PEACE7
Smash Champion
Alright I was watching a match of this japanese snake, and he kept doing a dsmash and than shooting a nikita at it. Is there any good reason why he is doing that?
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I think DI can mess up the window for powershielding, but I have not looked into it very much. I just recall that I have this habit of holding the control stick in some direction when getting hit for ASDI, so even when holding shielding, I still occasionally gotten hit by Snake's AAA.If they are in the air it works but I prefer jab u tilt, jab jab jab requires a good read and poor reaction by your opponent
u-air looks like it has a shorter duration than dair for vertical momentum cancelling? and so i don't use bair at all?Fastfall Dair(c stick down) for vertical momentum canceling and air dodge to jump for horizontal momentum canceling is supposed to be the fastest
air dodge --> jump --> airdodge is supposed to help even more(horizontal). you don't always need to do that though if you're not going to die.
Someone has tested it and it doesn't make a difference. Yika/Delux/Krpime/someone said that each character has an "unmovable hurtbubble in the middle of the characters" and it's that hurtbubble that the game looks for to tell when a character has crossed the blast zone.The arguments for Uair and Bair is that it might align Snake's hurtbox parallel to the blastzone making him live longer only because he did not trip over the blastzone when he might have if he was taller in the air. The other benefit is the two are his shortest duration aerial (around 40 frames). The less benefit is that you have to consciously or build up a habit of using the right one depending upon the blastzone you get hit towards. ^Honestly, parallel hurtbox to the blastzone is all theory since no one has ever actually tested it yet. It only makes sense from a logical standpoint.