- Joined
- Apr 23, 2005
- Messages
- 2,617
Current Topic:
Diddy's Nanners - Discussion from 5/24-5/30
Upcoming Topics:
GW's multi-hit nightmare (b-air, n-air, trumpet)
DDD chaingrab.....list is still in progress
Past topics:
MK's Tornado - Discussed and Summarized
Marth Dancing Blade - Discussed and Summarized
TL's Wall (includes bombs, arrows, boomerang and aerials)
Move 1 - MK's Tornado
Avoid it completely
How to DI the Tornado Effectively
Since all of us will be hit by this move at least sometimes we need to learn to punish it if they miss and if we're caught we must learn how to DI out of it the best. Essentially you want to DI into the center of the Tornado and then DI up and mash up-b to escape from the top. This is much harder than it sounds and will take all of us a lot of practice since ROB is such an odd shape he gets stuck inside easier than most. But it can be done and should be practiced and mastered. summary maybe not finished
Move 2 - Marth's Dancing Blade - May 2-9
Dancing Blade info and combos
Marth's Dancing Blade can be 1-4 hits long and has multiple different iterations, all of which can lead to different things for the Marth player. This move comes out in 4 frames, which needless to say is very fast, making it difficult to punish.
Opinions are torn on the best way to deal with this move but one thing we can all agree on is the fact that it is mighty annoying when used correctly. Depending on Marth's spacing at the beginning of the move, SDI is a viable option. If he starts too close to you then you can SDI behind him to punish with whatever move you see fit. If he starts too far away you can SDI away and hopefully get out of it's range. You can sheild or downsmash in between hits with good timing and practice. It is currently unknown if you can d-tilt in between hits as well but if so that leads to the obvious dtilt>trip>grab, or dtilt>ftilt. You may also roll in between hits, but I'm unsure how reliable this is.
Toon Link's Wall (includes bombs, arrows, boomerang and aerials)
Sudai has already said everything that needs to be said. Read this post.
Diddy's Nanners - May 24-30
Diddy's Nanners - Discussion from 5/24-5/30
Upcoming Topics:
GW's multi-hit nightmare (b-air, n-air, trumpet)
DDD chaingrab.....list is still in progress
Past topics:
Move 1 - MK's Tornado
Avoid it completely
How to DI the Tornado Effectively
Since all of us will be hit by this move at least sometimes we need to learn to punish it if they miss and if we're caught we must learn how to DI out of it the best. Essentially you want to DI into the center of the Tornado and then DI up and mash up-b to escape from the top. This is much harder than it sounds and will take all of us a lot of practice since ROB is such an odd shape he gets stuck inside easier than most. But it can be done and should be practiced and mastered. summary maybe not finished
Move 2 - Marth's Dancing Blade - May 2-9
Dancing Blade info and combos
Marth's Dancing Blade can be 1-4 hits long and has multiple different iterations, all of which can lead to different things for the Marth player. This move comes out in 4 frames, which needless to say is very fast, making it difficult to punish.
Opinions are torn on the best way to deal with this move but one thing we can all agree on is the fact that it is mighty annoying when used correctly. Depending on Marth's spacing at the beginning of the move, SDI is a viable option. If he starts too close to you then you can SDI behind him to punish with whatever move you see fit. If he starts too far away you can SDI away and hopefully get out of it's range. You can sheild or downsmash in between hits with good timing and practice. It is currently unknown if you can d-tilt in between hits as well but if so that leads to the obvious dtilt>trip>grab, or dtilt>ftilt. You may also roll in between hits, but I'm unsure how reliable this is.
Toon Link's Wall (includes bombs, arrows, boomerang and aerials)
Sudai has already said everything that needs to be said. Read this post.
Diddy's Nanners - May 24-30