The_Jiggernaut
Smash Ace
- Joined
- Jul 7, 2008
- Messages
- 649
Alright guys, it's time for some previously-undocumented Jiggly tech. Ready?
You can break any opponent's shield from full with a quick, two-hit "combo": Pound to Nair
If an opponent is shielding a little too much, you can jump towards them and hit their shield with a rising pound to end up centred over them and nair as you fall back down. Rising pound gives you the height you need to preform nair before landing (for smaller characters) and also takes you out of their grab-range when spaced correctly. Most of the time you can buffer it by mashing A during your pound making it not too difficult to pull off, though the nair will shield poke when done incorrectly.
You can then rest or fully charge a smash for the kill. Sounds awesome right? That's why it's impossible for this to have any flaws or drawbacks!
Flaws and Drawbacks:
Ooops. Well as the quotation marks in "Combo" imply, it's not a true combo. Which is fine because it would be patched instantly if it was. The enemy has to keep their shield up the entire time for this to work. The enemy is also able to roll away or even just allow themselves to get hit by the nair, which is more of a neutral outcome for you.
Some characters can punish with an upsmash if they see this coming (though others are too slow to do this), If you read this properly on the slower characters you can rest, but it's generally an unfavorable outcome.
However, spot-dodging to punish has to be near frame-perfect in order to punish the nair, and they shouldn't be able to grab you if you've positioned properly. So despite these drawbacks, it's relatively safe and has little ending lag. Even if someone is aware of the Shield-Breaker Combo and takes pains to avoid it, it still puts a tremendous about of pressure on them when they want to play defensive and that can be more valuable than a single stock in a tournament set.
(I'll put a video together upon request)
You can break any opponent's shield from full with a quick, two-hit "combo": Pound to Nair
If an opponent is shielding a little too much, you can jump towards them and hit their shield with a rising pound to end up centred over them and nair as you fall back down. Rising pound gives you the height you need to preform nair before landing (for smaller characters) and also takes you out of their grab-range when spaced correctly. Most of the time you can buffer it by mashing A during your pound making it not too difficult to pull off, though the nair will shield poke when done incorrectly.
You can then rest or fully charge a smash for the kill. Sounds awesome right? That's why it's impossible for this to have any flaws or drawbacks!
Flaws and Drawbacks:
Ooops. Well as the quotation marks in "Combo" imply, it's not a true combo. Which is fine because it would be patched instantly if it was. The enemy has to keep their shield up the entire time for this to work. The enemy is also able to roll away or even just allow themselves to get hit by the nair, which is more of a neutral outcome for you.
Some characters can punish with an upsmash if they see this coming (though others are too slow to do this), If you read this properly on the slower characters you can rest, but it's generally an unfavorable outcome.
However, spot-dodging to punish has to be near frame-perfect in order to punish the nair, and they shouldn't be able to grab you if you've positioned properly. So despite these drawbacks, it's relatively safe and has little ending lag. Even if someone is aware of the Shield-Breaker Combo and takes pains to avoid it, it still puts a tremendous about of pressure on them when they want to play defensive and that can be more valuable than a single stock in a tournament set.
(I'll put a video together upon request)