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10 Character requirement.In order to properly answer this question, let's first deconstruct the components to each CG:
In the Bthrow > Dthrow CG, you have the following elements:
1. Popo Back Throw > Nana Regrab : The issue with this element of the CG is two fold. First, the bthrow has variable timing. This variable timing from character to character is compounded by difficulty because the inputs to throw with Popo and grab with Nana are too close together to reliably visual cue. At the same time, the issues with the sync mechanics creates directional issues when attempting to soft turn. This is reflected when you see Nana spinning in weird directions if you attempt to soft turn the CG in a non-buffered manner. If done out of a standard hard turn CG, Nana could trip. If done at an improper timing, Nana could possibly dash grab.
2. Nana Dthrow > Popo Regrab: There are two issues in this part of the CG. First, because of the cool down buffer mechanics, you could successfully regrab while accidentally buffering a Nana grab out of the cooldown of Dthrow. This is circumvented by shield buffering, but shield buffering then leaves you open to things such as accidentally inputting a spot dodge or roll because Nana acts on a cue timeline that isn't in real time. At the same time, you have to input down before walking forward to adjust spacing for the regrab. In some cases, most notably in the light characters, this causes a problem in spacing because the character will go through crouch and then proceed to walk forward.
Now let's deconstruct this newer CG combination:
1. Popo Fthrow > Nana Regrab: There is a constant timing for each character, so it can be done reliably on visual cue AND muscle memory. The only draw back is that spacing/timing is tighter than the B>D CG
2. Nana Bthrow > Popo buffered turnaround regrab: This creates a situation where the variable timing of the CG can be done purely on visual cue instead of trying to feel out the CG as per a Popo Bthrow. It is also a tripless turnaround. This also does not require shield buffering.
Both are good CGs. One however is tripless and can be done almost entirely off visual cue while the other cannot say the same.
You can't hobble Bowser.Those are the 2 easiest characters to hobble so what you are saying is wrong. Anyways, hobbling sucks.
Simply fthrow -> bthrow is the way to go. You shouldn't mess it up much as the fthrow is easy and bthrow has an easy visual cue.
I disagree with the bowser statement. But he isn't hard to cg anyway so whatever.Oh that sucks. Well, Bowser is like the easiest char to cg normally anyways.
Also, finally got that Diddy down. The secret was to be as close to popo as possible.
Yes, yes, these are all true. And no there isn't a thread (yet) because I haven't finished it. A simple solution is to not be so hasty when recovering. If you can tell by Nana's trajectory that she's going to snap to the ledge, you may consider solo squall to recover if you're high enough, or wait for her to let go and then belay.Hey, so I was playing casual matches this weekend, and noticed that a surprising amount of the time my IC's would desynch when I tried to recover, which would lead to an embarrassing death. One of the times this would occur would be if Nana grabbed the edge after Popo got hit offstage, she would not teleport to Popo when I used belay, killing me. Is there a thread detailing all the ways that recoveries fail horribly, and how to avoid them? Also seems like Nana won't teleport if she's tumbling.
Thanks! And it's cool that you're working on a thread. Smash researchers are awesome!People and stating "X character is the easiest to cg" as definites. It's like an annoying sore that you ice away for a while and then it just comes back, eventually leading one to just succumb to living with it.
Yes, yes, these are all true. And no there isn't a thread (yet) because I haven't finished it. A simple solution is to not be so hasty when recovering. If you can tell by Nana's trajectory that she's going to snap to the ledge, you may consider solo squall to recover if you're high enough, or wait for her to let go and then belay.
Yeah, like I said, I use it as an occasional surprise. Obviously don't spam it or use it as a default approach. And I was indeed referring to nairing her OoS, guess I forgot to type that. =/@Roller, thats all okay advice, but don't squall her from mid-distance. Nair beats it, as well as all of her other aerials. Only squall while close, and it has to be completely unpredictable. And as for nair oos, are you talking about against her dair? It's really hard to pull off unless you have experience.