How to 'Dorf that move?
(How to effectively deal with a specific attack)
Attack database
Mach Tornado
(How to effectively deal with a specific attack)
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Attack database
* Mach Tornado
* Samus's Zair
* Blizzard
* Marth's Fair
* Ike's Jab
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* Samus's Zair
* Blizzard
* Marth's Fair
* Ike's Jab
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Mach Tornado
.......................( Bat stole my move! )..........................................................
....................../......................................................................................
Grounded 'Nado / Aerial 'Nado
Grounded version (When MK press the B-button 1 single time)
If a 'Nado is connected to the ground (mostly right after MK started it from the ground) it can be canceled out by certain attacks.
Let's say you use Ftilt to conter attack it... If you hit only the hitboxes of the sword,
the 'Nado will be canceled out.
If your Ftilt hits MK's hurtbox, MK will be sent flying with a 13% damage matk in his forehead.
Most MK's won't use this version at all, since they know how easily it gets canceled out/counter attacked.
Aerial version (When MK mashes the B-button)
This version is a *****. It can't be canceled out due to its "aerial attributes".
Let's say you use the upangeled Fsmash... If you hit only the hitboxes of the sword,
the 'Nado will eat the hurtbox of your elbow (suck you in) since it can't be canceled out.
If your Upangeled Fsmash hits MK's hurtbox, MK will recieve a painful 26% portion of damage.
This is the version we should concentrate the most on. It's way more effective than the grounded one.
Most good MK's will almost never even use the other version.
But what if Ganon too uses an aerial attack?..
Well, if you Fair, and the Fair connects with the hitboxes of the sword, neither of the attacks will get
canceled out due to their "aerial attributes".
So, in this case it's a matter of who gets hit first; and since Ganon's hurtbox travels along with his Fair, MK wins the duel -_-
Attacks you can use to hit Metaknight while he is 'Nadoing
Counter attack a grounded 'Nado with
* Dtilt - It'll only cancel it out if you're too far away. Aim at MK, not the Tornado.
* Ftilt - A solid way of beating it. Keep you head cool and kick him for a nice 13%.
* Fsmash - A well timed Fsmash >>> 'Nado, though the timing can be a little difficult.
* Dash attack - The DA works surpsingly well. It digs its way straight to MK. Sometimes it just cancels it out though.
* Dair - It's a little tricky to hit right in the middle of the 'Nado.
* Fair - If properly spaced, it'll leave a 17% stample in MK's forehead.
* Pivot grab - It can be a little hard to time it right, but it's effective when you get the hang of it.
* Aerial Wizkick - it digs its way through; litteraly.
* Usmash - It works, but Fsmash works much better.
Counter attack the aerial 'Nado with (Again, this version is a *****)
*Usmash - You'll enjoy hitting MK's rear end with your big foot.
* Fsmash - It's decent. Usmash actually works better on this version.
* Ftilt - Again, it's a solid counter attack.
* Dair - You must hit the top center of it.
* Wizkick - It won't dig its way through this verison. You must hit the top center.
* Pivot grab - Works pretty well. But it'll miss (Verticaly) if MK's body is too high up.
As you can see, not many attacks can be used to counter the aerial 'Nado.
Attacks you can use to hit Metaknight after you've shielded the 'Nado
Punish a grounded 'Nado with (Assuming the MK DI away, at the end of it)
* Dash attack - A very effective way of dealing 16% damage.
* Dtilt/tiny step + Dtilt - Use this if you want to save the power of the DA.
Punish the aerial 'Nado with (Assuming the MK DI away, at the end of it)
* Gerudo + follow up - Probably the best way to punish it.
* Pivot Fsmash/Salmon Smash - You'll have to judge if it'll reach or not. However, great damage.
When you're falling down and the 'Nado is under you.
You'll just get caught in the 'Nado if you try to airdodge.
Couter attack it with a Dair or aerial Wizkick.
If you haven't used up your doublejump, it can help a bit.
Frame data
Quotes:MACH TORNADO
minimum time frame breakdown:
1-11 startup
12-58 hitbox out
59-87 cooldown (this is a grounded nado)
maximum time frame breakdown
1-11 startup
12-104 hitbox out
Cooldown: this is interesting. Cooldown will ALWAYS be 29 frames. Landing lag adjusts to this. So if your nado ends in midair and you free fall for 10 frames your landing lag will be 19 frames. The botched up landing is 30 frames.
- Can be SDI'd out of, but you need your 2nd jump. From there you may be able to get a free dair. (Did I mention this jump has the chance of going like 3x higher then normal? I think you actually footstool MK during the tornado..... just SDI up+away and mash jump.
A grounded move that does 10 or more damage pierces through the tornado hitbox and continue with the rest of the motion with the hitbox still being active. For example you can dash attack through the bottom of an aerial tornado. Even though you won't hit him if he his high enough it still clanks with the tornado and continues on. Only aerials have to hit MK without hitting his aerial tornado hitbox. Aerials will clank with the aerial tornado and continue with the motion but the hitbox will deactivate.
Special thx to SmashBrosForce for beeing my MK-test-dummy.ftilt ftilt ftilt ftilt 1000 times ftilt
Samus's Zair
Approaching
SHAD along with walk+Power Shield are your best bets.
Normal shielding is OK, but don't rely on it.
(It drains your shield, and you'll eventually get shield stabbed -> grabbed)
Spotdoging is great, as long as Samus doesn't mix missiles into the recipe.
Don't roll towards Samus; a good Samus will be on her toes to punish you.
(You can roll towards her if you're very far away though.
But try sticking to your SHAD's)
NEVER roll away in favor of avoiding it, you'll only reset the scenario -_-
If you for some reason have to retreat, use a retreating SHAD.
How to punish
Good luck..
The Zair itself is almost impossible to punish, since it auto cancels.
If however we successfully DO punish it, it's a mistake by the Samus player.
So forget about punishing the actual Zair.
Avoid the Zair, get up close, and punish/counter attack the attack that Samus uses to greet you, when you're too close for her to Zair you.
Examlpe:
- Samus fires the Zair
- You advance with SHAD
- She uses Dtilt when you get too close
- You shield it and then Jab/Dtilt
Fortunately Samus's grab is pretty slow, so shielding isn't too risky when your right next to her after making your way though the Zair Storm.
Zair edgeguarding
Not much to say here.
If Samus hits you with the Zair while you're recovering from far away, you'll have a very hard time getting back.
Don't waste your Double Jump if you don't have to.
And don't let her STEAL it by Zair'ing you the split second after you've used it.
These can help you
- Air dodging
- Double jumping
- Fast falling
- DI up as you get sent off stage.
Frame data
Sourspot = 5
Tipper = 9
Ends at frame 50
Landing lag = LOL
Quotes:
Don't mindlessly shield them or else you'll get punished silly.
Blizzard
Single/double Blizzard(s)
SDI while shielding can get you close enough to Jab 'em as the Blizzard(s) end.
Aerial down+B/Stomp is effective if the IC's Short Hop it, or if it's grounded.
If they full jump it, you can roll under them and them Fsmash/Stomp them from behind.
Desync'd Blizzards (Expect a lot of these from pro IC's)
Well, since Ganondorf doesn't have a projectile, the IC's can perform their
'Desync Techniques/Attacks' without even the smallest chance of loosing their concentration.
The only attack we can reach them with is our Utilt, but we'll most likely get punished big time
if we use it more than once.
One possibility though is that it could force the IC's into regrouping in fear of getting struck by its crazy power.
Let's face it... Desync'd Blizzards ***** us 99% of the times.
We can only wait for the opponent to make a mistake >_>
Or annoy the hell out if him by Ledge Stalling.
Frame data
First Hitbox comes out at frame 16.
Quotes:
If you're up against desynch blizzard, you can 'Dorf the move by sparta kicking them in their crotch irl, otherwise you lose. If they DON'T desynch them, you can run into them and SDI close while in your shield (but far enough away to wear they can't grab you before you can tilt/jab).
Marth's Fair
We can't really punish Marth's Fair after we've taken it on our shield, nor if we spotdodge it.
But we can predict it and counter it, if the hitbox of our attack reaches him before his Fair reaches us; try iDA.
We can also punish some of the attacks that Marth uses after the FAir(s)
Sadly, this is pretty much all we can do ;\
Frame data
Hit: 4-8
End: 34
SH Fair Lag: 8
SH Fair Fast Falled Lag: 3
Quotes:
Let both fairs hit your shield and see what he does. Does he D tilt? next time jump out after both fairs hit and thunderstorm him while he's trying to poke your legs.
Susa: Fsmash can work against an fair that for some reason wasn't retreated. The slight movement backwards can cause the fair to miss you, and then you hit.
It's not reliable at all, but it is an option.
A rather stupid option.
But an option.
PhantomX: You'd be surprised how often a stutter stepped fsmash will hit/trade hits with someone trying to approach with fairs... really not that dumb of an option if you're spaced correctly and have predicted it. Pretty dumb to just randomly throw it out there, though.