Rizen
Smash Legend
Does Nair or Fair true combo into anything on landing? I've chained attacks from both but probably not combo-ed them,
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!
Nice, I guess. So then that would mean first hit bair > bomb throw is guaranteed to work no matter what, correct? Speaking of, that could definitely lead into some of the lengthier combos Link can pull off, I'd imagine. For example, first hit bair > bomb throw > double bair > up b finisher (based on the earlier mentioned combo). There's even better kill setup potential with meteor bombs in play.The front hit of the Spin attack hits on frame 8 now according to the patch notes, and it only barely registers as a true combo if buffered properly. U-tilt also hits on frame 8 but you need to make a separate input for the turn around (unlike the Up-special), so that sets you back a frame at the very least and that's if you're absolutely perfect with the timing of the U-tilt, and yet I believe that this is just enough to make it not a true combo (more thorough testing is required, but I looked into this a while ago). Regardless of this, I am a firm believer in the use of turn around U-tilt after a dropkick simply because it is (practically speaking) still very guaranteed due to it's large area of coverage to hit any buffered DJ's. D-smash hits on frame 9 and you of course have to turn around separately just like U-tilt. It also doesn't hit as high, so there's little chance of it catching double jumps unlike the U-tilt. It's a shame because from memory, in Brawl it was a true combo. That's not to say that it won't work now, it's just much less guaranteed if the opponent reacts. So the answer is it depends on the opponent and to some extent on the opponent's character.
Fair can true combo into grabs at earlier %s, and so can nair. Weak hit nair can also true combo into Dsmash from low to almost mid %s I think.Does Nair or Fair true combo into anything on landing? I've chained attacks from both but probably not combo-ed them,
Link doesn't suck lol. You can even perform what you just mentioned by IZACing.Too bad Link can't Z drop Bombs without Zairing like in Brawl. Z drop bomb>FF Bair catch it>(hit opponent and land to cancel 2nd hit) bomb throw at point black range>Usmash or Uair at higher %s would be a true combo.
Ah the magical, joyous world of make believe that Link doesn't suck.
Well that's news to me. Are you saying that bomb throw has slower start-up that Utilt, therefore having less combo potential? Strange. It seems faster if anything. I'm sure it'll work in some MUs though (that is, if I understand this correctly).It is possible to get the first hit of Bair to hit the opponent then immediately land so that it cancels and then throw a bomb. You can either use a platform to put the bomb on and then do a regular FF drop kick beneath it, or you can C4 a bomb on the ground and then Bair without FFing on your way down when you are close enough to the ground so that you pick up the bomb but when you are still high enough up so that the first hit of Bair actually comes out.
Only, the first hit of Bair doesn't then combo into the bomb throw even if done perfectly, so while it's still an amazing string that could probably (realistically) lead into more amazing stuff, it's technically not a combo.
...WTF? Lol, I've gotta see this for myself. That's awesome. What do you think should be it's name?Lol. Ok, so I was looking into the meteor bombs just then, and I stumbled onto a pretty cool AT. And I have no idea why it works yet.
Description: Link picks up a meteor bomb with Dair, then so long as the hitbox is out, he will pogo off the explosion and receive no damage.
How to perform: You need a way to pick up the meteor bomb with the Dair, so first either z-drop it or throw it at the ground. Then, Jump and use Dair immediately.
Note: WTF?
Umm... it works on any percent... oh wow, so it works for Nair and U-air too in that you'll receive no damage and the move will be uninterrupted but obviously there will be no pogo. I'm going to assume for now that it would work with the other aerials too only it would require timing. This is weird though. So, the meteor bomb's explosion can be clashed with? That's my current theory.
Yeah, that's it. Ok so at least now I know why it happens. How strange. The normal bomb explosions have transcendant hitboxes. This really threw me off when I first saw it. It looked super janky to pogo off nothing, and there's no down-side, i.e. no 5% damage or anything. This should be a staple tech for users of the meteor bombs, even if it's used with a Nair for the sake of not having to worry about the explosion.
I wholeheartedly agree. Thank goodness I'm not the only one who thinks that now. Question though. Does the AT you discovered work with giant bombs as well? As janky as you may think it is, it was probably put into the game on purpose and may just be a property of the meteor bombs. I remember it being talked about actually, just without the pogo thing with Dair (probably useful offstage).I genuinely find it hard to believe that this hasn't been found yet.
I think what this really tells us is that we should start labbing the custom moves. We clearly have no idea what's going on with them.
I remember someone mentioning that meteor bombs won't damage you if you have an active hitbox out, but I don't remember who said it or where.I genuinely find it hard to believe that this hasn't been found yet.
I think what this really tells us is that we should start labbing the custom moves. We clearly have no idea what's going on with them.
Well I had a quick search, and I managed to find this post http://smashboards.com/threads/top-8-max-custom-sets-for-link.380198/#post-18083150 but for some reason he thought that the bomb would still damage you, and he made no mention of the Dair pogo. Which is weird.I remember someone mentioning that meteor bombs won't damage you if you have an active hitbox out, but I don't remember who said it or where.
Yeah I had mentioned it already, but if I recall correctly I hot hat information from NL. Also, when I tested it there was no pogo effect and you did get the damage. I tested it more with uair, dair, and nair. In every case, back then, you'd be damaged but receive no knockback.Well I had a quick search, and I managed to find this post http://smashboards.com/threads/top-8-max-custom-sets-for-link.380198/#post-18083150 but for some reason he thought that the bomb would still damage you, and he made no mention of the Dair pogo. Which is weird.
I actually lobbed with the extensively when he game first came out. Granted, I am not a technician so more labbing is not only welcome but necessary. However, that analysis I posted which you quoted was very thorough for the time when it was posted. Don't know if things changed or not though.I genuinely find it hard to believe that this hasn't been found yet.
I think what this really tells us is that we should start labbing the custom moves. We clearly have no idea what's going on with them.
Well, iirc, this was tested on the 3ds, so maybe it was/is a difference between consoles.Fair enough then. Well that explains a lot. It didn't make sense that something so simple could have gone unnoticed for all this time. It makes sense then that it simply hasn't been around to be noticed this whole time.
I'm not sure then when this new-found effect came in, but I guess it's here now; and I have to say, it's pretty damn good. I mean it makes up for the fact that the bomb has a shorter fuse. Plus with how easy it is to get it on the ground without it exploding (e.g. dash towards them JC throw downwards), using aerials while holding it isn't that difficult to set up. I'm not yet convinced that it's better than the regular bombs purely because its combo potential isn't anywhere near as good, and the fact that it can land on the ground without exploding isn't a big deal with soft throws in the picture, but being able to pogo off nothing or add hitboxes to Nair, or being able to cancel moves almost instantly and lower to medium percents, being able to land without exploding from much higher up e.g. off a platform or out of an aerial throw... it's certainly something to think about. I think that people are way too fixated on the off-stage gimp element and are ignoring its on-stage potential.
But the hitstun is practically non-existent until higher percents. That's what makes it so good for cancelling our own moves, because you can act almost immediately after. So I still don't see how it could be good for combos. But now I'm heading into the realms of theory-craft. I should really lab the meteor bombs thoroughly at some point.Also, I did mention in that post again that meteor bombs were amazing at extending combos and have great combo potential. Until higher percentages the bomb will simply stun them briefly, thus allowing us to connect hits which wouldn't have worked otherwise, like DA. This way Link also gains more kill power.
I lobbed them and played with them extensively when the game first came out, and those bombs plus the rang made Link a combo beast. Lab it and you'll see.But the hitstun is practically non-existent until higher percents. That's what makes it so good for cancelling our own moves, because you can act almost immediately after. So I still don't see how it could be good for combos. But now I'm heading into the realms of theory-craft. I should really lab the meteor bombs thoroughly at some point.
Don't know, I saw you attempt it in your vid against the Lucario and been wanting to implement it in my playstyle. I just forgot about it until you mentioned it again.Question:
I now that everyone knowns that bombs can be instant-dropped when you do a jump-recover from the legde (link doesn't perform a Zair), and the bomb falls from the legde vertically. It is very handy to take stage spikes and sush... even some recovery moves are hit by the bomb without take into account the ledge-invencibility.
Now, Why i don't see any player in videos make use of this? There are plenty of opportunities, and even more, cases when they are hit by the bomb when jump recover and the opponent is out-stage.
Well... what about this?I have a suggestion. How about if we stop being so obsessed about looking "good" and styling and start worrying about developing an actually effective and functional meta. I'd rather look like a dork and win than lose with "style".
No freaking way dude. If I wanted to win I'd play Diddy, I want to be a cool guy that's why I play Link.I have a suggestion. How about if we stop being so obsessed about looking "good" and styling and start worrying about developing an actually effective and functional meta. I'd rather look like a dork and win than lose with "style".
You know what is cool? Winning i guess... :/No freaking way dude. If I wanted to win I'd play Diddy, I want to be a cool guy that's why I play Link.
I've looked into this before. A while ago. I'd need someone to confirm the following, but I believe that items can be purposefully z-dropped on hit if you were hit out of the air with a move that put you into just the right amount/kind of hitstun i.e. more than a mere flinch but not enough to send you into a tumble animation. This is different to being forced to drop an item though. Again, that's all from a vague recollection of tests I did a long time ago, so don't take this as truth. In fact the more I think about it, the more I doubt its validity XD. But it's somewhere to start.Sometimes when Link holds a bomb and gets hit he will drop it. Do we know the mechanism behind this? Is it random?
While we're picking FiOD's brain: so Link's bombs don't blow him up if he hits someone with them, but they do if they hit the floor. Are there any fine points to this to be known? Like, what happens if the bomb hits someone's projectile/hydrant/etc. and explodes? And do the custom bombs work differently? (I noticed I never need to soft-throw the custom bombs; it's always soft thrown?)I've looked into this before. A while ago. I'd need someone to confirm the following, but I believe that items can be purposefully z-dropped on hit if you were hit out of the air with a move that put you into just the right amount/kind of hitstun i.e. more than a mere flinch but not enough to send you into a tumble animation. This is different to being forced to drop an item though. Again, that's all from a vague recollection of tests I did a long time ago, so don't take this as truth. In fact the more I think about it, the more I doubt its validity XD. But it's somewhere to start.
Well, you know that no custom bomb explote in contact with the ground... is not a soft throw, you can hard throw it against the floor, and they will not explote.And do the custom bombs work differently? (I noticed I never need to soft-throw the custom bombs; it's always soft thrown?)
If the bombs explode because they came into contact with another hurt box, they won't hurt the character who threw the bombs (Link). If the bomb explodes for any other reason (time's up or because it hit the floor) it will damage Link.While we're picking FiOD's brain: so Link's bombs don't blow him up if he hits someone with them, but they do if they hit the floor. Are there any fine points to this to be known? Like, what happens if the bomb hits someone's projectile/hydrant/etc. and explodes? And do the custom bombs work differently? (I noticed I never need to soft-throw the custom bombs; it's always soft thrown?)
Tested this for a bit today and it indeed does seem to be random.Sometimes when Link holds a bomb and gets hit he will drop it. Do we know the mechanism behind this? Is it random?
Yes, I'm pretty sure that the non-deliberate i.e. forced drop is more or less random.Tested this for a bit today and it indeed does seem to be random.
It's not random; Link is programed to drop them when it's the most inconvenientTested this for a bit today and it indeed does seem to be random.
The truly impressive thing is that you found a good Pacman in For Glory.
Not to mention a lot sexierYes, but it's much easier with the HS.