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I'll try theory 2 and 3 next time I'm at my friend's house. (My wii broke cuz I playeded it too much....)bumped because i need effing testers.
Bowser
At 0% he gets hit once and then can fall and shield or grab. He only takes 6%
My Best: 13 hits from 6% – 51%, involves a lot of reversals
He can easily footstool out by 24% at latest
And he can usually shield after about 3 hits
This was done to a Bowser at lvl 9 in brawl mode (not training, so diminishing returns is calculated in) on final destination. It may be important to note that if we were on a stage with a slant, that you could theoretically get more.
Is this the kind of thing you are looking for?
For Bowser, I would say it is better to tilt AFTER the last one if you aren't expecting to get more than 3 or so. If you somehow manage to keep him in the chain until that 13th hit than I would say it is probably better to grab him after the 12th.
Ganondorf
0% - 37% has been my best which is 9 hits.
Typically he shields after 3 which is 0% - 16%
He can also shield after 1 hit which is only 6%.
Same controlled variables as the bowser situation.
I would say that you should typically try for a grab after the very first one. Unless you manage to hit him from very close to Sonic's body rather than with the tip of the shoe. If you manage to get in close enough to him to do hit with his leg rather than his shoe, than you could probably get about 3 hits and then have to grab. I was never able to get more than 4 hits except on the one time that I reached 9. The 9 may have been influenced by the fact that I was getting a little closer to the edge.
DK
8 hits for 0% -31%
Typically he jumps out after 16 – 20 %, 3 or 4 hits.
He has actually been able to get out after the very first hit, especially if he hits forward B.
My guess is that its best to grab after 2nd or 3rd hit or even 1st hit.
I've only gotten him to 8 hits a few times.
Also, if they trip, then you can sometimes get a lot more hits. Like I think I got 12 hits after DK tripped on one.
ROB
It may just be that I am having a hard time with him, but the very most that I got was 3 hits for like 15% or something. That involved me hitting with the very tip of my shoe.
Usually, I can only get one. and he is already so far above my head that he can get out a fair and stop me from doing anything else. Probably grab after the very first. But you may just want to try to hit your own fair or shield and then grab or something.
ok, so I'm trying snake and he taunted me and I just learned that you press A to pick up his box and throw it at him automatically. I can't believe I didn't know that until now!!
So,
Snake
my max: 13 hits 0 - 51%
Typically, its easy to get about 6 hits. Just make sure to hit with the leg area above Sonic's sock. (sock?) Then I would grab after that, since he will pull out a grenade and get hit, thus dropping it and causing you to hit that as well and blow up. I'd say 6 is still a little high, but you can at least get 4 or 5 no problem. Even 10 on Snake is a lot easier than 3 on ROB
I'm sick of trying on Falco
So far, my best is 6 hits from 0 - 31%.
He is soo hard to get close enough to to make this work that I highly doubt that it will ever be a good option to try to do to him.
On the plus side. You can get it three times pretty easily on average and this 3 times can be done up until like high 50s% to low 60s%
this is the kind of down tilt information that I need for everycharacter.Dedede
I got from 11 - 40 with 6 hits.
I also got 6% - 37% with 8 hits
On average I can't get more than 3 hits. Dedede can easily just press B to do his suck up or w/e attack. It ruins it every time. I'd say grab either before or after the third hit, but make sure to do it fast. The down tilt is stupid on dedede IMO. It hits him really high, but he falls again really fast. It's really misleading because it appears that you should be able to keep it going, but the height he gets allows him to DI, midair dodge, or attack even with the quick fall speed. I may test him more another time.
man, you respond quickly, ever consider becoming a TO? Anyhoo, you really gotta consider who you're going up against for using bair against their u-smash or u-tilt. Pretty much any character with a sword and you're gonna eat it HARD. I could try and take note of which characters I have more success with and which ones I don't but I'd say 75% of the time it's not a good idea to try the b-air if they're going for an attack because theirs usually outprioritizes or hits you in a way or a place that makes you feel uncomfortable.... and as we all know, that's no good.yea, i tested it myself and i couldnt get number 3 to word either.
about jab locks.
yes actually, side b hop to spring to downair to Jlock was the first jlock setup ever discovered for sonic. But its hard you have to hit them with the hop at like the 20-60% range because you have to footstool them at a height where they wont be able to DI from the spring. because the falling spring in this case acts like the first jab of the jab lock and holds them in place long enough for you to do an AC down air and continue the jlock.
the method i had was to just forego the spring entirely and immediately down air, you have to space it so that you dont hit your FSd opponent with the down air, but if you do it right, even with the d air lag, if you buffer a turnaround jab, it will initiate a lock.
as for theory 1, i was using back air as a means of getting to the ground safely after using a spring toget out of a bad situation but it sounded like you got the gist, and from what you say, it sounds like doing it consistently is pretty feasible against the land camps of certain characters.
You can actually adjust the height depending on how early in the hop you hit your opponent.yea, i tested it myself and i couldnt get number 3 to word either.
about jab locks.
yes actually, side b hop to spring to downair to Jlock was the first jlock setup ever discovered for sonic. But its hard you have to hit them with the hop at like the 20-60% range because you have to footstool them at a height where they wont be able to DI from the spring. because the falling spring in this case acts like the first jab of the jab lock and holds them in place long enough for you to do an AC down air and continue the jlock.
the method i had was to just forego the spring entirely and immediately down air, you have to space it so that you dont hit your FSd opponent with the down air, but if you do it right, even with the d air lag, if you buffer a turnaround jab, it will initiate a lock.
as for theory 1, i was using back air as a means of getting to the ground safely after using a spring toget out of a bad situation but it sounded like you got the gist, and from what you say, it sounds like doing it consistently is pretty feasible against the land camps of certain characters.
latest additions to the first post,*important! announcement*
magnum was actually smart enough to listen to me and compile this information. Thank you very much.
http://www.smashboards.com/showthread.php?t=216027
KID AT #8!
Double Ledgehop Attacks
Normally I tend to get very wordy with my definitions of these moves, but this will be just the opposite. When you hang on the ledge, you can fall off, double jump and forward air the opposite and land on the stage. But if you are fast enough pulling off this move, the forward air will end and you can n air before you even hit the ground.
And the properties of this combination make it very effective because the n air is begun so close to the ground that
1. only the strongest hitbox will activate. and
2. the n air will land during the strongest hit, and as far as I can tell, landing during that beginning phase, is the n air landing that has the least amount of landing lag. so this move in entirety is pretty close to lagless as well.
p.s. just to let you know, after the f air in this string, you can also spring, or do a side b, which can be boxcanceled. you can also with great timing, it should be able to ASC cancel as well, but it seems moot, because you wont move very far before you stop if you shield cancel it, so you are just better off box cancelling it. (side b) because its much easier.
OH SNAP!!
as im typing this i just realised you can HA as well out of the ledgehopped f air.
MINDGAAAAAMMMEESSS!!
just dont try to do any other airials beside n air, lest you land super laggy.
oops i got mad wordy again. oh well w/e
that sounds deliciousYeop, there's a lot of crazy stuff like that we can do with bananas.
Like here's just a variant of what you said:
charge down-B
roll across a banana on the ground
SDJ + z-catch the item with it
z-drop the item onto diddy in that same SDJ
then Dair
once again you come to me trying to bring me down with theory, while im coming to you after testing in real time with real tournament level opponents telling you that it works.Kid your AT #8 is useless.
a ledgehop with a Fair+Nair?
bad idea.
The main reason is due to the poor range on both of the moves., especially the nair.
You are much better off you a reversed Bair after you ledge hop ecause of the range and priority on the move.
Sonic is limited when he is climbing up from the edge and a number of characters can simply putprioritize or clash with your attack. Considering the knockback from the nair and Fair aren't large, you'll most likely suffer the worst of it.
once again you make an automatic assumption of your opponent.once again you come to me trying to bring me down with theory, while im coming to you after testing in real time with real tournament level opponents telling you that it works.
And you would eat the fsmash before you would hit marth. Or dtilt, or an Ftilt.if you ledgehop forward with the forward air, you can still hit marth at max forward smash range.
Which is stupid, and dumb.also most characters tend to be significantly closer to the edge, when they try to impede you recovery from the ledge to the stage. ledgehop forward air is a basic move that is highly effective.
This is stupid.the important part is when they learn to shield it, from there they will try to unshield and punish, but if they had to shield the f air while you are moving forward, you are going to be on top of them anyway so the n air doesnt really have a chance at missing. so in that sitch they can either get hit by the n air, or shield it, and with the short landing lag of the move, theres still a chance that we can get away before their counterattack comes out.
oh so you fall down to using bald faced lies again?stuff
=p Stop hatin haterChis, serious internet business picture gooooo
lol dude ur stupid.lol dude, ur bad.
Considering i made the challenge...dont step up unless you are ready to get smacked back down.
Perfection? Nay, common sense. you don't jump out or rush close to the edge for people to hit you.you are also expecting perfection and not looking at all the possibilities, its expected from youat this point.
no, learn to read. is aid character that are bad at guarding the edge will NOT stick themselves up close for Sonic to Fair them.did you seriously just say that charcters that are bad at defending ledge-hangers from returning to the stage, dont even bother trying to guard the ledge?
Yes they will, but they won't play a game where they are risking their *** for it.Every character and every player will attempt to keep you on the edge and off the stage, it doesnt matter how bad they are at it.
Which is why i listed OTHER characters.Please stop bringing up the worst possible example of why things dont work. its tiring, because you know just as well as I do that sonic has no one tech that will work on every character. duh, if marth stands at max tipper range, this probably wont work, as a matter of fact, if you are hanging on the edge against a marth, why the hell would you even try to do anything offensive? not only is that dumb, but that also doesnt prove that this move doesnt work.
Luck and mindgames cannot be factored. We are looking at things at a high level of play already so why mention it?stuff
it happens ALLLLL the time with you and the people YOU play. It does not work that way universally.and to your thought that people dont stand close enough to hit with ledgehop forward airs, dude, it happens ALLLLL the time, i dont get how you cant see that...
This is why you get destroyed ina rguments.of course some characters can negate this move. Marth, Snake, Falco to name a few. But theres also a bunch of characters that put themselves in the position for this all the time, like MK, D3 and ROB. and FYI, falcons f tilt doesnt have shiat on this, you should think before you type...
If Falcon Ftilts when you Fair, what do you think happens? It clashes.and when it clashes, Sonic is more often than not, going to take the worst of hit.
I am puerto Rican and part black.lol, i thought i wouldnt have to deal with you anymore, but it seems like you never miss an oppurtunity to try and put a ***** (black man) down.