False
Smash Lord
Interesting.. Although I usually bair to momentum cancel, and I really don't want to be pulling that fsmash out in a game breaking moment. o_OOO
I'll give it a try with uair though.
I'll give it a try with uair though.
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reverse boost grab makes you slide further away than a standard boost grab, which also means that you get less range on the grab as it comes out when you're farther.Does the PDACG give the same grab range boost as if you were to just do a sliding pivot grab? Both make you slide but i can't tell whether they have the same range or not.
I do, but that's probably not what you mean.Why don't Snakes use airdodge to momentum cancel?
is there something I'm missing? Not even Ally does?
http://www.youtube.com/watch?v=yJrtqOrRRsUWhat's up Diddys?
I have a couple of questions I want to ask and I'd like you guys to help me answer them. They're all related to Norfair by the way.
1) How does your character fare with just the stage? Does your character benefit from the layout and the numerous hazards or do they normally hinder you?
2) How does your character generally fare on this stage against certain matchups? Does he excel in a lot of them and only has a few bad MUs, or is he generally bad on this stage against a large portion of the cast?
3) What are some general strategies for your character on this stage? Controlling the center? Stalling? Staying mobile?
4) Overall, would you say that this stage is mostly good for your character, mostly bad, or depends?
Thanks in advance!
This mass survey across most of the character boards is admin approved.
Diddy's? I hope you didn't post in the wrong place by mistake. Sure is taking awhile to do this "survey" when you got to the falco boards awhile back. I never played with Snake on Norfair, so no judgement on my part.What's up Diddys?
I have a couple of questions I want to ask and I'd like you guys to help me answer them. They're all related to Norfair by the way.
1) How does your character fare with just the stage? Does your character benefit from the layout and the numerous hazards or do they normally hinder you?
2) How does your character generally fare on this stage against certain matchups? Does he excel in a lot of them and only has a few bad MUs, or is he generally bad on this stage against a large portion of the cast?
3) What are some general strategies for your character on this stage? Controlling the center? Stalling? Staying mobile?
4) Overall, would you say that this stage is mostly good for your character, mostly bad, or depends?
Thanks in advance!
This mass survey across most of the character boards is admin approved.
The hitstun varies from character to character due to each person having different traits. I'm not sure what exactly affects hitstun, but the end result is that personal traits changes it. For the most part, I did not copy down the exact hitstun time, but it was around 15-17 frames hitstun on a fresh jab. On a fully decayed jab, just subtract off a frame for a character.Why does jab-ftilt only work on certain characters?
How many frames of hitstun does jab have?
I tried looking at Utilt, but since every character exited hitstun before the Utilt even came out, grab therefore cannot possibly be a guranteed hit after jab.it is possible to get a guaranteed (or more or less guaranteed) tick-throw with snake? i.e jab and then grab them on the first frame after they leave hitstun. jab-grab works a whole lot, but I think its just because you've conditioned them to shield, and I don't want to make it a habit in higher level play (if it doesn't work)
yes.Although, that has me wondering what is the best combination of DI and momentum canceling. From what I have noticed, the amount of momentum you cancel horizontally is small compared to what you cancel vertically. So aiming your DI slightly above the corner should lead to better results than aiming slightly below.
Oh ****!!! My bad. Forgot to change the template name.Diddy's? I hope you didn't post in the wrong place by mistake. Sure is taking awhile to do this "survey" when you got to the falco boards awhile back. I never played with Snake on Norfair, so no judgement on my part.
****ING MVD LMAO
Buffering the jab also works on MK, DDD, Wolf among others (given that they do not buffer a roll/get-up attack).Snake can jab on wario if he hesitates even for a fram afterwards. So it's a good option select/confirm method cuz you can jab and then react to w/e they did by buffering since he gets extra frames of lag b4 he can move. It's why he's so easy to techchase.
i remember trying this on marth and could never get it to work...-Snake stands up too high for most characters after dthrow anyway for jab to work. You can jab above ZSS all you want, but that jab won't hit unless they get up.
-Also, all options after Dthrow are frame 1 or 2 invincibility at start. Marth is the single exception to that rule with later invincibility on his forward roll. Which is the reason why we can ftilt him out of a forward roll from Dthrow.
his getup attack doesn't have invincibility until after frame 4?Snake can jab on wario if he hesitates even for a fram afterwards. So it's a good option select/confirm method cuz you can jab and then react to w/e they did by buffering since he gets extra frames of lag b4 he can move. It's why he's so easy to techchase.
That's why i said if he hesitates. You can pretty much jab...and then respond to the corresponding action he chose. And everyone of his things has like an extra number frames tagged onto them. That's why it's so easy to tech chase on reaction. After hrnut told me about that fact i never really bothered predicting anymore cuz you don't need to.i loved norfair until people learnt about timeouts... then that stage became very bad very quickly.
i remember trying this on marth and could never get it to work...
his getup attack doesn't have invincibility until after frame 4?
http://www.youtube.com/watch?v=OZ4JJ7Goah0i remember trying this on marth and could never get it to work...
MK's optimal potential has no bad match-ups. The worst is an even match-up. He even doesn't have any bad stages either. So you can either Main MK or just pick him up for situational match-ups you really hate to play.Who's a good secondary for Snake?
Ok so I couldn't really tell which situation was which in your video but I think I get the general idea.http://www.youtube.com/watch?v=OZ4JJ7Goah0
It does works. I'm not spewing BS about this.
However, there is a slight problem. Ftilt doesn't hit marth normally when he is on the ground laying flat. So if marth doesn't buffer his forward roll as you buffer your ftilt, it is possible to miss. If you ftilt about a frame or two too early before marth rolls forward he will be low enough on the ground in the first couple of frames of his roll to completely miss the Ftilt. Likewise if you are a frame or two too slow his invincibility frames will cause the Ftilt to whiff anyway.
It's the other way around. So long as both of you make the roll and tilt come out after dthrow as soon as possible (buffering), ftilt will hit marth out of his forward roll.If both are buffered then we miss
but as long as we initiate the f-tilt up to 3 frames before he initiates the roll, then we hit?
Maybe I'm just basing everything off of an incorrect premise, so...It's the other way around. So long as both of you make the roll and tilt come out after dthrow as soon as possible (buffering), ftilt will hit marth out of his forward roll.
Here is a quick sort of diagram after a Dthrow and both of you buffer the stuff.
Frame 1 - Marth starts rolling
2 - Snake's ftilt animation starts
3 -
4 -
5 - Ftilt hitbox comes out and hits marth.