da K.I.D.
Smash Hero
lol @join date 4 u
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http://uk.youtube.com/watch?v=0-OJm94pBOg&feature=relatedWait... wut... Is boxob banned again?
How'd you manage to get him to stand in your spring? lol.I was playing Godismyrock today and yesturday, also went to my school and brawled there.
I tried advanced spring usage, which was fun as **** to do. not only did it work, but they had a difficult time hitting me. at one point I set up a spring, then daired on it, while the person was nearby: He shielded the dair, but due to the spring I kept on dairing him. possible shield lock?! I also got some sick setups with it.
-My recovery set became more broad over the course of two days. I blame my love of spinshot for me overusing it, but went to a more classic style, added to that. and since I'm probably good at wall bouncing now...
-I got a lot more defensive too. it was kinda forced on me by Calvin, but I learned the hard way. But Im a lot more patient now.
Yeah, this one's been bothering me for a bit. The landing lag time on the B-air is deceptive, but I have a feeling that, if buffering movements from landing lag, airdodges and aerials, can be controlled better, we can play 'faster' games with more fluid followups.- Also am begining to use Boxbairs and bairs in general to create enought shield lag or hit stun to buffer a fair in thier direction(hard to get down consistantly so far). I think that if this is mastered, sonic can have a way of increasing his ability to pressure up close before the grab setups. also went back to more sideB cancelled grabs with the Y button, which for some reason i didn't do as much, but now will more often.
BT's "aerial rave" is performing a side-B combo anywhere that isn't near the ground lol. Preferrably top-of-level height.- my timing with the invincibility frames of UpB is improved. From Lucario dairs and Kirby Down B's, I can set up a Kojin comob better now. (or aerial rave... idk what you guys call it) And more than afew times, I used it as soon as I felt that I could be counter attacked, the result was that I dodged the counter attack and countered back with a Dair, aimed at the spring, to follow with additional moves?mindgames. fun stuff.
- lastly, the up throw > SDVJ setup seems to be a very nice mindgame. since the SDVJ is a hitbox, Calvin began to airdodge on reaction, but because I can attack with an aerial at any point of the jump, I can still land hits, and began a nice nice mindgame with it. I'm gonna work this into a staple in my game.
I really hope I can play some really good people soon. I'm kinda pumped up from that training now... Oh and btw Godismyrock plays sonic now. you can blame me for that...
He wasn't on the spring: he seemed like he was close enough to get hit by the dair, and he blocked it a few times. I saw the sheild tink when I hit it, so I thought it was pretty cool...How'd you manage to get him to stand in your spring? lol.
Yeah, this one's been bothering me for a bit. The landing lag time on the B-air is deceptive, but I have a feeling that, if buffering movements from landing lag, airdodges and aerials, can be controlled better, we can play 'faster' games with more fluid followups.
BT's "aerial rave" is performing a side-B combo anywhere that isn't near the ground lol. Preferrably top-of-level height.
VSDJ is cool.
Are you suggesting that if you execute properly you can not only dodge a lucario dair for example... but place a spring near by to do the dair repeat thing?JayBee said:- my timing with the invincibility frames of UpB is improved. From Lucario dairs and Kirby Down B's, I can set up a Kojin comob better now. (or aerial rave... idk what you guys call it) And more than afew times, I used it as soon as I felt that I could be counter attacked, the result was that I dodged the counter attack and countered back with a Dair, aimed at the spring, to follow with additional moves?mindgames. fun stuff.
So I asked:Well, I went to another tournament today (I'll post it later in the results forum, as soon as I get all of the information), and...
I lost to DMK again ;_;
However, I DID implement alot of the things we discussed in herr about the Tornado, and came to a moderate conclusion:
1. Uptilted fsmash works, but is very situational and overall unreliable. I did get a KO or two out of it, so it's applicable to a certain degree.
2. Homing Attack: I only tried this 6 times. However, of the 6 times I tried it, 5 times I was able to hit him out of it, even as he was retreating. One time I used it too early and slammed into his side, so I got caught in the tornado. Overall it seemed to work quite well.
3. UpB:
This is the one I was the most impressed about. My assumptions were spot on, as were some other people's when they requested to use UpB. The tornado would hit, and the MK would accidently sideB into a Drill Rush or whatever, and was easily punishable.
I used it a good 10 times, and 8-9 times I was able to successfully grab him, or shielded as he did UpB and I retaliated with fair.
I even got him to drill off of the level. I would've gotten the KO too, but I was unable to get to the ledge in time. However, it is seen to obviously work, and I was deeply impressed with how much easier it was for me to deal with 'nado.
....
I implore other Sonic's to UpB away and dair when MK whorenados your direction. It's amazing.
Could you explain how exactly you used upB? I'm assuming you made MK bounce off the grounded spring? Or do you mean hitting him out of it by Using UpB above him?
Incase its not clear, the MK did a drill rush because he was inputting forward+B to move across with the Nado. But since the spring cancelled the nado, the input would become one for a drill rush, which you can punish so easily.Groudned up-B. Most MK's nado slightly above the ground, around the level the spring launches you. He'd get near it, bounce, then drill rush out of the bounce, being around mid-level with the level. I'd then capitalize on the lag and such.
Works decently at stopping MK's recovery if you plant one near the edge."Spring-cancelled 'nado".... I read that and instinctively thought "yeah, drop a spring into the tornado"..... but wait, do you mean, to leave a spring on the ground, so that the tornado accidentally jumps off it, thus stopping the attack??never woulda thought of that..... sounds totally silly, but near impossible to pull off, cuz I can't imagine getting MK that high off the ground but chasing me with a nado.....
o_OSome things to keep in mind about home attack success:
-If the opponent is coming towards you attack from below.
-If they are retreating attack from above.
>_>"Spring-cancelled 'nado".... I read that and instinctively thought "yeah, drop a spring into the tornado"..... but wait, do you mean, to leave a spring on the ground, so that the tornado accidentally jumps off it, thus stopping the attack??never woulda thought of that..... sounds totally silly, but near impossible to pull off, cuz I can't imagine getting MK that high off the ground but chasing me with a nado.....
Which one? o_OWorks decently at stopping MK's recovery if you plant one near the edge.
I can imagine it working well against Reverse shuttle loop =P. Although I dunno why they woulduse that to recover, unless they were trying to attack while recovering >_>Which one? o_O
Nop, thats correct =Po_O
I always thought it was the other way around.
Is that the suprised face?
Which is just about the percentage some people *coughanthercough-achu* kill anyways.It can kill at 300%
While this may be true, people usually expect you to complete the jab combo, especially with Sonic as he doesn't jab cancel. I can do it quite often.Yea, I'm almost positive that most people would realize that by the time it takes Sonic to go from the second jab to a grab is enough for them to react with their own attack.
I prefer Utilt. More damage and keeps them up in the air for uairs or fairs.It doesnt have to be double dtilt XD. Basically, the jab is used for when the dtilt knockback starts to become too high/enemies are DIing too much.
I didn't argue this, just wanted to clarify.While this may be true, people usually expect you to complete the jab combo, especially with Sonic as he doesn't jab cancel. I can do it quite often.
knowing when to speak and when to shut the hell up... that is one of the many ways of steak...lol Kojin, you are definitely the most conservative poster I've ever met.
0.28 posts a day.
NICEE... lol
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there's not much to mindgame with his jabs. if im not doing the whole thing, i only do one jab, then Dtilt. I wanted to work Jab>grab, but never tested it in real matches yet, at least i dont remember doing it...Sonic's jabs have craptastic hitstun and reach, and I don't think you can jab-cancel them.
you could probably do jab > shield > grab your opponent's breakout attack. It's only something I had in theory though, no idea if it's applicable lol.
Some people do D-tilt > jab > d-tilt> jab at low %'s, but it's sort of iffy and only works if the opponent is trying really hard to airdodge or double jump.
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edit: someone check shieldpush on moves please.
Like, relative to 1 block in training mode.
I'm interested in F-smash, D-smash, F-tilt, D-tilt, forward ASC, B-air (sweetspot), B-air (not sweetspot), and especially D-air (sweetspot) and D-air (not sweetspot).
They're pretty close. Where were you trying to go with this? The second hit pushes Sonic's opponent out of grab range... that would be too good. As some have said there really aren't many other options after the second hit besides the third.I would just like to note that the second jab apparently has a bit less end lag, thus i prefer using 2 jabs rather than one. Try holding shield after one jab, and then 2. It seems like the second jab has just a litttlleee less end frames than the first.