fromundaman
Henshin a go-go Baby!
Not really, but that question would be more suited for the general discussion thread to be honest.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
x_xAlot of crazy things work in Brawl+...including u-tilt->hammer LOL
Just like people who wish to see the games they grew up with, remade. I dunno, I'd rather stick to Brawl, even if newer is not necessarily better (it might be after the next try, not everything is a failure before it's proven to be one).Naw, just a bit closer to the 'ole SSB.
Space it and try to hit with the last bit of the tip of the hitbox. Extreme spacing makes it near impossible to punish...! And think about where you want to send your opponents: Sideways, try and aim for the second swing (really powerful). Diagonal, aim for the first swing (not as powerful).How can i use my hammer effectivly?
-_- 0.o?
Kewkky has good advice for aerial hammer, and the only thing you can really do with the grounded one is dash->shield->hammer (you'll slide a bit). Mix up the hammer with an ftilt most of the time to make it more effectively.How can i use my hammer effectivly?
-_- 0.o?
When you land on the ground while swinging the hammer, that counts as the phantom lag. Next time you jump and land, you won't get lag.Don't forget you still get phantom lag next time you land though.
Personally, I try to do SH with the first swing hitting, also hard to punish on shields. Also, since it cancels momentum, it can be good for faking people out.
Even with short hopped hammers as long as u tip their shield the shield stun will leave it unpunished.I tend to do fullhops, then Hammer, and aim the tip of the second swing at the edge of their shield. If you space it well, and they shield it (not powershield) so they get pushed back, it's nearly impossible for most characters to punish, and it hurts their shield, or them if they don't shield.
This is true. I feel that the fullhop is more mindgamey though.Even with short hopped hammers as long as u tip their shield the shield stun will leave it unpunished.
Yeah, like jab. I use Grounded Hammer very very rarely. Like, if I feel extremely confident I can predict where and how they'll land, or something. Or to break shields/punish broken shields. But not so much.Ground hammer is such a risky/bad idea. There are many other ways to deal with spot dodgers >.>
Yep, all smashes that can be angled, if angled upwards, have more KO power than non-angled (or downwards-angled) ones. However, depending on where you angle, the hitbox stretches in that direction: If you angle upwards, the hitbox stretches upwards diagonally, and if downward angled, the hitbox extends farther downwards, diagonally. And yes, the attack generally sends opponent in the direction you angle it.Since I don't really know where else to post this...I was in training mode, testing out Fsmash on a Fox (randomly) and I found that Upward-angled Fsmash has more KO power than regular or downward. I always thought that downward was the best for horizontal KOs because of the low trajectory.
Obviously, a Fox that's just standing there isn't going to DI, but I did notice that upward-angled Fsmash killed like 1-2% earlier than the other two. o_O
It breaks any part of Shuttle Loop (when used from the air, since grounded has invincibility frames), and it's not really that hard to time, I've even grabbed opponent MK's out of their reverse shuttle loops, it just takes a while to get used to fighting MKs and adjust to their speed.Are you talking about the beginning part of Shuttle Loop? That's interesting...hard to time though.
I use fsmash to hit his glide attack if he's under me, and bair to hit him when he's on top of me. It all has to do with reacting faster than your opponent, and making sure you space just right so he doesn't see it coming (or expects the bair to come out once your closer).I know it clashes with MK's freaking Glide Attack, but in most cases MK will be able to react sooner than you, because of the lag on Fsmash. That's why I'd rather shield it, or clash with Bair. Or Nair, I guess. I've never clashed Nair with Glide Attack...does the whole thing clash, or just the "strong" hit of Nair, but not the "weak" after-hit?
Actually, yes there is! :DIs there some sort of video critique thread on this board?
edit: I mean, I found the video archive. just wondering if there is some sort of critique setup.
Ah, all right.When you land on the ground while swinging the hammer, that counts as the phantom lag. Next time you jump and land, you won't get lag.
I've tested Phantom Lag too much @_@
If anyone watches me play, you'll notice that I'll use Short Hop Fastfalled Nairs to get rid of Phantom Lag. Or just Nair in general, it seems to be the best way to get rid of it.
Agreed! I do that as well! It's too good!lol, i use the ground hammer at random times cuz it has really long range and since its slow it'll f@ck up spot dodgers,
Mindgame it my friend. If you constantly dash>shieldgrab, the opponent will get into the abit of spotdodging, at which point dash>Grounded hammer will **** their ****. It's actually much easier to land than people think (still not easy, but not impossible), and it is almost a guaranteed KO when it does hit.Even with short hopped hammers as long as u tip their shield the shield stun will leave it unpunished.
Ground hammer is such a risky/bad idea. There are many other ways to deal with spot dodgers >.>
Only the aerial version of SL. Nothing beats the invul frames, except maybe something else with invul frames, like Mario's UpB or fortress or something.Are you talking about the beginning part of Shuttle Loop? That's interesting...hard to time though.
I know it clashes with MK's freaking Glide Attack, but in most cases MK will be able to react sooner than you, because of the lag on Fsmash. That's why I'd rather shield it, or clash with Bair. Or Nair, I guess. I've never clashed Nair with Glide Attack...does the whole thing clash, or just the "strong" hit of Nair, but not the "weak" after-hit?
I dunno, I've tried applying nairs in all sorts of different ways, but none of them end up working for me (including close to the ground so only the strong hitbox is used). If they dthrow me, I just either fastfall airdodge, or jump away (dodging or bairing) to get some distance... Although it's usually me who dthrows the MKs. Kirby's grab game is just great!Also kewkky, sometimes Nair can be useful if the MK tries to follow up their Dthrow with anything that isn't Fair/SL. Also, it combos well, just always make sure you land it ASAP to cancel out the atrocious lag on it.
I dunno, I've tried applying nairs in all sorts of different ways, but none of them end up working for me (including close to the ground so only the strong hitbox is used). If they dthrow me, I just either fastfall airdodge, or jump away (dodging or bairing) to get some distance... Although it's usually me who dthrows the MKs. Kirby's grab game is just great!
Plus, the fact that they can follow up dthrow with fair and SL, makes it unsafe to use the nair. My friend (MK main) always waits for me to make a move before doing one himself, so as soon as he sees me starting to nair (or approaching for that matter) he already has an idea of what he's gonna do in order to punish me.
I'll just stick to kirby's fast attacks (the ones with almost no startup/duration/ending lag), like dtilts, ftilts, bairs, utilts, uairs, grabs, etc.
Ha, I knew there was one for this board. My brain's been mulching around too much.
Or spam both, and when he's at high percents, just spend a grab doing pummels (remember to abuse those IASA frames!) to refresh everything, then Bair him again for the kill.Sometimes I find it's effective to spam grabs/throws and kill with a fresh bair, as it is one of the easiest moves to land on him. Try that if other methods don't work out.
What happened in the vid was that Kirby was on the very edge with stone, which DID NOT HAVE A HITBOX. Weegee then attempted to land on the left of kirby, which made the stone move to make room for him...making the stone fall offstage. The stone then got its aerial hitbox and hit weegee.http://www.youtube.com/watch?v=YMQFpndSJlI
Look at 5:29
Now, my question:
Is the bottom of Kirby's Stone always damaging? If so, then wouldn't it be a wonderful edgeguard?
C-Stick up instead of Up+A.When is the best time to use hammer? I never use Hammer on the ground, but I love using it in the air.
Also, Usmash, how to use effectively?
I do that. I never charge my USmash.C-Stick up instead of Up+A.