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Really? I thought I had done a down b earlier and was still able to jump from it, I'll check again really quick.That's not possible. If you use Down B from the air, you lose the ability to jump and use B moves. You only keep your jumps if you Down B from the ground to start with.
I'm of the opinion that MK is easily top 8 in the game, and we only have to wait around for a good player to pick him up to see him do work in tournament. His speed and disjoint is just too potent to ignore, and his dthrow techchasing works on a lot of good characters. His recovery is also still well above average, I'm not really sure where these impressions that his recovery sucks are coming from.
I absolutely agree with you here. His N-Air is amazing as an approach, killmove, edgeguard, etc. It comes out pretty fast and has weak hitboxes as well as strong ones for offstage and killing out of shield. It's just his recovery and edgeguard game that are really lacking.His Nair is probably the best Nair in the game, or at least pretty close. It's so versatile in what it can do, and does just about every one of these things perfectly. It's an approach, and OoS option, a tech chase option, a gimp move, a combo finisher, and sometimes even a kill move.
His grab game is just so much fun. I don't know exactly why, but MK's grab animation feels so sleek, fast, and all around great. All of his throws seem useful and have their own purpose. His Dsmash is also several layers of spectacular. covering several options if used to tech chase, and being a great finisher. Sometimes I just throw it out there randomly predicting rolls. In the right situations, it's incredibly hard to punish and covers so many things.
If Side-B was an instant glide like Pit's, his recovery would be exponentially better.Also the over-b is entirely useless. I feel like changing that move came from the discussion of "how do we make his recovery not so good" rather than "what can we do to make this move fit MK".
This. After they tweak some of MK's moves, specifically his Side-B and Down-Air, I think he could be High or Top Tier.edgeguarding should be a breeze and is built into his character design at its core... except his edgeguarding is mediocre. Due to his vertical recovery being so poor and his height gaining from jumps being so poor, he can't edgeguard off stage very well. If he tries to, he puts himself in a very poor position if the slightest thing goes wrong.
So you've got a light character with a disjointed hitbox that has to be really close to really do damage, that has multiple jumps but can't edgeguard off stage particularly well (it's not super awful, but not really good) because of his poor vertical recovery in both jumps and recovery moves.
i appreciate it =], after messing around a bit more I just bought a new wii on ebay, console only was only $38. I wanted a back up wii anyway since mine is hacked beyond all repair lmaoYes that's the thing I was too lazy to do, but Vigilante knows exactly the steps for that. I can invite you into the skype group of brainiacs if you want, my skype is james.madway
Oh, I'll take your old one off your hands if you want broi appreciate it =], after messing around a bit more I just bought a new wii on ebay, console only was only $38. I wanted a back up wii anyway since mine is hacked beyond all repair lmao
I've spent like $75 on PM lmao since I've started playing it. Free game my ***.
sounds sick. stream link pls?
Actually no, I was talking about when you Dimension Cape and then cancel it as soon as possible with c-stick. MK gets a notable boost forward or backward depending on the direction you tapped the cstick, and it's pretty fast. I have used it to combo out of dthrows with no DI or DI in when I do it with cstick towards them. I know the PMBR has mentioned that when used this way, DC has some combo applications. I was wondering if anyone has discovered any others.So, you're just doing dthrow -> dash attack? Am I reading that right?