?
If popo is caught, you probably want to mash blizzard. The theoretically best option would be to get her to solo squall because it gives YOU a grab, but that often fails miserably.Question: What is my best option as the other Ice Climber to break it up Falco's D-Throw when has the other one so I don't get caught in the laser blasts also?
Muscle memory. Cultivate it and it can one day be yours.I can CG pretty much 90% of the cast well. It's just how do you remember the timings?
Shhh, don't give them the answer, It makes it too easy.Use the Cstick to initiate the usmash, then hold down attack/grab immediately after to charge it.
Did you even get your teaching cert for 200 level classes? Hell, have you PASSED 200 level classes?Shhh, don't give them the answer, It makes it too easy.
Seriously, all I see people do in the Q&A is ask the SAME QUESTIONS. At least ask about newer things instead of the CG like "How can I apply this desynch?" Lets actually see some Ice Climbers 260 course questions, instead of Ice Climbers 101 questions.
I got a C, but I should study back up on my own time.Did you even get your teaching cert for 200 level classes? Hell, have you PASSED 200 level classes?
I only got a C in 204: Chaingrabbing.
Best: Lux Desync
What's the best, easiest,fastest and most commons Desynchs?
Don't do that. If you go fast enough, you'll actually buffer throws out of the cooldown of the other climbers throw and you won't platform drop even if you don't spot dodge. Spot dodge adds precious frames that you don't want to give your opponent to mash. Shield buffer and go faster.I prefer to start my chainthrows with bthrow (i.e., the standard popo bthrow > nana dthrow chain) since that's easiest for me (and, very conveniently, also doable on platforms if you hold R as you dthrow with nana, so that popo spotdodges instead of falls through).
Whether it's escapable is dependent on how fast the opponent mashes, so in that sense it's debatable whether there is merit in omitting a grab-cg transition. However, my argument was that if you start with bthrow, the beginning of your cg begins with a throw that is very hard to adjust spacing on and is different than every other bthrow you'll be doing assuming you're cging at a fluid speed. As compared to a dthrow which is the easiest throw to adjust spacing on. So if you're confident in your abilities to adjust, you should dthrow first.But I saw Hylian suggest that, if your opponent is at low percent, you should start your chainthrows with buffered dthrows so that they can't break it. Some other posters (among them Lux and someone else whose name I forgot - sorry) warned that the bthrow is escapable until very high percentages, so you should in general never start a chaingrab with it.
Lain isn't necessarily known around here for doing what is "technically correct". He just wins. Using a level 9 CPU is a bad litmus test to see if you are cging fast enough because people mash MUCH faster than a level 9 CPU. You can see for yourself if it's breakable. Guest made a chartBut the percentage after which it becomes inescapable doesn't seem that high to me. I find that I can't break out of the initial bthrow after about 30%, and neither can a level 9 CPU. I also noticed that in his 1st match against M2K at APEX, Lain always started his chainthrow with a bthrow, even when MK was only at 30%. So is a Popo bthrow to Nana really breakable after 30%?
EDIT: When I'm talking about the percentages, I'm assuming that the grab starts with both Ice Climbers synced up and standing, not running.
Wow, you're right! That's great news :-) Thanks ~Don't do that. If you go fast enough, you'll actually buffer throws out of the cooldown of the other climbers throw and you won't platform drop even if you don't spot dodge. Spot dodge adds precious frames that you don't want to give your opponent to mash. Shield buffer and go faster.
I'm sorry, I don't quite understand. What exactly do you mean when you some throws are harder, or easier to adjust spacing on? Are you talking about if your chainthrow starts from a run or pivot, as opposed to a standstill, so that spacing between the two climbers can vary based on the situation so you need to be sure to select a kind of popo throw which allows nana time to position herself to regrab best?if you start with bthrow, the beginning of your cg begins with a throw that is very hard to adjust spacing on
Wow, that chart is epic. Thanks for the link. And judging by it, you're right - an initial popo bthrow at 30% seems very breakable. Judging by the chart, for instance, if a standing popo grabs metaknight at 30%, mk has 20 frames (about 0.4 seconds) in which he has to mash only 18 inputs for the break, which could be accomplished by just one quick simultaneous rotation each of the analog and C-stick while pressing L & R once each, right? (I'm assuming that one full rotation of either stick counts as 8 inputs - is that correct, or is it 16 for one full rotation?) EDIT: G. Fang just mentioned that he may have erred on the chart in such a way that there are 6 or 8 frames less to mash than he thought, so maybe it's a little harder for your opponent than I've calculated here.You can see for yourself if it's breakable. Guest made a chart
On the Bthrow mechanics if done via Popo Bthrow to Nana Regrab, Some weird stuff happens because of flip mechanics. At some point during the bthrow (it varies from character to character) your "Back input" flips and causes Nana to run forward in relation to the direction popo is facing. So because of the flip, Nana is running forward in relation to Popo although you're holding Backwards in relation to popo.I'm sorry, I don't quite understand. What exactly do you mean when you some throws are harder, or easier to adjust spacing on? Are you talking about if your chainthrow starts from a run or pivot, as opposed to a standstill, so that spacing between the two climbers can vary based on the situation so you need to be sure to select a kind of popo throw which allows nana time to position herself to regrab best?
I saw the post about the error, but haven't gotten around to reading it to see what I think of it. I still haven't confirmed if my regrab formula algorithm is correct via the instapivot grab Legend of Ealert thing yet because I can't test in frame by frame for cstick inputs in terms of factoring out roll cancelling.Wow, that chart is epic. Thanks for the link. And judging by it, you're right - an initial popo bthrow at 30% seems very breakable. Judging by the chart, for instance, if a standing popo grabs metaknight at 30%, mk has 20 frames (about 0.4 seconds) in which he has to mash only 18 inputs for the break, which could be accomplished by just one quick simultaneous rotation each of the analog and C-stick while pressing L & R once each, right? (I'm assuming that one full rotation of either stick counts as 8 inputs - is that correct, or is it 16 for one full rotation?) EDIT: G. Fang just mentioned that he may have erred on the chart in such a way that there are 6 or 8 frames less to mash than he thought, so maybe it's a little harder for your opponent than I've calculated here.
This is the general rule of thumb I use: I try to do the solo dthrow with Popo until Nana catches up to me. There will come a point where as Popo is Solo Dthrowing, Nana will actually Dash grab well infront of Popo. From there, if you abuse the sync mechanics that make Nana slide toward Popo, a Popo dthrow will setup straight to nana Regrab without any spacing adjustments on your part. Then after the Nana regrad, I'll do a nana dthrow to Popo Shield Buffered regrab to Bthrow >Dthrow CGs. If my capture card comes today, I'll make a quick video to show you what I mean if you don't understand.So, about this buffered dthrow thing that is being recommended as a chainthrow starter - are you recommending that I do popo-dthrow > nana d-throw, or popo-dthrow > popo-dthrow (i.e., SoPo style)? And, assuming I'm starting from, say, 0%, how many dthrows would you recommend chaining before switching to the bthrow-dthrow chain? (Let's assume I'm chainthrowing a lightweight.) I tried to calculate that from the chart, but I'm having a little trouble interpreting the "Frames to mash before next throw" columns, which I posted about in that thread.
Out of Dash, the window for a buffer without platform dropping would be smaller than if doing a standing grab, but it wouldn't change from percent to percent if I understand the mechanics correctly.Also, is starting my chains with buffered dthrows good for platforms? I see now that I can buffer dthrows out of the other climber's cooldown and not platform drop, but this seems to be practical for the bthrow > dthrow chain, or for buffered dthrows at low percentages. Once lightweights reach around 40%, I find that If I buffer repeated dowthrows during the other climber's cooldown, the timing needed for the throw to regrab but also not platform drop gets insanely tight. And that's just from a standstill; it seems downright impossible if my initial grab is from a dash. (I tried to look this up in the chart, but could't figure out how to put the relevant information together.) It seems like, with lightweights at about 40% anyway, the best option is to start with a fthrow. What are your thoughts?
What sync mechanics can you abuse in that situation to make nana slide toward popo while she has someone in her grip? When I get to the point where nana dashes forward and grabs, nana is, like you say, well in front of popo, but the only way I can see to get popo near her is to run him there, which takes a dangerously long amount of time.This is the general rule of thumb I use: I try to do the solo dthrow with Popo until Nana catches up to me. There will come a point where as Popo is Solo Dthrowing, Nana will actually Dash grab well infront of Popo. From there, if you abuse the sync mechanics that make Nana slide toward Popo, a Popo dthrow will setup straight to nana Regrab without any spacing adjustments on your part.