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How to land safely against projectiles?

Shack

Smash Journeyman
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Nov 22, 2005
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ShackShack
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in regards to being knocked off the stage and getting back onto it form above (no edge grabbing). Is there a way to do this? If you air dodge, you will have landing lag and eat a projectile. If you try to land then block, the projectile can hit you right before you land. Is there any safe way to land or is this a mechanic meant to help buff projectile users?
 

Esquire

Smash Cadet
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Jun 12, 2014
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Try to land and shield against projectiles instead of airdodging into the ground and suffering the landing lag resultant.
This. Safely landing and shielding is a lot quicker than most players realize.

A few other things: some aerials can clash with projectiles and cancel them out, so experiment with your character to figure out which moves have this potential and how to time said moves correctly. Also, keep in mind that preserving your jumps (whether it's your second or a higher jump if your character has multiple jumps) may be the best option for avoiding projectiles when returning to stage. Knowing when to jump and mixing up timing can really make an impact on projectile users' success.

Grabbing the ledge might also be the best option. Unless the projectile is grounded/air-to-ground (ie. R.O.B.'s top or Link's bombs) or (D)Pit's arrows, the invulnerability frames on edge grabs can be invaluable.
 

Zatchiel

a little slice of heaven 🍰
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Depending on how fast the projectile is just fastfalling to the ground and putting up a shield works for me. Getting back to the ground against projectiles just requires mixing up with your fastfalls and midair jump(s). Mismanage or ignore the utility of either and you will have a bad time.
 

ATH_

Smash Ace
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Oct 7, 2014
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Make sure you fastfall so you can A: Hit the ground quicker and B: Be able to pull out your shield fast.
Since I guess nobody else made this part clear. : P
 

CURRY

Smash Journeyman
Joined
Feb 9, 2014
Messages
486
Location
Smashville, USA
Try to bait and mix up your landings.
You have a LOT of options in this game:
-fastfall, or don't fastfall.
-double jump (can break your fastfall, can change horizontal aerial direction, and sends you up-- if you have an aggressive opponent that likes to do laggy uairs, this is a nice option.
-Of course, airdodge, but try to not land with it. Characters with a zair can retaliate in some situations. Mostly use this against uair-ers, since you fall past them, and don't give them another chance to follow up.
-If you have a special move that changes aerial momentum, you can use that as well. Know which moves have b-reversals or wavebounces, which ones break fastfall, which ones change horizontal momentum etc. Details about specials like these, and how they should be used should probably should be covered in the forum for the respective character.
-Go on the offensive and use dair/fair, or whatever. Use hitboxes with projectiles or aerials to create a wall between you and your opponent.

EDIT:
Forgot all about the projectile part.
I think you can still mix up fastfalls and double jumps and bait out projectiles, since really, all the projectiles in the game can't be spammed consecutively, unless you have a smart Link/Toon Link, and of course, Fox/Falco's lasers.
Fox and Falco's lasers are fairly punishable, and if they're too close to your landing spot, they probably won't be using projectiles anyway, since putting the gun away takes FOREVER in this game, and that animation isn't cancellable by any way that we know of right now. Anyway, when you have projectiles out of the equation, you can use the options I've stated earlier.
As for Links and Toons... bait out their charged arrow if they've charged it, and change up how you do that. At higher levels, Links and TLs generally don't charge their arrow, so don't count on that. Just watch for patterns, and think about how you can retaliate, given your options!
 
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