Mazdamaxsti
Smash Lord
Wait, has the Kirby boards talked about the 0 to death RED showed off? Just requires a missed tech.
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!
https://m.youtube.com/watch?v=2AtVfbPXwNc0-death? Please show us.
Oh yes, thats been known. The combo works on any characters that you can hit B-throw > Uair with. (which is very underrated, this should be used way more. I see Kirbies always try to Fthrow Fair EVERY character lol.) Its in the guide timmy made under tactics and strategies. Its not really a 0-death, but after the 3rd dtilt reset you can follow up with whatever you want to extend the combo such as Utilt > Dair, Rev Uair > stuff, Inhale, etc.https://m.youtube.com/watch?v=2AtVfbPXwNc
B-throw, falling u-air, u-tilt, b-air, no tech, d-tilt x3, f-smash. Looks like it could have been DI'd so it wouldn't kill though.
I am arriving home from camp in a couple hours and I'm definitely testing different setups for this when I get home.
I find it easier to do with the attack button, rather than the cstick. Hold straight up and start doing regular uptilts, then while holding up, slide the stick off center a bit.I'm having trouble doing a reverse up-tilt, I can't seem to get the inputs right or something... Any suggestions to help me improve?
Video please? I would like to start implementing jab locks if I could.Oh yes, thats been known. The combo works on any characters that you can hit B-throw > Uair with. (which is very underrated, this should be used way more. I see Kirbies always try to Fthrow Fair EVERY character lol.) Its in the guide timmy made under tactics and strategies. Its not really a 0-death, but after the 3rd dtilt reset you can follow up with whatever you want to extend the combo such as Utilt > Dair, Rev Uair > stuff, Inhale, etc.
And also for the Bair to knock over into tumble the characters must reach a certain %. MK is one of the lighter characters so Bair could knock him over. I made a video about the "jab" (mainly dtilt) lock setups. Someone like DK needs to be at a higher %. The characters they all true combo into are all in timmy's guide.
https://www.youtube.com/watch?v=be7lIvxUTFIVideo please? I would like to start implementing jab locks if I could.
I find it easier to do with the attack button, rather than the cstick. Hold straight up and start doing regular uptilts, then while holding up, slide the stick off center a bit.
I'll practice this way for a while, just reversing utilts in big strings a bunch until it's consistent.
Then I do things like walk -> utilt or reverse utilt. I just slide the stick straight up ane move it that little hair over, then press a. Practice it landing, or after performing an aerial.
I dont know if there is a way to do it consistently onstage but if you do it so you grab on the ledge when coming down with the FC then it always spikes the opponent down since the beam can't come out when you use FC offstage or when u grab ledge. Its a good punish if the opponent stays on the ledge to long or you spike them right before they grab the ledge.I seriously wish that FCs spike was much more consistent, its seriously powerful, but its hard to land because the stupid beam always screws it up, keeping people from getting spiked.
Is there a way to land it consistently, if you could it would definitly help the movemove.
This sounds amazing. Once mastered this will be so good, probably making Kirby High-Tier? Anyways, I really need to improve my tech skills for this lolAlright, some random notes from recent labbing.
Kirby's Perfect Pivot is godly. Once you start using Perfect Pivot U-Tilt, you feel the true power of Kirby. It isn't hard to pick up, just spend a day learning it! It has tremendous range, and turns Kirby into a punishing monster. The combo potential with it is phenomenal...
Perfect Pivot D-Tilt is a really safe way to potentially set up kills, too. Haven't messed around with Perfect Pivot smashes though!
Sourspot U-Tilt > D-Air is a godly option. Start adding this to your combos, it can rack up major damage. D-Air > Sourspot U-Tilt can be perfect shielded, but if you condition your opponent so they don't shield, you can use the combo again to get even more damage. The percent range is mostly a 30%~40% range from when it starts to when it stops, so you have a lot of room to get it going.
For example, here's a combo on Sheik...
F-Throw > U-Air > PP U-Tilt > Sourspot U-Tilt x5 > U-Air > Sourspot U-Tilt > D-Air...
Now, the opponent is at 61%, while you have a few options.
If they shield, you get a free grab which allows for Pummel/U-Throw damage, ending the combo with a large 71%+ depending on pummels.
If they're always holding shield, you can true combo into U-Tilt, D-Tilt or Jab. If you use the entire Jab combo, you're leaving with around 73%. If you use D-Tilt and they trip, you can F-Smash, Grab, or PP U-Tilt and select an option (ie: U-Air, B-Air, Airdodge Bait, etc...).
If you use U-Tilt, you have a plethora of options available. If you're looking for consistent damage, combo into B-Air or U-Air. However, you can set up a 50/50. Unless they airdodge directly out of hitstun, you can D-Air them to reset the situation and get even more damage. However, if they airdodge, they'll land on the ground and suffer landing lag. Now, you can D-Air to reset the situation, punish the landing with Hammer Flip for a potential kill, or use Stone to get raw damage.
If they stop holding shield and try to escape in other ways, you can Sourspot U-Tilt > D-Air to reset the situation, too!
---
Overall, Kirby has the longest and most versatile turnaround slide. All of his grounded moves gain great distance and slide him except for F-Smash, allowing Kirby to bait and punish, approach with tilts/crouching, and generally gain more respect when dashing. To get the max distance on your attacks, as a visual cue, when the dust particles from the initial turnaround disappear OR when Kirby's feet start moving (Specifically, after the foot facing the screen moves twice) use your attack. For an audio reference, right after the skid sound effect stops, use your attack. It's quite obvious when you get max distance, as you travel relatively fast and cover around 1/4 of Final Destination.
Sliding U-Tilt is an incredible punish option as it starts major combos and is relatively safe if you hit a shield. Sliding D-Tilt is incredibly safe and fast, and is even harder to punish due to Kirby's size. On trip, you have even more options than usual as you're sliding into the opponent. Sliding F-Tilt is mainly a poking tool and covers incredible distance. Sliding Jab is literally amazing as you can just hold the jab while retaining all momentum.
Sliding U-Smash and D-Smash are primarily punish tools to swat away laggier moves such as Zero Suit's grab. Sliding D-Smash does have the bonus of having a hitbox out the entire slide, though. Sliding Crouch is mainly to cover ground while crouching, as you become the shortest character in the game. Can be used to punish projectiles such as Hadouken, or avoid Zero Suit's grab sweetspot, among other things.
There's actually a crouch "tech" that can be used which I recommend everybody practice. Normally, you can use any action you could in idle while crouching without having to sit through the lag caused by "standing up". However, for some odd reason, this isn't the case with Neutral Special, which is very important due to the variety of Copy Abilities. This makes it so you need to sit through the lag before being able to use vital abilities such as Sheik's Needles. Luckily, there's a way to avoid this.
While crouching, if you slide your control stick up gently, you start walking without facing the lag. This is noticeable when you're approaching with crouch walking or doing the "Pancake Dance". If you start the initial walk and return the stick to idle directly after, you can use Neutral Specials without having to deal with the lag. This is very important as it allows you to punish characters like Sheik, Robin and Ryu with the abilities projectiles directly after ducking under theirs.
Along with that, if you speed it up so you get the initial dash instead of a walk, you can perfect pivot out of crouch to extend punishes.
This can also be used to F-Smash punish out of a sliding crouch. Max ranged sliding crouch into stutterstep F-Smash covers half of FD, which is insane.
---
When playing on Battlefield, when you're under platforms, you can get some high-damaging combos with U-Tilt. Once U-Tilt starts knocking the opponent onto the platform (45% on Sheik), they're forced to tech or get punished. Regardless of whether they teched or not, once they're knocked onto a platform, you can full hop D-Air them to land on the platform and extend your punishes. This allows you to get a huge lead against your opponent, so start trying it out! If you land D-Air, you can use your momentum to drag them under the platform as they're stuck in the autolink hitboxes.
Against Ryu, buffered Full Hop Hadouken will knock him off the platform if he doesn't tech, or if he techs in place/to the edge. Kirby doesn't go above the platform when buffered, however, so you can D-Tilt lock and then punish with whatever you want.
---
Kirby's Perfect Pivot essentially means you're using the Popstar Shuffle (Kirby's repeated turnaround animation) for true competitive value. So... Popstar Shuffle confirmed godlike?
OKBYE I LOVE YOU ALL I TYPED THIS ENTIRE THING ON MY PHONE~
I still don't know exactly what a "turnaround slide" is. Props to you for typing this on your phone, though. That takes next-level endurance.Alright, some random notes from recent labbing.
Kirby's Perfect Pivot is godly. Once you start using Perfect Pivot U-Tilt, you feel the true power of Kirby. It isn't hard to pick up, just spend a day learning it! It has tremendous range, and turns Kirby into a punishing monster. The combo potential with it is phenomenal...
Perfect Pivot D-Tilt is a really safe way to potentially set up kills, too. Haven't messed around with Perfect Pivot smashes though!
Sourspot U-Tilt > D-Air is a godly option. Start adding this to your combos, it can rack up major damage. D-Air > Sourspot U-Tilt can be perfect shielded, but if you condition your opponent so they don't shield, you can use the combo again to get even more damage. The percent range is mostly a 30%~40% range from when it starts to when it stops, so you have a lot of room to get it going.
For example, here's a combo on Sheik...
F-Throw > U-Air > PP U-Tilt > Sourspot U-Tilt x5 > U-Air > Sourspot U-Tilt > D-Air...
Now, the opponent is at 61%, while you have a few options.
If they shield, you get a free grab which allows for Pummel/U-Throw damage, ending the combo with a large 71%+ depending on pummels.
If they're always holding shield, you can true combo into U-Tilt, D-Tilt or Jab. If you use the entire Jab combo, you're leaving with around 73%. If you use D-Tilt and they trip, you can F-Smash, Grab, or PP U-Tilt and select an option (ie: U-Air, B-Air, Airdodge Bait, etc...).
If you use U-Tilt, you have a plethora of options available. If you're looking for consistent damage, combo into B-Air or U-Air. However, you can set up a 50/50. Unless they airdodge directly out of hitstun, you can D-Air them to reset the situation and get even more damage. However, if they airdodge, they'll land on the ground and suffer landing lag. Now, you can D-Air to reset the situation, punish the landing with Hammer Flip for a potential kill, or use Stone to get raw damage.
If they stop holding shield and try to escape in other ways, you can Sourspot U-Tilt > D-Air to reset the situation, too!
---
Overall, Kirby has the longest and most versatile turnaround slide. All of his grounded moves gain great distance and slide him except for F-Smash, allowing Kirby to bait and punish, approach with tilts/crouching, and generally gain more respect when dashing. To get the max distance on your attacks, as a visual cue, when the dust particles from the initial turnaround disappear OR when Kirby's feet start moving (Specifically, after the foot facing the screen moves twice) use your attack. For an audio reference, right after the skid sound effect stops, use your attack. It's quite obvious when you get max distance, as you travel relatively fast and cover around 1/4 of Final Destination.
Sliding U-Tilt is an incredible punish option as it starts major combos and is relatively safe if you hit a shield. Sliding D-Tilt is incredibly safe and fast, and is even harder to punish due to Kirby's size. On trip, you have even more options than usual as you're sliding into the opponent. Sliding F-Tilt is mainly a poking tool and covers incredible distance. Sliding Jab is literally amazing as you can just hold the jab while retaining all momentum.
Sliding U-Smash and D-Smash are primarily punish tools to swat away laggier moves such as Zero Suit's grab. Sliding D-Smash does have the bonus of having a hitbox out the entire slide, though. Sliding Crouch is mainly to cover ground while crouching, as you become the shortest character in the game. Can be used to punish projectiles such as Hadouken, or avoid Zero Suit's grab sweetspot, among other things.
There's actually a crouch "tech" that can be used which I recommend everybody practice. Normally, you can use any action you could in idle while crouching without having to sit through the lag caused by "standing up". However, for some odd reason, this isn't the case with Neutral Special, which is very important due to the variety of Copy Abilities. This makes it so you need to sit through the lag before being able to use vital abilities such as Sheik's Needles. Luckily, there's a way to avoid this.
While crouching, if you slide your control stick up gently, you start walking without facing the lag. This is noticeable when you're approaching with crouch walking or doing the "Pancake Dance". If you start the initial walk and return the stick to idle directly after, you can use Neutral Specials without having to deal with the lag. This is very important as it allows you to punish characters like Sheik, Robin and Ryu with the abilities projectiles directly after ducking under theirs.
Along with that, if you speed it up so you get the initial dash instead of a walk, you can perfect pivot out of crouch to extend punishes.
This can also be used to F-Smash punish out of a sliding crouch. Max ranged sliding crouch into stutterstep F-Smash covers half of FD, which is insane.
---
When playing on Battlefield, when you're under platforms, you can get some high-damaging combos with U-Tilt. Once U-Tilt starts knocking the opponent onto the platform (45% on Sheik), they're forced to tech or get punished. Regardless of whether they teched or not, once they're knocked onto a platform, you can full hop D-Air them to land on the platform and extend your punishes. This allows you to get a huge lead against your opponent, so start trying it out! If you land D-Air, you can use your momentum to drag them under the platform as they're stuck in the autolink hitboxes.
Against Ryu, buffered Full Hop Hadouken will knock him off the platform if he doesn't tech, or if he techs in place/to the edge. Kirby doesn't go above the platform when buffered, however, so you can D-Tilt lock and then punish with whatever you want.
---
Kirby's Perfect Pivot essentially means you're using the Popstar Shuffle (Kirby's repeated turnaround animation) for true competitive value. So... Popstar Shuffle confirmed godlike?
OKBYE I LOVE YOU ALL I TYPED THIS ENTIRE THING ON MY PHONE~
Not even Villager's pocket can type that on a phone.I still don't know exactly what a "turnaround slide" is. Props to you for typing this on your phone, though. That takes next-level endurance.
https://youtu.be/Jfkip-BwL_w it's been called various things. "U turn" doesn't even make sense in the pokemon comparison, because you're supposed to attack then retreat, but with this tech it's more an advancing attack. I just know this tech needs the word "slide" in it because that's what's happening.I still don't know exactly what a "turnaround slide" is. Props to you for typing this on your phone, though. That takes next-level endurance.
Squish cancelling looks as good when you tilt the joystick left and right to make him dance XD except maybe useful : Phttps://youtu.be/Jfkip-BwL_w it's been called various things. "U turn" doesn't even make sense in the pokemon comparison, because you're supposed to attack then retreat, but with this tech it's more an advancing attack. I just know this tech needs the word "slide" in it because that's what's happening.
https://youtu.be/kAe92Lsi880 also this shows the crouch -> no standup animation reserved was talking about. Also pivots are great but seriously if you mess up the input, you get a dash attack, and reserved hates dash attack! But yeah turnaround slides are awesome with kirby. You can grab to condition spotdodge, and you can punish spotdodge with jab. Or you can just get hit by your opponent's sword, watch out
Cool stuff, They lack of any significant lag does seem to deem it safer. Although I bet abuse of it will most likely end up on you getting shield grabbed after a while. With conditioning this could be an amazing tool...
By the way, reverse U-Air is a safer (and subsequently more useful) combo starter than D-Air. D-Air overall has better combo options but it's really unsafe whereas reverse U-Air is really safe.
Reverse U-Air will still be getting comparable damage to D-Air combos however because of the moves that work with it.
I believe it also has Less knockback/is a sourspot. So it seems better for comboing! I could be wrong though...Is reverse up air better than front hit up air because the properties of the move are different in the back, or is it just because hitting with the late frames means the move is closer to autocancelling?
Edit: Well, it looks like the reverse hit has more range, so there's that.
It only takes seven frames after the hitbox ends before it starts autocancelling. Hit with the tip while weaving then fast fall, you're pretty much unpunishable. Using Perfect Pivots you can stay unpunishable while being able to combo on hit with U-Tilt. If a character can't grab Kirby out of his crouch, they can't grab him for 15 frames after he lands with it, so you can also bait grabs by mis-spacing the move and punishing them when they think they can shield grab you.Cool stuff, They lack of any significant lag does seem to deem it safer. Although I bet abuse of it will most likely end up on you getting shield grabbed after a while. With conditioning this could be an amazing tool...
I already did lotsa falling upairs but never thought of reversing it. Imma try it.
PS: Wish I could practice Perfect Pivoting but I only own the 3ds version to practice. Only use Wii U on friendlies and tourneys
The back hit of U-Air is different, yes. It has a different launch trajectory, knockback and you're hitting the late frames which allows you to autocancel it incredibly fast. Also, you're facing backwards so you can combo it into B-Air easily.Is reverse up air better than front hit up air because the properties of the move are different in the back, or is it just because hitting with the late frames means the move is closer to autocancelling?