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Heh, I'd found that a few days ago and didn't get around to sharing it.Alright guys. I got a short vine showing Ground Tornado in action. (Warning to all headphone users audio is a little tin sounding)
vine (dot) co/v/OM9Q7Hlpg35
[Sorry, I didn't realize there was a ten post minimum before you could post links]
I would say avoid fast falling in that situation. I think to combo it out completely, you need to get Fair out as soon as possible. But Fromundaman said that he does it near the ledge, which means, he might be throwing Tornado out once off the platform. I'll try it out and see if I can figure out the timing on that one. (Ground Tornado doesn't work on certain characerts that are tiny. Toon Link is too small to be picked up, or at least, not 100 percent of the time.)Having trouble trying to combo with a Down throw, FAir and then UAir for ground tornado
Not sure whether it only works on certain characters ,damage meters or whether I should fast fall or double jump after flame sword >.O
What am I suppose to be seeing here?I found something!... whether it's useful or not I dunno.
Sadly as soon as the opponent catches on they'll hit you. Buster shots don't combo with themselves except when you start at point blank and move towards the opponent as you shoot. It's impossible to get an Air Shooter out in time.pellet pellet short hop upair is the future o_o
I think he meant just to control space, not to combo.Sadly as soon as the opponent catches on they'll hit you. Buster shots don't combo with themselves except when you start at point blank and move towards the opponent as you shoot. It's impossible to get an Air Shooter out in time.
I think the consistency depends on where you drop the mb. It has to hit the opponent on the further half of their body, it will always send them in your direction if you hit them there!Nice find! after testing it myself I notice it was not as consistent as I wanted it to be. As you noted it vary's with percents so we have to be aware of that but it does lead to some follow ups
Can you elaborate for a newbie. How does that change our current status? What exactly will nairing with cstick add that we can't do with A?If C-sticking diagonally still results in a Jab/Nair, our Pellet Spacing is going to hit the roof come WiiU.
10
I've never been a fan of C-Jabbing and C-Nairing, but for Mega Man, it might just end up beeing the difference between good spacing and REALLY good spacing.
essentially it completely removes the tie between nairing and the joystick... so we can initiate the nair while drifting backwards and forwards, for example.Can you elaborate for a newbie. How does that change our current status? What exactly will nairing with cstick add that we can't do with A?
It's particularly noteworthy on characters with high air mobility (which is true of Mega Man). Characters that can change directions in mid-air quickly also decelerate to a halt quickly when you let go of the stick.essentially it completely removes the tie between nairing and the joystick... so we can initiate the nair while drifting backwards and forwards, for example.
So the input turns from:
Jump backward > let off control stick > A > resume control stick
to:
Jump backward > Nair with C stick
While the change is fairly small, the 2nd one does give more mobility options while still nairing, so theoretically, we are setting our spacing without worrying about having to let off to Nair.
Mmhmm. I may be understating it a bit (we have yet to see if it's possible or how much impact there will be from it), but honestly, I'm just excited to see what we can do one we're playing with a good control stick.It's particularly noteworthy on characters with high air mobility (which is true of Mega Man). Characters that can change directions in mid-air quickly also decelerate to a halt quickly when you let go of the stick.
This . . .essentially it completely removes the tie between nairing and the joystick... so we can initiate the nair while drifting backwards and forwards, for example.
So the input turns from:
Jump backward > let off control stick > A > resume control stick
to:
Jump backward > Nair with C stick
While the change is fairly small, the 2nd one does give more mobility options while still nairing, so theoretically, we are setting our spacing without worrying about having to let off to Nair.
I assume the c stick will also bring a half to most if not all Hard Knuckle quick drops because its the same vein of thinking right. Instead of Jump > direction you need to be above > Dair > direction to go back on the stage it'll just be controlling megas path while hitting the c stick down, right?essentially it completely removes the tie between nairing and the joystick... so we can initiate the nair while drifting backwards and forwards, for example.
So the input turns from:
Jump backward > let off control stick > A > resume control stick
to:
Jump backward > Nair with C stick
While the change is fairly small, the 2nd one does give more mobility options while still nairing, so theoretically, we are setting our spacing without worrying about having to let off to Nair.
I've been sticking with the default moveset. From my experience so far however, Danger Wrap is a pretty good move.Has anyone else been trying out his customs? I really like danger wrap for anti air and ko potential and tornado hold gives you a really good up b out of shield and it's good for edge guarding and combos. I still think metal blade and possibly leaf shield are the best for the other specials.
Edit: tornado hold is really good below MM it is actually hard to punish from below. Also plant is a good special it's shorter and more consistent then leaf shield and skull is good anti projectile but with lemons its not that useful.
I found an Inescapable combo with Forced getup Finisher that is adjustable for about every character except bowser. I posted it in the Grade that Setup combo thread. Slight adjustments are made for different characters such as not buffering zDrop on skinny characters, or short hop toward tall characters because they are not short enough to buffer a footstool . I've experiemented and its works with everyone except bowser(though it does work but there is no practical way to pull it off since his heavy armor protects him from Leaf shield)Inescapable with Forced getup
Leafshield → Dash → Short hop (as leafshield connects) → Buffered Ground short Footstool → buffered Zdropped metal blade → Fast Fall ASAP → Aerial short Footstool → FastFall ASAP(around a little after opponent hit the ground)→Nair(pick up metalblade) Auto-cancel → ground triple lemon (force a get up) → Short hop Just after 3rd Lemon → Apex of short hop, Zdrop Metalblade → Fastfall → Utilt
- Works on anyone where Ground Footstool → Zdrop Metal Blade connects
- Leafshield → buffered ground footstool is only a true combo for short characters, Can't buffer a footstool on taller characters
- Pretty much works at any percent
- Platforms do not obstruct combo as you can fall through them
- Some characters, Ground Footstool → Zdrop Metal Blade only connects if they are facing the opposite direction as Megaman. when Leafshield Connects they face Megaman, use RAR buffered Ground Footstool
- Footstool → Lemon force get up only works on second footstool, more consecutive footstools = shorter jump
- Can replace Zdrop Metal Blade → Utilt with Zdrop Metal Blade → Dair spike
- Possibly infinite you Can discover another combo where you connect Two footstools to Lemon reset off of a forced get up.
Leafshield (2% or 4% if leafshield did not dissipate before aerial Footstool )
Zdrop Metalblade (5% if vectored properly or 10% because it hits twice)
Lemons (6%, 8% if you land 2 sweet spot jabs, last one has to be ftilt if you want to land Zdrop MetalBlade on get up)
Utilt (sweetspot 17%, 12% sour spot)
1 Leafshield+ 2 Zdrop Metal Blades+1 Lemon triple+ 1 Mega Upper= 30-49%
that sounds complex! will definitely test it out later.I found an Inescapable combo with Forced getup Finisher that is adjustable for about every character except bowser. I posted it in the Grade that Setup combo thread. Slight adjustments are made for different characters such as not buffering zDrop on skinny characters, or short hop toward tall characters because they are not short enough to buffer a footstool . I've experiemented and its works with everyone except bowser(though it does work but there is no practical way to pull it off since his heavy armor protects him from Leaf shield)
essentially it uses the footstool mechanic where with each consecutive footstool, the jump height is reduced. The second footstool is short enough where you can Force a get up with Lemons. This part is actually not too difficult but getting the Strongest followup is SH > Zdrop > fastfall > pivot > utilt all before The invincibility frames of get-up is hard, but dealing an incredible 17%-32% (Sweet or sour spot utilt + 1-3 metal blade ticks of damage)
This Combo is only really possible in a real match through leaf shield since you need to land a Ground Footstool.
I feel this gives Leafshield amazing offensive capabilities, instead of just rolling, Grab or Metal Blade Toss, you can lay on a monstrous combo from a simple footstool.
Thou shalt not disrespect leafshield. It leads into the most damaging combo found (I believe)
TL;DR leafshield leads into wombo combo, Go to training 1/4 speed(hold L) and smash a mario or somethin.
That happened to me in a friendly as well.Wait you tried to hard knuckle him under you and it flew back up???
I'm sorry that's hilarious xD
I was playing badly in FG one night and lost both my stocks due to a reflected uair and dair.+1 to the upward hard knuckle victims. It hurts man.... it hurts.
Its not Too complex. I just added quite a few minute details. A lot of people already found the smaller components to the combo and I put all of it togetherthat sounds complex! will definitely test it out later.