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Or... you could just stay on the ledge, keep planking and wait for your opponent to do something else, fail at it, and reset positions.Get up attack does just work, if they got the wrong spacing.
Down B works, if they charge the fsmash or if you predict their next fsmash.
It´s an underused strategy, since it´s easy to punish, if your opponent doesn´t just mindless charges fsmashes.
You could try to glide on a fsmashing opponent, since glide beats fsmash (learn the spacing), but he could just release the fsmash, if he sees you gliding and then punish you for it.
Jumping above him with DJ from the ledge/ledgejump also works, but that´s punishable, since it puts you in a juggling position.
As you see there is no save way to get back, but you got multiple options what to do.
Tornadoing in also works.
You can nado above the fsmash or use the laggy gaps between the smashes, to punish it.
You could also try to mindgame him, by nadoing, waiting outside of his fsmash range, wait for him to release the fsmash and then going in.
There are lots of options, how to deal with the situation.
The above are probably the basics.
Snake is really hard to approach to, but just trying to outcamp him do not work normally.... But M2K is not normal, he somehow finds gaps between grenade drops/throws and punish them.So... Is just dair camping/running away from snake all day a good plan? I was playing against Akuma and it seemed that he had to be incredibly careful not to blow himself to bits to even hit me.
Or they do nothing, then **** your landingEmpty hop. Watch what they do. Then proceed to ****.
The better the player, the worse this strat getsSo... Is just dair camping/running away from snake all day a good plan? I was playing against Akuma and it seemed that he had to be incredibly careful not to blow himself to bits to even hit me.
false false false false false false false false false false false false false false false false false false false false false false false false false false false false false false false false false false false falseThere shouldn't be enough lag in an empty to hop to get punished much.
Now you're getting itSo everyone telling me emptyhop is a good thing to do were ****ing morons?
It's not bad, but it has an enormous window for punishment and isn't something to consistently use for bait. It usually works better as a bait near kill percent when people are more inclined toward staying in their shield, which can allow you to poke them for holding shield in front of you.All right, from what I heard is that you said empty hop is a terrible thing to do which kinda surprised me.
Head for the outside of the stage. They can't commit as far as you can, and recovering against G&W safely is far easier than getting down from uair juggles.what are good ways to get down from gaw juggling? if you air dodge their uair spam you can get frame trapped into a smash attack.
Assuming that you're asking because you want to get moves through as Olimar, every one of Olimar's moves (even Pikmin latch) will go through the top and stay there because MK's body/head don't have a hit box.So I need clarification about the functions of tornado's priority. How many B inputs needed to reach certain points of priority, what areas/times of the tornado lack priority, frame information, all of that good stuff. I don't care if it's a lot of complicated information either (I'm expecting it to be, haha)
Actually pressing B is related to priority, just not in the traditional sense.The priority of tornado does not depend on the number of times you press B. This illusion comes from the fact that the more you press B, the higher you go, and that the tornado is hardest to beat from the sides and bottom. The tornado's priority is constant until it ends, and any move that is both sufficiently disjointed and does more than 10 damage will break through. There are not that many of those in the game. Any move that has invincibility frames (DDD utilt) or can sneak in between the hitboxes (Luigi Fsmash/usmash) will break through 100% of the time with correct spacing. You can always beat it from the top.
grab the ledge or grounded upBvs gaw, whats best options to punish them planking?
feels dangerous to grab the edge then invincible nair cos its hard to time + if they ledgehop attack.
IMO:hey, what are mk's best and worst zones?
tips on zoning with mk?
I'm not a big fan of empty short hop personally, because I feel it kinda limits my options.All right, from what I heard is that you said empty hop is a terrible thing to do which kinda surprised me.
Dash attack, Neutral B, Side-B, and Glide Attack.Now I do have a question, which of MK's attacks don't have laser priority?
Dash attack, Neutral B, Side-B, and Glide Attack.Now I do have a question, which of MK's attacks don't have laser priority?
dtilt lockdoes mk have any inescapable combos? if so, at what percent/against which characters are they inescapable?
IIRC, Dimensional Cape Attack is also non-trascendant.Dash attack, Neutral B, Side-B, and Glide Attack.