_Phloat_
Smash Champion
DIing properly and then using that characters recovery moves..
Be less broad.
Be less broad.
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10 of 10 in normal conditions against luigi. however, due to myself being unsatisfied by fighting an easy cpu over and over again, i have started to play with an extraordinary handicap on myself from the start when playing against lvl 9 cpu's. when i have 150% handicap, 5 of 10, normally because he has such a quick fsmash that can basically destroy me as well as quicker attacks (overall) than ness. CPU's lvl 9 somehow make all of my attacks seem super lagged, even my AAA combo.*smashes you over head* Shh, go to sleep...
I don't generally have a problem with Lvl 9's, but they can frustrate me when I'm not trying (my biggest problem in smash is the laziness). For the record, if you all fought, say, Luigi, how many matches would you win against him out of ten. Be honest.
Real question: How are grabs decided if two opponents grab at the same time? It's random?
Well, f tilt is forward tilt, d throw is down throw. I can tell you that right off the bat. As for threads:I'm new to the techniques right so i don't know what a f tilt or d throw is and i can't find a thread about this type of stuff and what they are. is there a thread and if not can you tell me what all the abbreviations mean? whats a DI as well?
X or Y (preferably X). You can control your aerials much better with X or Y.what is better ONCE YOU GET USED TO IT
jumping with joystick or jumping with button like x or y
I experience wireless interference so much that I'm to the point where I am ready to abandon the Classic Controller and just relearn how to play Brawl with the GCN controller. I even went through the trouble of trying to find an adapter that would allow me to plug my CC into a GCN controller port so I could avoid wireless interference, but nothing good was available. I've become dependent on the extra shoulder trigger button that the CC has, so the transition will probably be rough, but the shoddy connectivity of the Wiimote is too ridiculous to put up with. Losing a match to a moment of connectivity loss because somebody in the room turned on their cell phone is just plain stupid.
interference with cell phones too? it's worst than i thought :S^ Switch to a Gamecube Controller.
Trust us, you'll be thanking yourself after you've made the transition.
All we have to do is have everyone be like Pikachu and discover a 60 damage CG on MK a year after the game came out.Does anyone think that anything revolutionary will be discovered to make Brawl a more competitive game? Or is THIS the future of brawl?
Basically it's timing an aerial so that as you land your second jump, it's animation ends, and you buffer a jump. I suck at explaining things, so here:How do ISJ's work and can they be done with every character?
Howr dos dat UBeRr tech dat makes em go "wowr he has doin zat jump so meny tim itr mINDgmeas LOL" happenz en supr smashr borgs barwllawl???11111????
http://www.smashboards.com/showthread.php?p=7042695For frame data, can anyone give me all the definitions of the terms. IASA, hitstun, hitlag, and anything else related to the frame data.
first off, note that if your character cannot pummel fast enough, you cannot force a ground break, and if your character cannot hold their characters feet off the ground, you cannot force an air break. That said, the ease of followup varies by matchup. For instance, marth can infinite grab release chaingrab ness eventually into a dsmash forcing a groundbreak via pummesls, while marth can do a grab release > tipper usmash on wario by forcing an aerial break via no pummeling.Thanks, follow up question: Is there a general consensus on which is easier to follow up?
With tap jump ON, pres up-B while shielding. It wont work if you play with tap jump Off, as you can't jump out of shield.Are there any guidelines on what can be done out of shield, and more importantly, how is it performed? All I can ever seem to do out of shield is grabbing - even Bowser's Fortress doesn't work, and that's the most infamous OoS move in existence.
The thing about dodging, is that there are precise moments where you should perform them. Thus said, there are very precise ways to punish things with precise moments.
What I mean is..., if I run at you, it's not a good idea to roll after I attack, and it's not a good idea to roll before you're even in the danger zone, thus if you are ever to roll, there's a certain period of time in which you should do it, and if I even have a slight expectation, your character is out of your control for about half a second, all I have to do is pick the right direction to try to punish you.
Basically, it's too predictable. Spot dodging is obviously also predictable somewhat if your opponent keeps using it. Trust me, good players will adapt to it and punish you every single time for it and you'll get crucified. It seems good when you start playing the game, but I would never advise it unless you're moving away from your opponent to try and space yourself.
As long as you're not doing it like a moron and actually putting some thought into. You also have to keep the character in mind. For example, Lucario and King Dedede have amazing backrolls while Samus's and Yoshi's are laughably bad. From my experience, rolling back on the stage from the edge is probably one of the worst options and you should try to learn what your character can do while there. Some people, like Mario, Pikachu, and Fox, have a ton of options so don't just resort to just attacking, jumping up, rolling on the stage, etc.
Hers's a link to the definition and some info in the uses of pillaring.What does the term "Pillaring" mean?