K@0S
Smash Ace
Only the grounded one, and it's invincibility frames (5 to 8, from the frame data thread).Does Shuttle Loop have super armor?
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Only the grounded one, and it's invincibility frames (5 to 8, from the frame data thread).Does Shuttle Loop have super armor?
It's really not that hard, just sweet spot the ledge, which is also easy. Good practice makes better. Keep trying.how does M2K use the down+b move for recovering so well? i just SD whenever i use it.
i see it having some useful potential in mk dittos and it seems safer to recover with it than the other options sometimes.
just watch ksizzle vs dabuz. then after u watch it forget about mk and main ike again scrub.mk vs olimar.... Meh this match up is so annoying, what do I do for this? just dair camp? and wait for right time to nado? how do you guys handle this bs. Also when I nado it's like he just up smashes me and pivot grabs alllll day. So I ask +).
1. why in mk ditto m2k short hop dair approaches? what is that trying to counter?
2. how do you use nado effectively in mk ditto considering mk can stop it with alot of things?
3. is there any reason in particular m2k f-rolls after a dash then grabs then edge? instead of just dashing and grabbing the edge straight away.
4. does nado out prioritize drill rush?
5. is mk v mk grab release - dash grab repeat escapable? can you do it on low %'s as well?
6. what's best way to DI when another mk d-throws you? well gives them least options to follow up?
7. does aerial shuttle loop have invincibility frames at all? or is that just grounded
1. run approach1. why in mk ditto m2k short hop dair approaches? what is that trying to counter?
2. how do you use nado effectively in mk ditto considering mk can stop it with alot of things?
3. is there any reason in particular m2k f-rolls after a dash then grabs then edge? instead of just dashing and grabbing the edge straight away.
4. does nado out prioritize drill rush?
5. is mk v mk grab release - dash grab repeat escapable? can you do it on low %'s as well?
6. what's best way to DI when another mk d-throws you? well gives them least options to follow up?
7. does aerial shuttle loop have invincibility frames at all? or is that just grounded
2. its not effective at all xD sometimes its useful to recover with it really high, when you lack of jumps
6. I would DI away, so that you can dodge into the ground or directly jump up + dair
Wow, thanks a lot.nado is useful but situational
if you jump and dair after d-throw i will GSL you and it can be done on reaction
you can press l,r,b,a to break out and you will not be jump released
its important for anyone to NEVER be any sort of predictable when you are d-thrown
against Gdubz wait for him to commit to any approach before you do anything.
like dash attack when they are in turtle landing lag is great
when he recovers hold the ledge and do a regular get up as they pass you going up. you get free nair or whatever if your fast enough they cant airdodge yet
never get predictable with GSL they can SH up-air OOS and you will eat f-smash or up-smash
you can GSL any approach they attempt, but they will try to bait you to do it. so know your spacing and only do it when it will hit
nado sparringly if at all since they can up-b it and send you up really high and the you eat f-smash or up-smash. it does beat his aerials. if you do use it dont press b alot so they have less time to send you up
Turtle > mk fair so space f-tilt 1 and d-tilt instead. But only because these are faster because again Turtle >
you can up-b OOS while blocking turtle if you time it inbetween hits. (especially between the 5 and 6th hits)
if they d-throw you and you dont tech they get free f-smash so make sure to almost always tech (especially when your at kill percents as they will go for it more then)
most g&w players will DJ and d-air you after you hit them with a low knockback attack like a dash attack or weak SL. so be ready to up-tilt it
Thanks much.both
it got more range and MKs tilts have got laser priority, so it just goes through gaws dair
What? Down B =/= Tornado.Tornado doesn't have invincibility at any point in its duration, therefore it's vulnerable the entire time.
haha awesome, thanks manWhat? Down B =/= Tornado.
DIMENSIONAL CAPE
frame breakdown:
1-17
18-26 invincibility frames
27-54 cooldown
frame summary:
cooldown: 27
total invincibility frames:9
notes:
- despite MK turning invisible on frame 13, he does not receive invincibility frames until frame 18
- MK can move around starting on frame 14
Watch for an opening then go for grabs or well spaced tilts. If you use nado, make sure it's a head-level nado (where the bottom of your tornado hits Snake's head). If you grab him don't pummel cause that can set nades off, usually upthrow or bthrow once you've grabbed em.How do I deal with Snake's grenades>
Yes it is but FD will usually be banned anyway so he won't be able to get more then one regrab. He can also dash attack us out of it I believe.Is Snake's aerial grabrelease -> regrab garantueed on MK?
I haven't had the chance to test it on a human MK.
I've picked up my meta and been using it alot more recently. Just ignore your friends and keep going. Tell them that you are helping them get better at the meta match-up.I have been thinking about usin my meta knight more,
but everytime i use him i 3 stock, no death my friends.
they call him a "Gay top tier queer and leave" Should i
use him more and ignore them, or stop and use a lower tier?
P.S Im better with my olimar, peach, ness, and lucas anyway....