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Really? Bthrow->Bair seems guaranteed (or at least was, prepatch) on all the characters it worked on, regardless of how they try to DI. Is Mewtwo's floatiness/large frame helping him get to the ground and shield, or get out of range with DI?If Mewtwo DI's down/towards Kirby the Back Air whiffs. I think. Testing DI alone is weird.
When I tested it without DI, it worked just fine. With that DI I mentioned earlier, the Back Air just whiffs, he doesn't even touch the ground or anything. I tested again and got the same results, but again, when you have one hand holding the Analog Down/Toward Kirby and the other doing Back Throw -> Back Air, you might mess up. I think I'm right, though.Really? Bthrow->Bair seems guaranteed (or at least was, prepatch) on all the characters it worked on, regardless of how they try to DI. Is Mewtwo's floatiness/large frame helping him get to the ground and shield, or get out of range with DI?
I need to test it myself when I return home, but based on Thinkamen's analysis on Mewtwo - Nair, Upair, and Fair should beat Mewtwo's Fsmash (which comes out at 19 frames). Bair requires you to turn around to hit and Dair is slightly too slow (18 frames).I'm curious: are any of Kirby's aerials good options to beat Mewtwo's Fsmash out of Confusion? Obviously, a mid air jump is the best option especially for Kirby, but I'm wondering if a Uair or something could hit him before the smash. I'd test it myself, but I don't have Mewtwo yet.
Yeah those buffs have been confirmed (well I'm not sure about the Hammer movement). Up Smash actually KOs Mario 11% earlier on the 3DSOkay, so this was on the smash wiki page.
http://www.ssbwiki.com/List_of_updates_(SSB4-3DS)/1.0.6_changelog
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That's a really awesome name. Honestly I'm up for anything that means more practice, but unfortunately my internet really really sucksi had a clan in mind called G.A.Z or Grab At Zero
thanks! i was thinking all kirby buuuut that doesn't seem like a great ideaThat's a really awesome name. Honestly I'm up for anything that means more practice, but unfortunately my internet really really sucks
Ignore this.I play both Mewtwo and Kirby and I feel that this match up is in Mewtwo's favor. At least without customs. Kirby has no way of getting in on Mewtwo because of the range of dtilt for ground approaches and utilt for aerial approaches. Rolls are unsafe because we can't get past the range of down tilt.
If we can get in on Mewtwo we can combo him for days but getting past him while he is on the ground while in neutral is really hard.
Edit:
Also fellow Kirby players on characters where b throw to b-air fails, upper cutter makes up for it. It's nothing to get a conversion on a Villager to b-throw to bair, to b-throw to upper cutter to an easy 40%+. Just be wary of the stage positioning and platform locations just to ensure a safe landing.
That's a really bold statement so I would appreciate it if you explained your opinion to me and the rest of the members of the Kirby forums.Kirby loses every match up in the game without customs as far as im concerned
I'm not sure what the problem is?Ignore this.
I mean't disregard my own comment since I accidentally replied to the wrong one. Sorry for the misunderstanding though.I'm not sure what the problem is?
I would probably pick Jumping Inhale because it opens up more opportunities for Kirbyciding.So with regular Inhale buffed, do you guys still prefer Jumping Inhale? Before the patch, I'd pick Jumping Inhale hands down but now I'm not sure which one I prefer. Jumping Inhale is obviously superior for Windy Kong but otherwise I can't think of many MUs where I'd want one over the other.