T-block
B2B TST
Which are you having trouble with?
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I agree and also believe we need to outline the different effects of wavebouncing RS. I am really bad at explaining it but when you B-reverse and it looks like the move changes direction twice, Zard's RS shards seem to explode within his own hurtbox covering the front and back of him. This is something that has needed to be looked into for a while now since you can cover your back while facing forward.I think that wavebounced Rock Smash warrants its own spot in Charizard's ATs. It's potentially great for baiting attacks, throwing off opponents' spacing, and helping against juggles.
I imagine it's because the starting countdown counts toward fatigue. Therefore, we should try to get the 4th controller slot to minimize that.I tested all 3 pokemon without moving and they lasted around 1:57 before getting tired.
i meant that the fact that jab2 doesn't contribute to fatigue doesn't really make me want to use grab release > jab combo much more. in any case, remember that the jab combo can still be SDI'd, and is even less effective when fatigued.Ok I didn't know if I had my info right, but I was pretty damn sure pummeling did not contribute to fatigue.
Grab release -> Jab combo gets a decent amount more useful because general knockback at mid to high %'s from the jab combo sets up a path almost directly into f-air territory.
You now can solidly chose from grab to F-throw or grab release to jab combo which can unstale your F-air along with possibly setting the F-air kill up.
Sounds pretty useful IMO.
if you're facing right while in the air, rock smash to the left and immediately tap right as fast as possible after.Im a bit confused about wavebounce rocksmash. Depending on how I time it, Charizard will either turn around in mid-air and continue his forward mommentum, or turn around twice at high speed(which seems to defeat the whole purpose). Which one is a wavwbounce exactly?
Jab combo can be SDI'd but it is easy to note whether or not the opponent is proficient in SDI'ing the jab combo. I mean I have been playing against most of NY/NJ lately and SDI'ing the jab combo correctly occurs a much smaller portion of the time then you seem to think it happens.i meant that the fact that jab2 doesn't contribute to fatigue doesn't really make me want to use grab release > jab combo much more. in any case, remember that the jab combo can still be SDI'd, and is even less effective when fatigued.
i find myself favouring the guaranteed damage and followup from f-throw and u-throw more and more lately.
But Hydrograbbing with squirtle doesn't require the c-stick.....how would it become impossible?Neither. If you're doing it correctly, say you're moving to the right before you do the input. Charizard's momentum should instantly shift sharply to the left, but he should still be facing the right.
It's a four-frame window, and it's not easy to do. Alternatively, you can set your C-Stick to Special and just press the C-Stick left while moving right (or switch directions if you're facing/moving left). That's much, much easier, but, as far as I can tell, it makes Hydrograbbing with Squirtle impossible to do.
I thought the only way to do it was to hold Shield and press C-Stick in the opposite direction you're shifting toward.But Hydrograbbing with squirtle doesn't require the c-stick.....how would it become impossible?
Oh thanks for clarifying. I've never really thought to WB char's rocksmash. I do it with razorleaf all the time though since it grants it more horizontal and vertical range.Neither. If you're doing it correctly, say you're moving to the right before you do the input. Charizard's momentum should instantly shift sharply to the left, but he should still be facing the right.
It's a four-frame window, and it's not easy to do. Alternatively, you can set your C-Stick to Special and just press the C-Stick left while moving right (or switch directions if you're facing/moving left). That's much, much easier, but, as far as I can tell, it makes Hydrograbbing with Squirtle impossible to do.
i don't think it's unreasonable to expect your opponent to always be able to SDI the jab combo out of grab release, since they're going to be expecting it as soon as the grab release animation occurs. i mean... on the rare occasion that i get to play PT dittos, i pretty much never fail to SDI and shield the third hit if they're doing it out of grab release.Jab combo can be SDI'd but it is easy to note whether or not the opponent is proficient in SDI'ing the jab combo. I mean I have been playing against most of NY/NJ lately and SDI'ing the jab combo correctly occurs a much smaller portion of the time then you seem to think it happens.
Not to mention at mid to high %'s F-throw does not have guarenteed follow-ups.
But Hydrograbbing with squirtle doesn't require the c-stick.....how would it become impossible?
hmm... personally i never use hydroplane d-smash. reflex has some thoughts about how the hitbox covers a lot of distance and has good duration but i haven't really found a place for it in my gameOh thanks for clarifying. I've never really thought to WB char's rocksmash. I do it with razorleaf all the time though since it grants it more horizontal and vertical range.
One last question, I've noticed that many squirtle players don't use hydro Dsmash too often. Should I perhaps use it less.
Pardon the 10,000 questions. I'm rethinking how I currently approach my character.
that's interesting brian... i didn't know that =o is it easier than the c-stick method? not that the c-stick method is hard...Nope you can just hit the grab button as you finish the hydroplane motion with the analog stick, you get the same exact effect.
There is not a single hydroplane you need the c-stick for besides forward hydroplaning.
i don't think it's unreasonable to expect your opponent to always be able to SDI the jab combo out of grab release, since they're going to be expecting it as soon as the grab release animation occurs. i mean... on the rare occasion that i get to play PT dittos, i pretty much never fail to SDI and shield the third hit if they're doing it out of grab release.
i wasn't talking about follow-ups in the guaranteed sense, but more that u-throw puts them above squirtle, or f-throw can put them offstage against squirtle, and that's never a fun place to be ^^
Hydroplane D-smash has a few very interesting uses IMO. One is obviously as an edgeguard since the angle of knockback tends to be down and out, unfortunately if they read this you can punished hard. I mainly use hydroplane d-smash to punish get-up attacks I baited with a reverse shift.hmm... personally i never use hydroplane d-smash. reflex has some thoughts about how the hitbox covers a lot of distance and has good duration but i haven't really found a place for it in my game
I find hydroplaning without the c-stick so much easier since it leaves no error to net the opponent a punish. If you mess up using the C-stick there is a chance you will throw a random smash and get punished, by just using the analog stick + w.e action you are trying to do (Grab/smash/shield/tilt/spotdodge) you leave no input that can cause a "misclick" if you will.that's interesting brian... i didn't know that =o is it easier than the c-stick method? not that the c-stick method is hard...
on that note, if by forward hydroplane you mean the instant u-smash one, that doesn't need the c-stick either. unless you mean hydroplane f-smash?
hmm... whatever makes you happy i guess. personally, i'm making a conscious effort to phase grab release > jab out of my game. i can think of at least three players i played/play fairly regularly who would punish me if i consistently go for grab release > jab combo. there's something to be said for mixing it up with stopping after jab2 or even jab1 to catch them shielding or maybe even a smash attack in the wrong direction, and having that mixup can allow the full jab combo to be brought back into it, but to be honest in most cases i'd rather u-throw and take the follow-up opportunity as a juggle. i've found that as i've improved as a player, the follow-ups from u-throw tend to lead to more, so that on average i probably deal more damage overall just by putting them above me.Lol well we are PT mains, so by default we should always know how to deter our own tricks. Honestly though not many players out there consistently SDI the jab combo and I have played against players from almost the entire EC.
I see what you are saying about the throws but I personally really like grab release to jab combo because even if they SDI correctly a combat walk will reconnect on the larger members of the cast.
Hydroplane D-smash has a few very interesting uses IMO. One is obviously as an edgeguard since the angle of knockback tends to be down and out, unfortunately if they read this you can punished hard. I mainly use hydroplane d-smash to punish get-up attacks I baited with a reverse shift.
Hydroplane d-smash also does a really good job at hitting opponents that are attempting to land due to the lasting hitbox on it. So if you ever finding yourself giving to much chase after a f-air/d-air/f-tilt(at high %'s) try a hydroplane D-smash
I find hydroplaning without the c-stick so much easier since it leaves no error to net the opponent a punish. If you mess up using the C-stick there is a chance you will throw a random smash and get punished, by just using the analog stick + w.e action you are trying to do (Grab/smash/shield/tilt/spotdodge) you leave no input that can cause a "misclick" if you will.
I mean have all you guys been using hydroplane techs with the c-stick? The only time I use my c-stick when hydroplaning is if I am doing a hydrosmash?
And lol Mike, I forgot you can forward hydroplane U-smash with the direction + A LOL.
That's really what it comes down to--The ability to use retreating aerials without having to stop your retreating motion at all vs. easy wavebouncing.my hydrograb rate is basically 100% with the c-stick, so i don't really see a reason to switch. plus i think the utility of the c-stick for retreating aerials is already enough to beat out b-sticking to make wavebounces and b-reversals easier.
You can if you only hit with Jab1, which is common against certain characters due to the distance you release them, such as Diddy Kong.You can't do it that fast if you hit with the jab.
Oh and hydrostalling + DSmash =
I'm doing the correct inputs; I'm just bad.you have troubles with it reflex? o.o what inputs are you using?
i pretty much have wavebounce rock smash 100%... wavebounce/b-reversal flamethrower is a bit trickier since the control stick needs to be at neutral until a certain point, but rock smash should be pretty simple.