FlabbyOrb
Smash Cadet
- Joined
- Apr 15, 2015
- Messages
- 41
- NNID
- amacadaeg
I made two little videos that demonstrates 2 useful techs that i barely see being used or talked about. Also while labbing some of this i found a some-what consistent way of getting a footstool out of side-b at any % (see near bottom of post)
Jump Cancelled Glide-Toss (JCGT)
Explanation:
-have a mechakoopa in hand
-hold forwards
-press jump (i have Z set to jump) and immediately press c-stick down
My smash corner's explantion
https://www.youtube.com/watch?v=G3_vOtY5kCc
Combo/Uses:
Depending on the %s, weight-class, DI, rage you can combo a JCGT mechakoopa into:
At low percents aerials like fair can string into uptilts (depending on hurtboxes) then upairs.
As shown in the video, you can pick up the mk with dair then hit opponent to glide toss
Ive seen tweek use mk-glidetoss into fair to a double jump read with up-b in this montage
Landing Fair
The hitbox of fair that comes out when landing has a set/fixed knockback, so you can follow up into various things at any percents (0-999%).
TIP 1: an easy way to get the timing down is: short hop airdodge then buffer a fair
TIP 2: i wouldnt suggest just throwing this out in neutral, or relying on this as a main combo starter. Use this tech more as a punish from the air when you find an opening
if spaced correctly, it can combo into:
landing fair can also potentially combo into:
i havent tested dash attack much
*i recently just discovered landing fair -> reverse sideB but i think its possible to jump/nair/perfect-shield/jab before the hitbox of the kart comes out but it has some very neat uses. EDIT: this doesnt work on floaties/lightweights
Landing fair -> reverse side-B -> double tap jump
I havent done much testing so far, but you could possibly fastfall nair to jab-lock
im sorry if anyone discovered this before me, but imma name this tech after myself and call it the "aMac" setup! lol i had to
Hopefully this helps some of you add some stuff to your koopaling game! Keep labbing, the game is young and BJ has alot of undiscovered potential
BONUS: this isnt a real infinite but it looks funny and it would be cool as hell if this actually worked
Jump Cancelled Glide-Toss (JCGT)
Explanation:
-have a mechakoopa in hand
-hold forwards
-press jump (i have Z set to jump) and immediately press c-stick down
My smash corner's explantion
https://www.youtube.com/watch?v=G3_vOtY5kCc
Combo/Uses:
Depending on the %s, weight-class, DI, rage you can combo a JCGT mechakoopa into:
- Dashattack (low %)
- upsmash (0-low %)
- Fair (low-higher %)
- Nair (low-mid %)
- Dair (low %)
- Uair (mid %)
- RAR Bair (mid-high %) double jump at higher percents (possible kill near ledge *needs more testing)
- FH double Nair (low-percents)
At low percents aerials like fair can string into uptilts (depending on hurtboxes) then upairs.
As shown in the video, you can pick up the mk with dair then hit opponent to glide toss
Ive seen tweek use mk-glidetoss into fair to a double jump read with up-b in this montage
Landing Fair
The hitbox of fair that comes out when landing has a set/fixed knockback, so you can follow up into various things at any percents (0-999%).
TIP 1: an easy way to get the timing down is: short hop airdodge then buffer a fair
TIP 2: i wouldnt suggest just throwing this out in neutral, or relying on this as a main combo starter. Use this tech more as a punish from the air when you find an opening
if spaced correctly, it can combo into:
- grab frame 12-13 (good option at ledge, back throw if they're at kill %)
- Utilt 8% -(Recommended at low percents to get strings/combos, if used at higher % you can up-b and read airdodges or beat out counter attacks) frame 7
- Dtilt 10% frame 4
- Ftilt 10% frame 7
- Jab 22% frame 4
- Up Smash 15% (reliable kill confirm) frame 10
landing fair can also potentially combo into:
- -F Smash 18% frame 18
- -D Smash 20% frame 15
- Reverse Side-B 7% * frame 20
i havent tested dash attack much
*i recently just discovered landing fair -> reverse sideB but i think its possible to jump/nair/perfect-shield/jab before the hitbox of the kart comes out but it has some very neat uses. EDIT: this doesnt work on floaties/lightweights
- Bair
- Up-b
- Footstool
Landing fair -> reverse side-B -> double tap jump
I havent done much testing so far, but you could possibly fastfall nair to jab-lock
im sorry if anyone discovered this before me, but imma name this tech after myself and call it the "aMac" setup! lol i had to
Hopefully this helps some of you add some stuff to your koopaling game! Keep labbing, the game is young and BJ has alot of undiscovered potential
BONUS: this isnt a real infinite but it looks funny and it would be cool as hell if this actually worked
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