[FBC] Papa Mink
Smash Legend
Yeah, i have problems with falco too.
But i feel like i have more options and gimmicks against falco than i do diddy kong.
But i feel like i have more options and gimmicks against falco than i do diddy kong.
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These + all of MKs + the secret sv thingy on mkCharacters who no-pummel break to the air AND can be hit with an aerial (Always guaranteed aerial):
Mario, Wario, Toon Link, Ice Climber, Kirby, Olimar, Ivysaur, Jigglypuff, Ness, Lucas, Game and Watch.
Characters who can be hit with an aerial BUT no-input break to the ground (guaranteed aerial IF they resist):
Donkey Kong, Charizard, Ike.
I think Nick does it in his combo video. It's the same input as the buffered chain grab on D3 and Snake.Does anyone have vid of regrab?
I just meant buffering the dash grab after the F throw/Grab release is the same for both.No it's not the same input. It's a aerial grab re-release. The chaingrab is fthrow regrab.
what does this mean, exactly? If I struggle but don't press the jump button (and with tap jump off) I'll still release in the air?Characters who can be hit with an aerial BUT no-input break to the ground (guaranteed aerial IF they resist):
Donkey Kong, Charizard, Ike.
Thats because buffering is a 10frame window and is the same for EVERY move lolI just meant buffering the dash grab after the F throw/Grab release is the same for both.
lol This is true for all characters vs Mk....soo...back to the topic of Meta Knight...
If it's equal skill, I think Meta Knight has an advantage, no question. It's not an un-overcomeable advantage, but it isn't a matchup you'd want any day.
-MT
Nope, only to regrab (work on timing) or to dash attack (they should be able to DI out and shuttle loop you though)Is it possible to air release MK and then side b?
Step F smash looks like it hits just a little too late. He's almost touching the ground. Pummel > GR step F smash registers as a two hit combo in training mode though. I can't test it frame by frame.Try step > regrab and step > fsmash. Frame-data wise it should work and the regrab has happened to me a few times while I tested other stuff, Im not sure if it works though. Needs frame-by-frame testing.
That last should be tested. Fsmash would be cool too, it should be the hitbox that actually kills. Otherwise its better to just practice fair lolStep F smash looks like it hits just a little too late. He's almost touching the ground. Pummel > GR step F smash registers as a two hit combo in training mode though. I can't test it frame by frame.
I couldn't get step > regrab to work.
I think Down Throw > buffered initial dash jump cancelled Up B works on Mk. It's kinda hard but it would be really cool if we could get down throw > superspike up B > dash attack/f tilt/tech chase on Mk.
I think the strongest hitbox is about 3/4 of the way down the whip and kills horizontally at 90-ishI thought there was a hitbox that was hard to DI and killed pretty ok-ish =(
Lol you should play Reflex then.Falcon vs Zss
If zss player is awake---> zss wins <3
I didn't know reflex used falcon! Thats awesome to hear, But my statement standsLol you should play Reflex then.