I'm still new to using customs but does the jumping side b head but still bury opponents based on their percentage? Or do they pop out so fast compared to standard head butt that it only seems like a fixed amount of time regardless of percentages?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
In general, people can get out of jumping's pit quicker, but yes, I believe it still scales with percentage.I'm still new to using customs but does the jumping side b head but still bury opponents based on their percentage? Or do they pop out so fast compared to standard head butt that it only seems like a fixed amount of time regardless of percentages?
Honestly this makes me wonder if we should dedicate slot 10 to 1131. This would be a "safe" option against Bowser to cover that, and DKs who are very unfamiliar with the project but just want the obviously high power of Kong Cyclone may feel highly comfortable with it. That would be kinda mean to the Stubborn Headbutt crowd, but the move is kinda bad so I dunno just food for thought there.I came across this weird behavior the other day. Apparently Bowser's passive heavy armor blocks Jumping Headbutt from burying him until like 82%. In the air he still gets knocked away, but if he's on the ground you are going to get punished with Fsmash for free if you hit him until then.
I think it'd be better to axe one of the less desirable punch/slap combos than to get rid of the only Stubborn Headbutt set. Focused Slap plus Giant Punch is probably a little overkill in terms of power and has very little utility. Focused Slap plus Lightning Punch is a little more balanced, but Focused Slap is pretty difficult to land in the MU's that you'd want to take Lightning Punch in the first place. I'd get rid of one of those 2 combos first if we are going to throw in 1131.Honestly this makes me wonder if we should dedicate slot 10 to 1131. This would be a "safe" option against Bowser to cover that, and DKs who are very unfamiliar with the project but just want the obviously high power of Kong Cyclone may feel highly comfortable with it. That would be kinda mean to the Stubborn Headbutt crowd, but the move is kinda bad so I dunno just food for thought there.
I'm with you on thisI know this is too late but you guys are definitely sleeping on stubborn headbutt.
Frame 1 SA is insanely good on a character with landing issues like DK. It also oneshots shields, which you can do more than you'd think. Sometimes if you predict an attack an SA through it, they'll either have to take the hit or get their shield popped. The worst outcome for DK if he predicted correctly is that they roll away, which means DK resets to neutral instead of being juggled.
It's obviously super punishable on whiff, but really all the headbutts are punishable and can only be used as rare mixups. This one has the highest reward both defensively and offensively, so to me it's the most worth.
I believe you can get grabbed during the stubborn headbutt?I have recently discovered that I actually like 1131, and would like this to replace the stubborn headbutt set in slot 10 even though it's too late technically to say anything about it. But I must insist to @ Amazing Ampharos (this is deusdj, btw) that it be changed because I only recently discovered some techniques that make this a very good and probably my preferred setup, and I plan on attending evo.
Yes, but what does this have anything to do with my comment? 1131 is standard headbutt, not stubborn.I believe you can get grabbed during the stubborn headbutt?
My mistake. I read it as you referring to stubborn.Yes, but what does this have anything to do with my comment? 1131 is standard headbutt, not stubborn.