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!
Maybe you should check again, front up b does 14% back does 12%, also the knockback is stronger in the front. Maybe we should check the viability of jab>jab>up b.hmmm... that's weird.
our up-special does pre-patch damage when the opponent is at 0%
edit: not doing this on the 3DS
I still get 13 too occasionally, in the middle. Can get 12, 13 and 14 now!Tipped dash does 14% and untipped 12%, I believe it used to be 14% and 13%.
Kirby can jump and avoid follow ups.Edit: Up B definitely is stronger, and I got Dthrow to Bair/Usmash as a confirmed combo on Kirby already (only at 0 percent). Is Dtilt faster? I used it so little I can't really tell.
Well yeah. Did you expect Link to jab then stay stuck in jab animation?Just checked. You can still jab, manually crouch, then perform another first jab into whatever. It still hurts us though. Link's insta death if he hits a shield with his UpB is still in. Patch that **** out please Sukurai.
Sorry, by manually crouching, I meant flicking the dialog stick down quickly. You don't see the crouch animation.Well yeah. Did you expect Link to jab then stay stuck in jab animation?
The crouching no longer cuts lag or hardly reduces it after jab so there's no point to it anymore. In actual play Jab -> Whatever isn't usable anymore. This is beyond damaging to Link, it's a harsh uncalled for nerf that was poorly thought of.
Though the Up B thing isn't really a big deal. I'm curious if it actually got people killed in competitive play.
While you're right about jab 1, I don't think it's gotten so bad to use all three jabs.The damage done to Link's Jab:
Essentially they've completely removed the iasa frames.
Link must return completely to his neutral stance before you can perform any other action, including a crouch or a tilt etc, but not even returning to his neutral stance will allow him to do another immediate Jab 1 without first crouch cancelling from his neutral stance. (Doesn't make sense? That's the point.) Link's Jab 1 went from one of the best to one of the worst, and I wish I was exaggerating. Nerffing it to this extent was completely unnecessary. I understand why they'd want to remove the specific exploit we found, but there are so many more subtle ways to do it. This is the equivalent of going to the hairdresser to get your fringe straitened only to have your body sawn in half with a chainsaw. It's clumsy and lazy programming. From now on, you may as well use all three jabs every time. Ending it on Jab 2 isn't worth it imo.
After a Jab 2 I believe Link has like a 1-frame frame-advantage if you act out of it perfectly, which wouldn't be so bad if Link had the frame data to make this mean anything. This means that against a lot of characters, ending with the Jab 2 would actually be to their advantage meaning our best option in that situation would be to go on the defensive ourselves.While you're right about jab 1, I don't think it's gotten so bad to use all three jabs.
It's probably still better to jab cancel with the second jab into grabs, smashes or tilts. Although from experience this isn't even close to being as safe as it was before with jab 1...
Well that's really all there is to it. We have to learn on which characters this would work on and just use jab strings on the rest.After a Jab 2 I believe Link has like a 1-frame frame-advantage if you act out of it perfectly, which wouldn't be so bad if Link had the frame data to make this mean anything. This means that against a lot of characters, ending with the Jab 2 would actually be to their advantage meaning our best option in that situation would be to go on the defensive ourselves.
(Oh and the second Jab has set knockback, so it won't get better at higher percents. Just ftr.)