oh okay. i get it now.Well if you hit them with the rest timing, they will get-up.
Using multiple attacks (i.e. 2 jabs) also does this.
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oh okay. i get it now.Well if you hit them with the rest timing, they will get-up.
Using multiple attacks (i.e. 2 jabs) also does this.
The thing is, at those percents you can really only get in one ftilt, and it knocks them too far away to do anything other than dsmash them on their getup. DA does not lock at those percents.Continue the lock though, you'd want some DA's or maybe more ftilts for extra damage
Can be DI'd and it can be teched.I'd always thought Nair could be used that way, but only out of dsmash and never into a dsmash the way you did it. Question, though: Can't they DI and/or tech on landing?
They can but, (hopefully) they won't be expecting it, and it'll surprise them.Can't they DI and/or tech on landing?
Toss banana (Glidetoss=better) d-smash d-smash backair Im sure you can get creative but thats what I normaly doHow about some charecter specific things.
Like, what can ZSS do with Diddys naners? I'd imagine it be pretty deadly.
I recently started experimenting with bananas and I think I found a zero death.How about some charecter specific things.
Like, what can ZSS do with Diddys naners? I'd imagine it be pretty deadly.
I recently started experimenting with bananas and I think I found a zero death.
I suck at testing though but all zero suits just discard my ideas without testing.
Yeah...What about the single banana lock? I'm fairly sure that would work very well, and leads to a dsmash-dsmash.
I'll take a look at the thread.Is that the JCT to nB you were talking about xonar? Or something else? I think it has potential.
Yup it's that. I must still test it though.
I was also thinking about JC dthrow, nB, glide downward, reverse nB, JC downthrow etc. gotta work on it though
Also, single nanner lock shouldn't work with us because our SH is too high to get the rhythm right. Never tested though.
Yeah, I agree with that, SH is too high and we dont fall fast enough.
Also, check out my post in matchup discussion (most recent), that is the best nanner combo that I can confirm us having so far. I can't help but feel that we have to have more though. The nature of our stuns, and Diddy's nanners, probably the two best combo tools in the game, make me feel that there has to be an infinite/zero to death with them.
I think zero has potential for an infinite, I just have to get around to testing some day >_>
BTW I found this thread very helpful for brainstorming what we can do: http://www.smashboards.com/showthread.php?p=7893552
Technically... it's not guaranteed to death.Added video of our 28-death combo on Diddy to the OP.
Diddy could be in the center. O_OBair instead of fair, stronger hit. Also you can direct it toward the side of the screen he's closest too but it probably still won't outright kill him.
Great **** though, lol
No... btw, try this =P:Just curious... if the d-smash is decayed, do people pop out of stun at higher %s? (If I d-smash once, and get the guy to 28% while my d-smash is decayed, will the nanner pop Diddy out?)
(No Wii to test this on currently. >_<)
Yes, there isn't anything that can be DId in this combo except for the finish, so once you get to the point where dsmash doesn't break from the nanner, you can (theoretically) do it, even at 999%.Also this works at any point after 28%, so if you wanted, you could start it at say 70% (if I'm correct?) and then it would be an X-death.
I can't imagine it would, but no I haven't checked if decay effects it. I'll check though.Just curious... if the d-smash is decayed, do people pop out of stun at higher %s? (If I d-smash once, and get the guy to 28% while my d-smash is decayed, will the nanner pop Diddy out?)
Confirmed that this does not work, check the QaA thread I already made a post on it.Found a nana lock on diddy kong
Start in his face, banana throw, nb, JCTforward, nb, repeat. at the edge downsmash spike for flashiness points
I apologize if this has been found before, but I never heard it talked about or seen it done during a match.
Its a downsmash chain that starts on 58 on Falco upon the hit of the first downsmash, and stops around 115 (didn't test to see how far it went.
You downsmash, jab, downsmash, then the opponent hits the ground similar to the footstool, then you ftilt them, then wait for the get up. You have to be careful on your spacing, because on the tip of the jab you might hit the opponent up slightly, but its fine because you can still downsmash again and follow up with an aerial for more damage. After 115 or around there, I can no longer get the Falco to fall, and he would always be carried up into the air. Another problem may be that they can sdi the jab.
At the very least, a tiny bit of extra damage in our down smash combo.
Also, did not test on anyone but Falco because I had DDD things to test.
I hope this hasn't been found, because I've never really contributed anything to this board and more lurk.
If this has been brought up before, then I must have missed it, and I apologize.
Well if they are hit to the floor and miss the tech then no they would not be able to tech the ftilt after that. But as far as I know the Dsmash combo will not cause them to fall into a jablockable position... Does the jab somehow change that?The jab will move them slightly down if done right, allowing them to land on the ground when the stun animation is over.
The second downsmash is part of the paralyzer combo.
I do not believe the ftilt can be teched. It is jab locking, right?