Pikabunz
Smash Hero
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You do realise I said Fair, right ?N-air from Luigi at times is unavoidable simply because of how quickly it comes out. Honestly, shielding after any follow up that leaves you immensely close to him is probably one of the simplest ways to avoid getting hit by it.
Is this what you were looking for? http://smashboards.com/threads/the-...ch-thread-qa-frame-data-added-1-26-11.244279/I'd quote Isai again but that's probably not productive for the fair question.
I think Luigi double fair is a frame trap on its own if you're not near the ground, so avoiding it is tricky... - double fair has insane speed... I don't know how avoid the rubberyness, unless that's induced by rumble, at which point you should turn it off. His air speed is lame so you could try to skull bash away if you need to avoid it that bad while high up, though that's likely unsafe. QA[C] can get you away too, or else just try to uair or fair him maybe, as you might be able to clip him with a counterattack. We should probably ask ESAM about this though.
Also why don't we have a thread withall the frame data andhitbox animations of Pikachu? The various Melee character boards [seem to - didn't check them all] have them for all their characters and it would be very helpful (Although Melee's been around longer and there's probably some technical stuff I don't understand right now preventing this from occurring...).
EDIT: I just checked and saw frame data was linked in the "New to Pikachu" forum, but I didn't see hitbox pics...
The guy on the other end of the Thunder, that's who.Ookami Hajime said:Who doesn't enjoy being u-tilted by Pikachu?
I agree. Walking really helps us stay paced and can intimidate the opponent; just look at 9B@ Angiance : When you first told me about front side u-tilt, I quickly implemented it into my game. It's very useful.
Another thing I really need to implement into my play is walking. I run possibly too much and I need to take it more slow