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Last time that I checked, no.Don't you get the 1 frame of JC no matter what?
Because false information is prevalent on these forums.What? Aren't turnarounds always 1 extra frame like jumpcancels? How come they suddenly ceased existing when everyone has always said they exist.
I believe that this is correct.You guys are basing that off what? Seems like it should be just like turnarounds, which are 0 frames when buffered.
I think it depends a lot on the habit(s), after you know the habits, you need to think on the possition you and your opponent are, what move(s) you can do to punish it safely, and another one I do is to try to know when to punish with a move that could kill or not... this in an attempt to not stale your kill moves in percents close to the kill percent needed by each move, if it's low percents it doesn't matter that much, at that point we need the damage. I just hope this helps you in something.I'm becoming a lot better at finding my opponents habits and patterns, but I am not punishing them correctly. I often take more damage trying to punish their habits than not. How can I learn what is the best way for punishing each habit?
Let's not forgot turning around constantly.mai fav mixup is walking and doing nothing
Hey MK Boards probably my first time posting here in whole but I only have a meh interesting question to hear from all of you:
- What is your favorite flashy Mix-up of landing punishment? (My favorite one is a SH N-air with U-air landing with barely any land lag. It's cool looking, kind of frightening if they AD from fear of SL and Idk just awesome looking when you spam it after you KO someone) SHDUAIRALC : Short Hop double uair airdodge lag cancel
Try different methods,maximize your tilt range and keep them at bay.I'm becoming a lot better at finding my opponents habits and patterns, but I am not punishing them correctly. I often take more damage trying to punish their habits than not. How can I learn what is the best way for punishing each habit?
I do think those are the only one, but I'm not sure tbh... I actually have trouble too to Ruffio people :/Hey guys, I've been killing opponents via roof tornado at mid percentages. However, it isn't consistent. What I do when I land the initial hit of the tornado (being vertically high):
1.Spam B and let it go, making the last blow of the tornado kill the opponent. I found out that letting go of the B will help keeping your opponent within the tornado which makes the last killing blow of the tornado connect.
2. The usual, where I spam B and follow my opponent in the roof (it's usually going left and right to keep the opponent in place)
Is there any other viable methods?
1)When going against lightweights you can pull yourself awy from them,all that matters is the lay hit,as it is the one that throws then upward.Hey guys, I've been killing opponents via roof tornado at mid percentages. However, it isn't consistent. What I do when I land the initial hit of the tornado (being vertically high):
1.Spam B and let it go, making the last blow of the tornado kill the opponent. I found out that letting go of the B will help keeping your opponent within the tornado which makes the last killing blow of the tornado connect.
2. The usual, where I spam B and follow my opponent in the roof (it's usually going left and right to keep the opponent in place)
Is there any other viable methods?
I don't think SDI will help unless on higher percents,prevent yourself from getting trapped by using the maximum tilt ranges or just dair camp.Dont get grabbed/jabbed while playing keep away since sheik can grab release DACUS MK.Sheik can only utilt if you are staying above,don't get camped by needles either - If sheik is on the other side then just stay in the air,airdodge when landing and shield,then jump OOS.Sheik does require spacing since her tilts are so amazing ,SHFAIR max range can challenge sheik's tilts but daircamping helps.does anybody know, to which direction should I SDI Sheik's Ftilts?
any single thing I did just didn't work well :/
Ah,my bad.Dear -Se7en-, while the input is appreciated, please try avoid double, triple, and quadruple posting in the future.
Use the "edit" button if you want to add something to a post.
approach from the air and use the platforms to be out of range of most of olimar's combos. you will have to look out for his up smash though on your way down to olimar's inside. you can also use a glide attack.What are our best things to do vs a olimar who loves to camp?
Thanks.You need press slightly up, not fully up and then press A during the buffer window while jumping. If you press the stick fully up, you'll JC into usmash.
It's kinda tricky to do in a real situation without practice.
I actually agree, yeah. I mean...I've seen many matches of MK of High/Top-level play, but I haven't payed too much attention until now. Not to mention that at that level, things really tend to go to the flow, according to their opponents and MU.On the Marth board there is a post for how beginners should play Marth. A list of his bread and butter moves and a general play style. What would you guys give a new player like me as a similar guide for Meta Knight as I start learning him?
As every buffered tactic, it us very useful if you use it at the right times.
And there is a beginners' guide already. It's a bit outdated, but a lot of the things it says are still true and can help anyone to getting started with MK.
As much as I would love to have a new one, at this point there is nothing much that can be said to beginners without inevitably thinking about Smash 4 coming out soon.
Only a tip: don't watch only top players' videos, watch low and mid level players and try to detect their errors, that can be very helpful.
Whoops, sorry.Ok thanks for the help and totally not ignoring my question..............
That's what's good about buffering, you don't *have* to be perfect, just to get the timing more or less right.Tilting up and then pressing A during jumpsquat is the only way to buffer an Uair due to jumpcanceling. I think ZeRo and all them just try to be frame perfect.
That sounds even more plausible. I might write one if I have some free time.I don't mean a full guide. On the Marth board there is one post that gives new players a list of moves that are not very useful for new players, and a list of moves for new players to utilize often, and the best way to use them.
It doesn't give frame data, in-depth moves uses, advanced techniques, but for new players it is extremely helpful. Jumping into a new character can be overwhelming and just having a list of what you should be generally using and then practicing is all that is generally needed right away.
That sounds even more plausible. I might write one if I have some free time.
(if you have the link it would be awesome).
I have quite a bit of wolf experience and I'll cover what I've learned.Alright you guys, time to help a brother out.
I'm really stuck on the MK-Wolf match up. There's this really good local Wolf who wiped the floor with me yesterday at a tournament in all the friendlies we played. I was just stuck on how to beat him. His playstyle was very aggro and he rarely missed a chance to tack on extra damage.
When juggled : Glide away towards the ledge but look out because some wolfs like to full hop dair (attempt to intercept).Rise up with uairs but some wolfs drop down with a bair for a stage spike.The biggest issue I had was the Bair pressure and juggling, as well as the battles always going to Final Destination. Thank you, I'll keep those tips in mind.