Sangoku
Smash Master
Most shield breaks are like frame perfect. The easiest one is the Zenyore pseudo shieldbreak: fair, ftilt, upb. It does 54/55, so it won't break if it's full.
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I once did this in a match, it broke from the first hit of the up b and the 2nd hit/weak hit sent him nowhere. never againMost shield breaks are like frame perfect. The easiest one is the Zenyore pseudo shieldbreak: fair, ftilt, upb. It does 54/55, so it won't break if it's full.
Yes, if you're quick enough to get the ftilt to up B to link. But this does solve the problem of the second hit of Up-b ruining it.would the second hit of the upb land if you performed this on a platform? fair through plat -> ftilt -> platdrop upb i mean
My thoughts exactly...It's weird it landed, I woud have thought that the invincibility during the flying animation would be long enough.
If you get two Fairs on shield you can just FSmash.How do Links shield break? That Fair - Fair - Dair thing is way too hard.
I used to edgeguard Mario and Luigi's recovery with all FSmashes, which is nearly 100% reliable, but I think I'm gonna switch to Dtilts at medium -> medium-highish percents. The reasons being that the one way they can survive the FSmashes barring Link error is reverse ledge DI. And if you do dtilt -> aerial edgeguard instead then reverse ledge DI is pretty irrelevant, you can still do combo into the aerial at the right %s. Not only that, but it feels easier to time and it kills them faster than FSmashes with wall DI. I think I'll still FSmash at percents too low or high for the dtilt to combo into an aerial, though.Does anyone else use D-tilt for edgeguarding if you know they're going to DI into the stage? At higher percents it knocks them up just high enough for you to hit them with a F-air.
An interesting edgegaurd that I discovered is this:An advanced link edge guard is to run off and bair, but the frame window for the double jump -> up b back onto stage is very small.
To make it easier to perform, use the jouske jump technique: instead of just pressing a jump button, slide your thumb across all of 4 them, so that the jumping input is spread across up to 4 frames (even more with stick jump included)
Yes, precisely. If you turn on hitbox mode and dair, you'll see the hitbox disappearing upon connecting and reappearing after X frames. I don't know the value of X by heart, but it's simple testing.Does the hitbox get refreshed every X frames after hitting (as long as there are X frames left in the animation, that is)?
Sakurai? I don't know.What allows this hitbox to do this?
Frame 00: Input Button(s)
Frame 01: Frame Delay for Input
Frame 02: Action starts
Grab: Frame 18
Up-B: Frame 10
Up-Smash: Frame 13
Nair OoS: Frame 13
Dair OoS: Frame 14
Forward/Back Bomb OoS: Frame 9
Up Bomb OoS: Frame 10
Down Bomb OoS: Frame 7 [LOLOLOL]
This. My friend is a Link main and he'll often pull a bomb out and just hold it. It's not the most reliable because he has to rely on RNG to get himself to drop the bomb while I'm in mid-combo. It's definitely a deterrent that should be utilized more often. He occasionally holds it long enough that it's primed to explode and he'll sit in shield if I approach, actively deterring shield pressure. It reminds me of Link's bomb mask from LoZ: MM. I suppose it's not the best strategy but it works fairly well in the Link vs Falcon match up. To add to Link's safety-net options, throwing a boomerang right before the opponent respawns on the platform is good, passive pressure. Depending on where it's thrown and how Link affects it's return trajectory, the boomerang can serve as combo aversion. iirc, the boomerang can return to Link's position as the opponent loses invincibility.One of link's issues I think is his trouble overcoming shield pressure, but holding a bomb helps. I find it's definitely worth it to pull and hold a bomb after your opponent dies to get out of pressure rather than throwing it or setting up traps.
Yeah, I took that frame into account. As far as I can tell, to do an Up-B or up-smash OoS, you need to jump cancel it. So, that 1 blue invincible frame results from the frame delay of inputting UP in shield on frame n, and then UP + B on frame n+1 (assuming frame perfect inputs). You then have a frame where you are still "jumping OoS" before the UP+B cancels that animationI'm looking forward to seeing the other gifs. In the up-b image it seems like you are invincible for a frame, due to the jump. Are you taking that into account?
Throwing the bomb forward or backward is the same number of frames. This surprised me too! I'll double check when I make the gifs for those throws.Also, does turning around and throwing add any extra frames?
I didn't know you could do that. Sounds very interesting, though.And what about a platform-dropped downward bomb throw (so it still lands on the platform)?
And also very interesting. I didn't think about either of those two situations. I'd imagine that getting hit while throwing OoS is the same as getting hit while throwing regularly, though.Also, another thing to consider is what happens when you get hit mid-bomb throw OOS. I think the bomb still has a hitbox after that (or it explodes), but I don't know the specifics.
ive always wanted to know this. I pretty much use these interchangeably depending on how high i knock my opponent with an uair/utilt/dtilt since all three have good knockback and can kill easily, but i dont know which one is supposed to be better if i have the choice to use all three at a given time.Also - given the ability to do dair, fair, or up-b, assuming none are stale - anyone know which move sends opponents the furthest?
I quickly counted the frames last night, and the dash throw animation is the same number of frames as a standing forwards/backwards throw (for both out of dash/idle and out of shield). So, at least you're not losing any frames!I'm curious @ tehz if you can look into how fast this is, and whether it is any faster than doing a regular dash throw.