PEACE7
Smash Champion
Yea I'm usually really ballzy so i challenge his upB um also since the bair works wouldn't upair work? if i time it right maybe?
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You land dthrow and deal 60% every time. Toon Link does get up attack the opposite direction so you don't have to guess get up attack, you react to it. If he forward rolls you boost grab, if he back rolls you turn around grab. It's easy damage and you should learn how to do it.Someone break down the TL mu for me please and or if you can link me to a good video where the mu is properly played.
Neither is any quicker than the other.When jab cancelling to grab, is it quicker to jab wait it out and then grab, or is it quicker to go jab, down, grab?
Terrific explanation, thank you!Neither is any quicker than the other.
"Jab1" has a set duration time before it reverts back to the "Wait" animation. However, "Jab1" like many other moves has this thing which somehow has been dubbed "IASA". It is a nice mechanic thrown into the smash games that allows the animation to be interrupted by another move. The earliest "Jab1" can be interrupted by another move (other than jab2) is the 16th frame.
Holding down on the control stick or simply waiting for the proper frame will do absolutely nothing for speeding up jab1 -> grab. Its the same regardless.
I'd like to say that holding down on the control stick between jabs actually does something, but I do not believe it does.
ha, I always wondered if I was just doing it wrong when I noticed that holding down did nothing for me, people kept telling me it was a real thing thoughNeither is any quicker than the other.
"Jab1" has a set duration time before it reverts back to the "Wait" animation. However, "Jab1" like many other moves has this thing which somehow has been dubbed "IASA". It is a nice mechanic thrown into the smash games that allows the animation to be interrupted by another move. The earliest "Jab1" can be interrupted by another move (other than jab2) is the 16th frame.
Holding down on the control stick or simply waiting for the proper frame will do absolutely nothing for speeding up jab1 -> grab. Its the same regardless.
I'd like to say that holding down on the control stick between jabs actually does something, but I do not believe it does.
On one of my older account "xeylode" I should have a post on this since I spent quite a long time on it, but with the new search function I cannot locate posts prior to the site change from MLG ownership.So the Jab1 to F-tilt combo is viable only if Jab1 is interrupted by F-tilt on the 16th frame?
Does it work in mid-high percentages as well? Plus do you know who does it work on?On one of my older account "xeylode" I should have a post on this since I spent quite a long time on it, but with the new search function I cannot locate posts prior to the site change from MLG ownership.
Anyway, jab1 -> ftilt can be an inescapable combo given:
1) The opponent cannot TAS SDI on jab1 (check lol)
2) Its character dependent. Thankfully, it viable on a good chunk of the cast (something around 1/2 the cast if I recall correctly).
3) You have to hit with the hitbox near Snake's shoulder rather than the fist. The fist hitbox puts the opponent into the air while the one near the shoulder puts slides them along the ground.
Regardless of the hitbox you hit with, Jab1 -> ftilt is still quite reliable even if you are a little bit slow and do not hit on the 16th frame exactly. You just have to mix-up with grab sometimes or other things as is common with jab cancel mix-ups.
Jab1 has set knockback, so it will work at any percent.Does it work in mid-high percentages as well? Plus do you know who does it work on?
Correct. But again, the time between jab1 -> ftilt is about 1-2 frames or so. That is an incredibly small window and many people mess it up and do not shield.If the Jab1 connected via its fist hitbox, then it's impossible to F-tilt combo into it, correct?
So ideally I should use it when my opponent is very close by (as in body contact close).Correct. But again, the time between jab1 -> ftilt is about 1-2 frames or so. That is an incredibly small window and many people mess it up and do not shield.
I'd do it if you can get jab1 to hit at all.So ideally I should use it when my opponent is very close by (as in body contact close).
When it hit with the shoulder hitbox only, correct? If Jab1 hits with its fist hitbox, then I should commence a Jab2 followed by a Jab3. Btw what about the arm hitbox? Is it viable to the Jab1 to F-tilt combo?I'd do it if you can get jab1 to hit at all.
Jab -> Utilt is sadly not guaranteed at all against any character. Everyone can just shield or powershield it in time to avoid being hit.Does jab -> utilt work?
How do you use grab as part of a mixup? can you go in depth on that please?Not really. I mean, it shouldn't work, but sometimes does. Grab works well as a mixup, since most people will shield instinctively, or mash di inputs.
Or you can always roll away; it's sometimes the best option.