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It looks great aside from some lines starting early and "dashattack".*Added a lot of stuff to the OP*
Is it understandable as it is?
Ok.It looks great aside from some lines starting early and "dashattack".
long time no see, SGT. BakerSo is Mach Tornado disscussion over? I forget if it was mentioned if there is a set amount of days for these moves disscusions.
Nope, there's no timelimit/deadline.So is Mach Tornado disscussion over? I forget if it was mentioned if there is a set amount of days for these moves disscusions.
You're right man.Any ground move that does 10 or more damage will beat the tornado. If MK is in the air then you just need a grounded move that can reach his hurtbox. All aerials will always lose against an aerial tornado unless you only hit MK's hurtbox. If you hit the tornado hitbox it will just clank through your aerial. Basically you have to space your aerials so that they hit the top of the tornado and not the sides or bottom.
Ftilt, dash attack, Fsmash, and Usmash are your friends. Properly spaced aerials work but are harder to pull off since MK moves pretty fast during the tornado.
I get the feeling you must hit the aerial 'Nado directly without even scratching/penetrating its hitboxes, unlike the grounded version.If MK is in the air then you just need a grounded move that can reach his hurtbox.
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.No, Jab isn't good, since it can't "beat" the 'Nado. It just cancels it out.
I get the feeling you must hit the aerial 'Nado directly without even scratching/penetrating its hitboxes, unlike the grounded version.
What do you think about that?
In our tests with Tornado, Jab really doesn't work ?No, Jab isn't good, since it can't "beat" the 'Nado. It just cancels it out.
I get the feeling you must hit the aerial 'Nado directly without even scratching/penetrating its hitboxes, unlike the grounded version.
What do you think about that?
Care to be a little moar serious? c_cI don't think you added enough info there. I want three more paragraphs of text and at least two more lists.
How to avoid it: Try to be within Dtilt range. Ganon has absolutley no projectiles, while Samus has 2... Plus her Zair. So being close up to her is your best option to actually advance in the fight. Unless you think power shielding everything and not doing damage is productive..Powershield. Seriously. Only thing you can do.
Telling people to spend their time Power Shielding at Ftilt-range, is enough? Sorry, m8. I can't agree.I know this is like my first time on the Ganon boards, but maybe we can skip to the next move to learn how to Dorf it. Perhaps after a few more posts.
How to deal with it:
How to avoid it: Try to be within Dtilt range. Ganon has absolutley no projectiles, while Samus has 2... Plus her Zair. So being close up to her is your best option to actually advance in the fight. Unless you think power shielding everything and not doing damage is productive..
/how to avoid it
Zair is a move that you cant cancel, out prioritize, or even tie with. Making shielding, or spot dodging the only options for it really. You can run away from something thats faster than the Captain of Falcons.
Dtilt will still be too slow to punish OoS, Samus's ZAir has virtually no lag.Against zair: powershield or shield. IF you shield it, don't advance. If you powershield it, look at the distance, if advancing would put you in sweetspot zair position, don't. If it brings you in dtilt range, advance.
Just stay patient.
?Dtilt will still be too slow to punish OoS, Samus's ZAir has virtually no lag.
Ganon's grab, which is also is fastest move, comes out at frame 7. Wouldn't that mean that it's not guaranteed?Well I did some testing and the Zair has a -6 frame advantage on block if it lands right after hitting your shield. If she doesn't land right after hitting you then you also get every frame she is still in the air to do something. Perfect shielding still makes it a -6 frame advantage but you don't need to drop your shield.
This means a Zair to the face is a free grab powershielded or not. If you powershield within Dtilt or dash attack range then chances are it will work because they won't Zair at the perfect height to land right away.
Nevermind this.Spot dodge is invincible on frame 2. If she had a 1 frame attack it would trade and the grab would win.
What do you mean virtually no lag?Dtilt will still be too slow to punish OoS, Samus's ZAir has virtually no lag.
The grab only works at very close ranges though, so we're still pretty much optionless after a shielded/power shielded Zair.Well I did some testing and the Zair has a -6 frame advantage on block if it lands right after hitting your shield. If she doesn't land right after hitting you then you also get every frame she is still in the air to do something. Perfect shielding still makes it a -6 frame advantage but you don't need to drop your shield.
This means a Zair to the face is a free grab powershielded or not. If you powershield within Dtilt or dash attack range then chances are it will work because they won't Zair at the perfect height to land right away.
Well I did say to the face but I meant to say in your face which implies point blank range. If you powershield it at Dtilt range, chances are you can Dtilt before they can block because there is no way they can time and space the Zair that perfectly. It is -6 when done perfectly but it can and will be more negative than that in game. I'm not saying Dtilt is 100% guaranteed at that range but if you are quick you have a good shot at actually pulling it off.The grab only works at very close ranges though, so we're still pretty much optionless after a shielded/power shielded Zair.