J4pu
Smash Champion
what has more kill potential (knockback)? fair or sweetspot Nair
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Usually you can kill at 120ish% with Nair when gimping or after comboing a foe to the ledge.what has more kill potential (knockback)? fair or sweetspot Nair
Good info.ground vs ground moves are extremely difficult due to the fact that nearly everything clases with utilt if the attacks come out at the same time. The only method I've found so far involves using super armour frames and how close you can get to attacks like warios fsmash, make him take damage, but not take any yourself. With most SA moves not having much range at all, or SA frames before the actual hitbox is extended, it makes it near impossible using a screenshot method >_<
course you could try dsmashing a smart bomb or something, but good luck getting the frames perfect on that and measuring exactly the hitbox of the bomb, it may not be tied to the animation 100%
so in short, no I cant test those moves. and testing other aerials takes a long time, I wont be doing more on request for now.
Um, what exactly did you tell us?See, I told you guys bit nooooooo. Y'all are literally genius's and already have everything figured out. -_-.
http://www.smashboards.com/showthread.php?t=248776Hello, I'm here for a friend who would like to know the approximate kill percentages for each of Shiek's viable kill moves.
Would there be a thread containing this data?
Thank you.
It kind of impossible to measure kill percentages with DI because no one can perfectly DI a move but maybe a good idea to get averageshttp://www.smashboards.com/showthread.php?t=248776
whoever collected these is a really awesome dude, but not awesome enough to collect the percentages with human di. deal with it.
Yes but that's DMG.hmm the metagame isn't to this point yet but it's possible according to DMG to SDI tipper usmash into the side hits. dmg went half the length of FD like this lol...his SDI is proven to be good as he SDI'd a fart into tech
light was the sheik that experimented so verify w/ him
you have to anticipate it of course but most people understand when they mess up vs. sheik and are in range for a tipper so this might change some things
decent. it protects her top half better than the average sheild but her feet are always open even if you angle the sheild down...How good is Sheiks shield?
@3sided: That actually sound like a fairly good idea. I think it makes sense to know exactly at what point they need to jump. Could probably stop people from recovering low eventually.Before anyone tries to say that I'm being too harsh, I'll give some evidence to back this up.
Deliberate Powershielding non-projectile attacks is extremely uncommon for most people.
Traps evolve very slowly
I don't play ICs, and I bet most of you don't either. I bet you I can still get the first hit on most of you. The average person's spacing and zoning is terrible. I can cripple most players with my Mario still.
Most people still fail to successfully execute juggles. Most people can't even juggle my Ganondorf.
Most people, including myself, still average a minimum of two technical errors a STOCK. I know, because I can READ when people make a technical error.
Most people fail to set up optimal walls with the character they MAIN. Most people don't even realize that walls need mix-ups. Most people still don't seem to understand how to create a wall that also protects against dash into shield/powershield.
Most people still don't understand how to use full jump or crouch.
Most people know about pivot grabbing, but don't properly use it unless they have a tether character.
Most people, INCLUDING MANY PROS STILL RECOVER INCORRECTLY.
Wow I think that this is a very good idea! This could be on many different characters. The only downside is that this is only effective at ranges fairly close to their max recovery range so we would still have to put the effort to get them that far offstage but still very solid. Also this could be very effective against characters that are heavily relient on their second jump ie Falco Ness LucasSo I was thinking about needle-gimping today. This has probably already been brought up before and in fact is probably already in use, but I'll put it out there just in case.
Say you have a full needle storm charged. Usually, we'd jump and try to hit them while they are off the stage, hoping that they use up their mid air jump at that moment so our needles can eat it up, thus gimping them. But if they don't, then they just take some extra damage, jump, and up-b to the edge. But our aerial needle trajectory is perfect for what I'd call a "needle trap": Rather than actually aiming for them, you aim ABOVE them. That way, if they jump at any time while there are needles above them, they will have their jump eaten up.
In fact, if we could remember the maximum recovery distance for each character with their second jump and recovery moves, then we can memorize the "catch 22 zone", in which if we "needle trap" that particular character as they fall, they will either jump and get gimped by the needles, or just not get hit, but then just barely fail recovery due to distance. This would give each character this "danger zone" or "catch 22 zone" that we could remember. It would be great for mind games: Once they realize where their "Catch-22" zone is, you could needle storm earlier when they try to jump earlier, etc. I think this could really be a useful technique/mindgame for shiek's to utilize. It might be hard/almost impossible for certain characters, but it would still be pretty sweet to utilize.
I've thought about using Needle's but I've always been told that it done nothing.Do needles momentum cancel? I've been using Fair > needle charge > cancel charge to survive horizontal knockback recently and it seems to work pretty well.
if this is well known, well, yeah I haven't read up very much on sheik.
by DA OoS you mean shield drop > DA ?
or is there some way of cancelling shield (with something that can be cancelled) into DA?
No they dont cancel ur momentum at all actually it just prevents you from DIing lol. There is a chance you could die from this because after u have been sent the max distance of the launch u still have a little momentum so u can drift off the screen lol i would stick to fair then fast fall to survive.Do needles momentum cancel? I've been using Fair > needle charge > cancel charge to survive horizontal knockback recently and it seems to work pretty well.
if this is well known, well, yeah I haven't read up very much on sheik.
by DA OoS you mean shield drop > DA ?
or is there some way of cancelling shield (with something that can be cancelled) into DA?
saviorslegacy (3:36:37 PM): full hope needle's (removing their second jump)> Chain hog them trying to recover> they go under the stage some> chain drop while hanging> rising Fair stage spike> Vanish to grab the ledge/get to the stageI've got an idea I need some of the better Sheik players to try out some against some Fox and Falco players in your area.
Let's say you've got a fully charged needle storm. Falco is offstage about to phantasm to the ledge. Let's assume he's pretty far offstage, about a pivotgrab's distance away from max phantasm distance.
Now do this:
Full jump the needles at Falco just before he's about to phantasm. He's forced to phantasm immediately afterwards if he wants to survive. This most likely means he'll be aiming for the ledge, but it's possible to still land on stage so...
Drift off stage and double jump a single needle to hit him out of the second phantasm. He's now right in front of you... offstage... and low enough for him to have to use firebird. You're high enough to tether back to the ledge to edgehog. You do the math.
I managed to do this once earlier this week, but I didn't realize I was within tether distance so I upb'ed instead (not finishing the gimp, sadly)- haven't focused too much on it though. I've got other things I need to get better at first.
If it consistently happens the way I've described then it's definitely worth learning. Simply standing on stage and firing needles works too... but you're not covering the second phantasm when you do that.
edit: Wow, I've got a bunch of ideas. Is there a thread for this sort of thing? haha
Why is this better than just needle the first phantasm > edgehog the 2nd?I've got an idea I need some of the better Sheik players to try out some against some Fox and Falco players in your area.
Let's say you've got a fully charged needle storm. Falco is offstage about to phantasm to the ledge. Let's assume he's pretty far offstage, about a pivotgrab's distance away from max phantasm distance.
Now do this:
Full jump the needles at Falco just before he's about to phantasm. He's forced to phantasm immediately afterwards if he wants to survive. This most likely means he'll be aiming for the ledge, but it's possible to still land on stage so...
Drift off stage and double jump a single needle to hit him out of the second phantasm. He's now right in front of you... offstage... and low enough for him to have to use firebird. You're high enough to tether back to the ledge to edgehog. You do the math.
I managed to do this once earlier this week, but I didn't realize I was within tether distance so I upb'ed instead (not finishing the gimp, sadly)- haven't focused too much on it though. I've got other things I need to get better at first.
If it consistently happens the way I've described then it's definitely worth learning. Simply standing on stage and firing needles works too... but you're not covering the second phantasm when you do that.
edit: Wow, I've got a bunch of ideas. Is there a thread for this sort of thing? haha