EvilPinkamina
Smash Apprentice
Back throw has always combo'd into Flare Blitz on training mode. DI and human opponents can nullify this.
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!
That happens homey, you are slowed/frozen in hitlag while he counters you, slowed so much that you haven't moved past the frame 25 part of the move, thus you still have your invincibilityCan someone check on the invincibility frames of forward smash or let me know how to test this?
I know they're supposed to be 22-25 but I was just watching a match where my Charizard amiibo was facing a lvl 9 Ike. In the last 30 seconds of the match I watched him F-smash and get countered by Ike 3 times. None of the counters hit and it looks like it was invincibility every time and not proximity. It may just be coincidence but I wonder if they may have buffed that.
You do have to dash, but for some reason I could get F-Air to register with DI Down and away at the ledge at 95% but only 90% at mid stage. I think my timing may be a bit off, but we can at least get a confirm to the numbers I'm posting. Every DI you have do act a little different. With Up you have to pretty much jump right away, with away you have to dash a little bit. And DI Up and Away is really weird, it makes a HUGE difference if it's slightly more away than up or vice versa. When they DI Up and Away, but more Away than up (if that makes any sense) the timing on when you need to jump get's really tricky. And I about gave up at 85% before finally getting it to connect at 90% and then later at 95% on the ledge and those were both at 2/3rd speed. I would say D-Throw to F-Air is certainly a kill confirm at the ledge against Mario. Grabbing him at the ledge (and I mean as close to falling off as you can get) you get a lighting bolt at 77% which means at max Mario could probably survive to 85ish with perfect DI and we can combo into F-Air up to 95% maybe higher. Obviously Rage is going to change this.That happens homey, you are slowed/frozen in hitlag while he counters you, slowed so much that you haven't moved past the frame 25 part of the move, thus you still have your invincibility
Jmacz bro you are doing the Lizardgod's work there. Any dashing involved with dthrow to fair? If not, dthrow at the ledge could legit be a kill...
Also dthrow to fly is probably worth investigating
What's Charizard's F-Air like in this new patch? I haven't downloaded it yet due to school.You do have to dash, but for some reason I could get F-Air to register with DI Down and away at the ledge at 95% but only 90% at mid stage. I think my timing may be a bit off, but we can at least get a confirm to the numbers I'm posting. Every DI you have do act a little different. With Up you have to pretty much jump right away, with away you have to dash a little bit. And DI Up and Away is really weird, it makes a HUGE difference if it's slightly more away than up or vice versa. When they DI Up and Away, but more Away than up (if that makes any sense) the timing on when you need to jump get's really tricky. And I about gave up at 85% before finally getting it to connect at 90% and then later at 95% on the ledge and those were both at 2/3rd speed. I would say D-Throw to F-Air is certainly a kill confirm at the ledge against Mario. Grabbing him at the ledge (and I mean as close to falling off as you can get) you get a lighting bolt at 77% which means at max Mario could probably survive to 85ish with perfect DI and we can combo into F-Air up to 95% maybe higher. Obviously Rage is going to change this.
And I literally was just testing D-Throw to Fly as well and still don't think it works. I tested it with No DI, DI up and then DI Down and In and I couldn't get it to register. But this is all just on Mario so it still may work on other characters because it seems pretty close.
Edit: I think the reason I was able to get F-Air to connect at 95% with DI Up and Away easier at the ledge was because I grabbed Mario at the perfect distance giving myself just enough room for the dash you need to do. I just got it to register two more times, you have to dash quickly and then quickly double jump and buffer the F-Air after the second jump. The timing is really tricky, I myself tend to not get the double jump input in time.
It's had a large decrease in landing lag, which on top of Zard's new air speed makes it a lot safer than it used to be. It's still not entirely safe, but the difference is definitely noticeable.What's Charizard's F-Air like in this new patch? I haven't downloaded it yet due to school.
I saw a post in a reddit thread that it's -6 on shield which actually makes it safe on shield now. Not sure how accurate that is.It's had a large decrease in landing lag, which on top of Zard's new air speed makes it a lot safer than it used to be. It's still not entirely safe, but the difference is definitely noticeable.
I know I'll be using that move more.
Bair has always hit like a truck. It was just slow as a smash attack before. Now it's super fast for how hard it hits.I just recently got into playing Charizard, so I don't know if it was always this way, but his bair is ridiculous! You can kill with it 50% near the ledge. I also killed a ZSS from the other side of the stage at about 75-80%.
Yeah, I was trying to hit kirby with it, it was very difficult. Could still be kinda useful to get some extra percent for certain matchups.@Bloodcross had some uair combos a while back i think, those two extra frames are gonna make it a lot more consistent now
Too bad the hitbox on that move is ***, you'll never hit half the grounded characters in the game
Yes it's a KO move but I don't think that excuses it when 1. I have killed with literally every move in tourney except getup attack and maybe dash attack 2. The move has always been tied for lowest landing lag with nair, suggesting devs intended it to be one of Zard's best aerials when landing 3. The space it covers is just not good, especially in front of Zard, not to mention below him which is the issue in this instance.It's hard to hit because you're starting a combo with one of his kill moves.
That's good to know. How about back air?It's had a large decrease in landing lag, which on top of Zard's new air speed makes it a lot safer than it used to be. It's still not entirely safe, but the difference is definitely noticeable.
I know I'll be using that move more.
It is not true. It still is 7. It shows like 6 on his data because it is slowed down later by a modifier.I saw a rumor floating about briefly that Charizards jumpsquat was reduced by 1 frame.
Is this true? Has anyone tested this and confirmed/debunked it?
It also got 9 frames of landing lag shaved off, so now it is considarably safer. It is roughly as safe as Fair on shield but it still is very unsafe if whiffed.That's good to know. How about back air?
It's not true.I saw a rumor floating about briefly that Charizards jumpsquat was reduced by 1 frame.
Is this true? Has anyone tested this and confirmed/debunked it?
Super armor if you know they will use a move or action that is perfect for it.Bair is an incredible trump card, why would you ever go for Flare Blitz when this move exists. Fish for this move and people will be scared of you.
To further emphasis it.Bair is such a huge buff, if you learn to space it you can throw this move out for free in neutral. It's crazy. Catch ledge options with it and kill people at 60.
Reminds me of Mario Party 5 Sweet Dream. xDNothing changed with Fly, I've already had it whiff a few times. Probably the last real thing that I think should change with Zard for me to be 100% satisfied.
Anyway, I was over at a weekly streamed meetup when the patch went down. And this is the truly glorious moment I first experienced the landing lag buffs (headphone user warning...): https://secure.twitch.tv/realdfunk/v/54673567?t=04h12m54s