I can usually live to 120-130% without bucket braking. I haven't been able to test this out too thoroughly with bucket braking yet. I always forget to bucket brake until I'm dead, then I'm like crap >_> I should have bucket braked.
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Seriously, this undoutably makes GaW best or 2nd best character, and I don't think MK has a chance against him. Snake might be able to go even with him or something.Well, M2K, teh_spammerer, and Inui all say it's broken. And they all main Metaknight.
Yeah, I heard M2K say something like "NEW BEST CHARACTER!"
No it doesn't. G&W will still be KO'd at fairly early percentages.Seriously, this undoutably makes GaW best or 2nd best character, and I don't think MK has a chance against him. Snake might be able to go even with him or something.
edit: Nvm lol.Okay seriously, G&W does still have one weakness though.
His attacks come out a little too slow.
Jab is 4 frames, and that's G&W's fastest attack. 2nd fastest is D-tilt, which is 6 frames. There are crazy 3 frame attacks that beat out G&W in the poke and spam war. His Smashes come out 15 frames or later which is too slow for out of shield purposes.
Thank you!The video showed the EXTREMES, not what will normally happen.
Lol @ him living twice as long.
AlrightThe video showed the EXTREMES, not what will normally happen.
Lol @ him living twice as long.
lol @ the "this wont change much on the tier list" part... but anyway, this at is mainly situational therefore is useful but not that much. great finding btwAlright
I went into training mode and tried it. It's not that useful. GaW wont change much on the tier list.
I completely overreacted.
Sorry T_T
I notice when people gain three pounds.Thank you!
People are definitely blowing this out of proportion.
The KO difference between bb'ing, and not bb'ing is like 5-15%.
If anything, G&W has gained like, three pounds, who really notices when a person gains three pounds?
actually, I agree with you. Bair just got a little better. Pressure towards one edge, and if your opponent hits you the other way, you stand a decent chance at survival.Hey, all G&W has to do is force you into a disadvantaged position and he'll be hard to KO.
G&W's better stages are usually ones with low ceilings, but this AT makes him a lot better on ones with big ceilings.
What hit is killing you? Are you DI'ing up?:S i dont know how you guys do this lol. my gnw dies at 110 >_> at fd
no It Doesn't. G&w Will Still Be Ko'd At Fairly Early Percentages.
bb'ing Really Only Comes Into Effect When Not In Close Proximity Of The Blast Zones.
Lol, Calm Down.
the Video Showed The Extremes, Not What Will Normally Happen.
Lol @ Him Living Twice As Long.
thank You!
People Are Definitely Blowing This Out Of Proportion.
The Ko Difference Between Bb'ing, And Not Bb'ing Is Like 5-15%.
If Anything, G&w Has Gained Like, Three Pounds, Who Really Notices When A Person Gains Three Pounds?
BB'ing isn't useful if your close to the blast zone, it only comes into effect over long distances. However, as A2Z said, we have to force them into a bad position. If G&W forces his opponent to the edge, the only way their opponent can kill G&W is to smash him all the way across the stage, which would give G&W enough time to BBhey, All G&w Has To Do Is Force You Into A Disadvantaged Position And He'll Be Hard To Ko. We Should Remember That One Of His Best Qualities Is staying Safe.
G&w's Better Stages Are Usually Ones With Low Ceilings, But This At Makes Him A Lot Better On Ones With Big Ceilings.
That'd be an approximation; I'm not convinced it's actually linear. Although it depends what you're comparing it against, if we're taking DI into consideration, but also if we're comparing no-input recovery vs. G&W's other options, like using Jump after a fastfalled Nair.The effect of bucket braking decreases linearly to zero as you move from one edge to the other?
Heh.... just be careful which directions you get hit, and have amazing DIG&W can be a stock tank on JJ with a falco partner. Insane team.
.... no disrespect, but are you sure you understand DI then? After you're sent flying away from the hit, ie. once hitstun starts, your DI is already set. You needn't be holding a direction anymore. You have half of your full knockback distance (or something about that much, noone has exact numbers afaik) before you can use the Nair, that's a good amount of time to let go of the control stick. After hitstun starts, directional input has no effect until you've escaped knockback {*}; with the exception of fastfalling, which you can do with an aerial, or anytime after ("hitstun-cancelled knockback").I'm a little iffy now on using uair instead of nair. The 5 frames you lose could easily be the difference between losing a match and winning...but its difficult DIing correctly then using nair