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They can get out of the fire too fast to get hit by flash...
I fail to see a use for flash in that case. I know it doesn't put you in special fall anymore but i can't imagine when it would be advantageous for me to attempt on stage, especially since it often requires me to recover from very close to the bottom blast zones on any tournament stage and it doesn't really seem effective against recoveries of characters in general...but i guess this is all for another thread.They can get out of the fire too fast to get hit by flash...
1. If you take a closer look you see that hover + magnet's momentum carried me across the slope, where I was able to land and "instantly" perform any action (similar to DJ land cancel), in this case DSmashSinisterB. Teach me please. That video is the best ness video I've ever seen.
Just curious on how you did two things.
1. in the first match, you did some kind of a psimagnet to dsmash with no lag. How did you do that?
2. you did an instand djc dair to bair combo at the end of round.How did you pull it off so fast? DId you just x x down and a or did you use some other sequence to pull it off that fast. Because that was exceptionally fast control.
I like the idea of non-flinch magnet as a good shield break punish, considering you can JC BThrow them immediately afterwards or DJC-A, or pretty much whatever. Sadly I haven't had any victims yet to try it on.Sinister has it pretty figured out. Magnet has unbelievable potential among the "shines" that were added to characters.
Has anyone noticed if you do magnet above a character and float down over them it does really high %/s? Easy rest punish, easier since jiggs is really small so more time to rack up damage. And you can still jump cancel out of it for a dair. There might be potential for pk fire -> magnet aura -> aerial combos, but it's pretty hard to get because if you do it wrong you'll shine them out of the fire and if you wait with the aura too long they'll punish you when the fire goes away. It might be easier to just pk fire -> pk flash, but i don't know if that works...
Good way to get a feel for the move, that's how I started with it.I just use Magnet since it lets Ness turn around in the air. The hitbox part is more like a side effect of the move.
yup practice upI'll be honest, you can do the stuff he's doing with practice spent in training mode.
I guarantee if you spend time of just hitting yourself with the bolt of PKT in different angles, you'll be able to get some sick reads.
I guess it helped using him in vBrawl, lol. That's where a lot of my reads originated from, with the new mechanics presented in P:M.
My Ness is fairly solid, but the one thing I've been having issues performing in a manner when it's usable is the magnet > d-air thing, although just to get off the bat, I normally don't play against spacies or characters of that caliber, so my MU knowledge is rusty in those areas. I did gain some ideas from watching others. It's what I usually do when I have questions. :L
Is that string I mentioned MU dependent? That would probably be why I've been having such a pain pulling it off.
Either that or my execution is janky. I'm still on that 2.1 mode, lol.
EDIT: I'm sure it's just DJC in general now. I can't keep my consistency going for as long as I remember from the previous demo.
Is non-flinch a reference to the first hit of mag? I know there are two hits, but i haven't really found a way to apply the two in a strategic way.I like the idea of non-flinch magnet as a good shield break punish, considering you can JC BThrow them immediately afterwards or DJC-A, or pretty much whatever. Sadly I haven't had any victims yet to try it on.
Fire -> Flash should never work unless the opponent is in a terrible situation or they're asleep at the controls
I think it has something to do with momentum + turning around, but i haven't figured it out yet.What is the proper input to "air-wavedash" with the magnet like you do in the video B?
Ness can do the DJL like Peach, it just doesn't work off a instant DJ from the ground. if you jump, then wait till just before you land, and hit jump again, Ness will begin his 2nd jump, but land instead. This also works when jumping to platforms, and any time you are using DJ when pretty much on the ground, so in theory, it would work out of magnet, especially when you are flying towards a surface with the momentum.Also, when you say DJ land cancel, what do you mean? dJCing any move and just lcancelling it purely for the purpose of geting on the ground?
There is an initial hit that sends them away, this has been the focus of the thread, on how to use this hit to combo, setup or the such. There are also repeating hits while you hold the magnet out, which cause no flinch and do rapid damage (same kind of thing as Fox's lasers). So in practice you could use the holding hits to build free damage on say, a shield broken character, or a sleeping Jiggs.Is non-flinch a reference to the first hit of mag? I know there are two hits, but i haven't really found a way to apply the two in a strategic way.
From what I'v seen, this air-wavedash happens due to Magnet resetting falling speed, but not horizontal momentum, meaning if you use it out of a dashing jump, you will basically fly a short distance. In addition, it also seems we can B-reverse it, meaning we can completely revers the horizontal momentum along with gaining this short flight span.I think it has something to do with momentum + turning around, but i haven't figured it out yet.
It can be as simple as Dash -> DownB Hold, all you're really aiming for is to carry your momentum with you in a quick burst in order to act out of it just as quickly. As such, combined with DJ (which retains all momentum throughout it) basically lets you decide again which direction you'd like to move; angle, height, and distance all in one. This is why using it with DJC is so powerful.What is the proper input to "air-wavedash" with the magnet like you do in the video B?
As GM171 mentioned, a land cancel is quite literally when you use your double jump to land instantly somewhere, and cancel your landing lag. Most notably on platforms. The purpose of which would be to perform actions faster than you'd otherwise be able too with a waveland or normal full hop, or whatever. The magnet -> dsmash you saw takes from this property with help from the magnet hover, and is able to hit these land cancels at different angles. Usually across from said surface. I like to call them airwalks, seems appropriate.Also, when you say DJ land cancel, what do you mean? dJCing any move and just lcancelling it purely for the purpose of geting on the ground?
To do a B-reversed down B the easiest way to explain it is to press down B then do a quick quarter circle backward.I've always struggled with B reversing non-side-b moves haha
I was talking about the two hits that actually cause knockback/hitstun/whathaveyou. Not sure if i'm confusing this second hit with a DoT hit that connected because the opponent was real far into the magnet though. I'm pretty sure there are two hits that cause shine effects, with the second hit having a longer come out period.There is an initial hit that sends them away, this has been the focus of the thread, on how to use this hit to combo, setup or the such. There are also repeating hits while you hold the magnet out, which cause no flinch and do rapid damage (same kind of thing as Fox's lasers). So in practice you could use the holding hits to build free damage on say, a shield broken character, or a sleeping Jiggs.
You can Magnet and then JC, then JC Grab, yes. There's a small delay before you can JC the move, however.do you jump cancel the grab or do you wave dash into grab?