Coreybadd23
Smash Rookie
- Joined
- Oct 4, 2014
- Messages
- 1
This is stupid link is broken
Botosai firever
Botosai firever
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A character that has control over time....broken? lolThis is stupid link is broken
Botosai firever
It's called an Edge Slash. It's a nifty trick that not many Links actually use, and you'll hear that it's useless, but it's a neat way to snap to the ledge while putting out a hitbox, having a better utility than simply wavedashing to the ledge if you're going for just a ledgehog. You might throw somebody off once or twice with it while playing in the center of the stage, but the technique does have quite a bit of ending/landing lag, so you're pretty punishable.also I'm not entirely sure what I did at the end to get that falling Spin Attack off of the platform.
I can't get the "Full jump, bomb pull, arrow cancel" to work. Is it still possible in pm 3.5? Are all these moves still possible in 3.5?
Some are and some are not. I plan to update this once I get my goddamn recording equipment back from a certain Puerto Rican asshole.I can't get the "Full jump, bomb pull, arrow cancel" to work. Is it still possible in pm 3.5? Are all these moves still possible in 3.5?
Is this 3.5? Grab release height was changed and they're always in tumble. And his grab is slow. You can't even utilt which is frame 9. What is the % window?Im not sure if this has been said already, but Link has a Chain grab. It is rather difficult to pull of but with practice it's easy. D-Throw and immediately grab again. Depending on how they DI, this could get really damaging really fast (throw in a pummel in between for a little extra damage).
I'm still trying to work it out,but it seems to be different with every character. Like with fast fallers (fox, falco, etc), you would need to be at mid to high percents because they hit the ground before you can release the grab, although sometimes you can hit them with a u-tilt to get a little extra height. the highest chain I've ever gotten was 7 while i was fighting meta knight (he was around 60 when i started, and ended around 120-135ish). I'm working on a chart and i will post a thread with all the percent ranges when i do, although if anyone would like to help, i would really appreciate it.Is this 3.5? Grab release height was changed and they're always in tumble. And his grab is slow. You can't even utilt which is frame 9. What is the % window?
Sorry, i just recently picked up PM and was looking for advanced techs and didn't see anything about this, so i though i would share to see if anyone else knew.Link has had a chaingrab in every iteration of PM.
No reason to be sorry, just letting you know hah.Sorry, i just recently picked up PM and was looking for advanced techs and didn't see anything about this, so i though i would share to see if anyone else knew.
D-throw chaingrab never seemed like it was a thing the last version. Unless you're making that terrible pun in which case... Rock on.Link has had a chaingrab in every iteration of PM.
He actually had one of the best dthrow chaingrabs in the entire game in the last version lol. 4th or 5th best range I believe after IC's/Ganon/Mario. He could chaingrab almost the entire cast. People don't do it because people don't like to practice I guess?D-throw chaingrab never seemed like it was a thing the last version. Unless you're making that terrible pun in which case... Rock on.
But I knew he had Uthrow CG's on spacies. What's the percentage/cast range on Dthrow's chain grab then since I'm apparently ignorant to this and have never seen anyone do it ever. To be fair I was always busy comboing them around that percent rather than looking for a chain grab window that I was unaware existed.
Yes, although I'm not sure about the touch of death part. I do one in my 3.02 video on bomb serving:Does this work in PM?
Haven't got the OHKO with it yet...
To answer all the up-B and staling questions:
About the staling, the list consists of 10 moves and grounded up-B and aerial up-B stale each other out. However, multiple aerial up-B hits with the same up-B only count once (as multihits don't stale multiple times in PM).
How often you are allowed to stale really depends on the amount of hits of the up-B you get on the bomb, which needs 6 damage to be destroyed.
Your up-B has 4 hits, causing 4, 2, 2 and 6 damage. Now there are multiple scenarios.
You hit all 4 hits, no matter how much it is staled you will always get it.
You hit all but the first one: You can get everyting but 10 stales, but how likely is it to get 10 up-B hits?
Same goes for first and last hit.
You get the 3rd and last hit: You can allow 3 stales, but not more.
Same goes for everything but last hit.
You only get the last hit: No stale allowed!
Same goes for only first and second hit.
If you bomb recover with AGT, it can happen that the bomb receives too much knockback after hit 2. That isn't caused by specifics of hit 2 but by way the bomb receives knockback and the reason is just that it gets knocked away the 2nd time in a short time period. If you have at least one stale already, try to delay the up-B after the AGT and you will get the 3rd and 4th hit most of the time, allowing up to 3 stales. With some 20XX recovery where you hit the first one, cautiously avoiding the 2nd and 3rd hit and then getting the 4th, recovering could always be possible but I wasn't able to pull it off.
Good luck recovering,
Chesstiger
Does this work in PM?
Haven't got the OHKO with it yet...
...It's pretty clearly a joke video. Of course that doesn't OHKO or even do anything in melee or PM. The peach dies because he altered damage scaling.Well, it KOd Peach at 0% in the video at around 0:09. So how is it unreasonable to assume it is an OHKO.
I knew that in the post you quoted. However, I didn't know that in the original post. It is not that unreasonable, as there are such weird hitboxes, for example on Roy's, Wario's and Ike's up-B....It's pretty clearly a joke video. Of course that doesn't OHKO or even do anything in melee or PM. The peach dies because he altered damage scaling.