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Getting out of a juggle?

Swamp Sensei

Today is always the most enjoyable day!
BRoomer
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Swampasaur
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As a proud :4charizard: main, I have found that :4charizard: is actually quite good at juggling a lot of characters.

Problem is he's easily juggle himself.

How do you get back down?

I mean, I use a variety of tactics and none work all that well.

People can see Nair and Dair from a mile away.

Rock Smash is even more obvious.

Flamethrower only works if they're in front of you.

Air Dodging is just playing your odds.

The only method that seems to work is getting as far away from the opponent as possible and hope they don't chase you or head toward a ledge and hope they don't gimp you (Flare Blitz, Rock Smash and Fly make this easier than the others but its still pretty risky).

What do you do?
 

-LzR-

Smash Hero
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Be ballsy and fastfall into their face and grab them. If they are waiting for one of the above they will fall for it.
 

Spinosaurus

Treasure Hunter
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WarioLand
Don't forget to use your extra jumps.

Really just mix it up. Charizard has a lot of options for safe landings. It's impossible for your opponent to be prepared for all of them.
 

The Real Gamer

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Zard has no full-proof options to escape getting juggled, but he does have a lot of reliable options for specific scenarios.

Just be good at mixing up your landings and you should be fine.
 

-LzR-

Smash Hero
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And don't panic, you can get hit a million times and still be fine. You are Charizard, you don't die.
 

RadianB

Smash Journeyman
Joined
Nov 1, 2014
Messages
223
I fast fall Nair then dodge backwards, if you hit their shield with the tip and they don't perfect shield I think you have enough time to dodge their grab.
 

Oblivion129

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If you try to hit them every time you get out of a juggle, they'll read you and just shield you. Sometimes you just have to land somewhere safe so you get back into the neutral state of gameplay. Other options are empty fastfall to grab or other things mentioned here.
 

Davregis

Smash Apprentice
Joined
Oct 11, 2014
Messages
182
I have lots of trouble with juggles too... In addition to the options listed, Fly can take a stock if you properly position yourself to armor an incoming hit. The inability to get back on the ground feels like a big thing with heavies not named Ike, it's why lights have more to gain from a conversion and thus play more aggressively vs Heavies, I think.
 

Real Smooth-Like

Smash Apprentice
Joined
Dec 11, 2014
Messages
119
I only really struggle with this with specifically Ness's PK thunder... That stupid thing can juggle you for days.
 

RadianB

Smash Journeyman
Joined
Nov 1, 2014
Messages
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I only really struggle with this with specifically Ness's PK thunder... That stupid thing can juggle you for days.
Just Rock Smash, the Super Armour stops you from being juggled and gives you enough time to get to the ground.
 

Funkermonster

The Clown
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Just Rock Smash, the Super Armour stops you from being juggled and gives you enough time to get to the ground.
Or a better idea, simply just use Nair, its quicker and less punishable. Ness' PK Thunder doesn't even that much priority, and almost all characters can simply clank it out with a fast aerial (usually a Nair) and nothing happens.
 

Real Smooth-Like

Smash Apprentice
Joined
Dec 11, 2014
Messages
119
I
Or a better idea, simply just use Nair, its quicker and less punishable. Ness' PK Thunder doesn't even that much priority, and almost all characters can simply clank it out with a fast aerial (usually a Nair) and nothing happens.
interesting never thought of that. I find ness to be a hard mu in general, it seems that I can't fb through any of his projectiles. It seems like I should be able to, but PK thunder knocks me outta flare blitz every time
 

RadianB

Smash Journeyman
Joined
Nov 1, 2014
Messages
223
Or a better idea, simply just use Nair, its quicker and less punishable. Ness' PK Thunder doesn't even that much priority, and almost all characters can simply clank it out with a fast aerial (usually a Nair) and nothing happens.
Yeah that is the better option but just requires more precise timing to hit the PK Thunder.
 

Zombreed

Smash Rookie
Joined
Dec 30, 2014
Messages
17
wait until you reach the ground the first time then do the Nair dance, the opponent will love you too much to juggle you
 
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