Hinichii.ez.™
insincere personality
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Maybe I'll learn this. BUT, how many useable frames does mk get? Can I do any intangable attacks?
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It's not supposed to be a kill move. It makes it so that they get far enough away from the stage that they can't double jump -> up b back on and also can't get a side b charge fast enough to reach the stage again. And yeah upon thinking about it some more, they probably do need to be at a higher percent. It's not like it's something that Ike players should be super cautious of or anything either, it's just like something that can happen because of the way Ike recovers.He'll have to be a lot higher than 120%, because DI is a thing. MK's bthrow is a great launcher, but it's not a kill throw.
I am talking about the haxdash, not the ledgedash. The ledgedash works like this:Maybe I'll learn this. BUT, how many useable frames does mk get? Can I do any intangable attacks?
The haxdash is just the quickest form of refreshing ledge intangibility. Its main use is to cover two windows of potential recovery which are separated by >=30 frames. You can also use it if those windows are separated by less which won't give you guaranteed results but a higher chance of a successful edgeguard. The important point is that there is a separation of those time windows so reacting to the haxdash and fine-tuning the recovery adequately is not possible.If you drop perfectly you have3029 (sry, was working with the Melee value first) frames of invincibility. From my tests a perfect waveland touches the stage at at frame 9 so you are left with 10 frames of special landing animation and have still1110 frames left:
F-tilt (3) and Dash attack (4) is easily doable.
D-smash (6), d-tilt (6), up-tilt (if you ever need it in that moment lol; 7), up-smash (8) affords some precision.
Nair (inner 7; outer 9), up-air (9), fair(10), Cape(7) and up-b(8) afford great precision
Oh yeah forgot something VERY important.When I was playing, I was holding shield way too much. Dairs and Up-B pressure was leading to C4's in lot of situations. Using the right OOS options are super important imo.
There's no way. Fsmash is like longer than Marth's sword in smash 4 lolMK's ftilt has more range than his fsmash? (O_o)
Naw. Forward Smash is overrated in terms of range. The pullback (lol auto TearBear) makes it insanely good for spacing but the range is not as amazing as we think. Ftilt 3 has MASSIVE range. Its kinda ridiculous.There's no way. Fsmash is like longer than Marth's sword in smash 4 lol
Oh ftilt 3, yeah I can sort of see that having slightly longer range. Not quite as good for spacing imo, but still a very good tool to throw out. Although probably not the full 3 hit combo, but still just throwing out the first and second hits can be very good and has less starting lag than fsmash.Naw. Forward Smash is overrated in terms of range. The pullback (lol auto TearBear) makes it insanely good for spacing but the range is not as amazing as we think. Ftilt 3 has MASSIVE range. Its kinda ridiculous.
You can always ask me to frametest certain things I have got Dolphin and also the PSAs which are useful sometimes.Naw. Forward Smash is overrated in terms of range. The pullback (lol auto TearBear) makes it insanely good for spacing but the range is not as amazing as we think. Ftilt 3 has MASSIVE range. Its kinda ridiculous.
@ Chesstiger2612
I have combo data as well, butbits not 100% done, since I haven't tested every type of DI. I Mew2King al thia data out. 98 stock, unlimited time, two MK's and a Fox controller (the fox shoots lasers to get the MK at a certain percent).
If I had dolphin or 3.5, this would be soooo much easier.
One grab, do any throw other than down throw. GSL will no longer be CC'able by GW. If you know you can regrab, then down throw first, regrab down throw again. Look out for that huge nair hitbox that GW has. His bair has a landing hitbox so on shield make sure you time your OoS option properly or you'll get hit.What should I do against G&W, should I just take Marth to big stages or where (having doubts in my head) where should I take ivy, what Di options do I have for her down throw And what are the up b setups for Ivy and how do I Di them so I don't get hit by it?
Tournament Saturday
Personally, I can power-shield 90% of missiles (both kinds) so I find those pretty easy to deal with. But I guess some general advice would be staying air born, avoiding grabs at all costs (I find that Samus can get large amounts of damage of one grab on MK), and safe edgeguarding. Like go for a back air or Nair when its safe. Also PLEASE BAN Pokemon Stadium 2.Speaking of projectiles, have we talked about Samus yet? I feel like Meta Knight has a really hard time approaching and comboing her except with up airs to up b really. How do you usually work around her projectiles?
Sorry if this was already talked about, just point me to the page if that's the case please lol
What happened when you cursed the land?hi, just fought a mewtwo for the first time in my life.
what do?
I guess if you fight at -%s your up-attacks will spikeup b kills at like -17% on mewtwo that's all i know lol
and nair is good, have fun
Yes, but they spike through the stage and they don't get KO'd at the bottom blast zone, they go all the way around until they reach the top one and die thereI guess if you fight at -%s your up-attacks will spike