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This impossible, jump cancelling a USmash uses your midair jump, so you wouldn't be able to jump again after the FAir.If the opponent is crouch canceling, I cancel from the jab directly to the smash and skip the tilt.
so *** Upsmash jump cancel, forward air, jump again, (if you are pro enough, i can't do this yet,) reverse aura sphere cancel to turn lucario around, backair.
Hmm. I have no idea what I did in that combo then. I think I didn't jump cancel then and just did a reg jump into a double jump; although thats not as efficient.This impossible, jump cancelling a USmash uses your midair jump, so you wouldn't be able to jump again after the FAir.
Dair> Aerial Force Palm on shield isn't guaranteed. According to the 2.5 frame data, the opponent has 6 frames to do something while the side B command starts up. They can roll or spotdodge out of the pressure, although it is pretty hard to react to, but your opponent can buffer a roll or spotdodge to get out of it.Run at enemy, jump overthem. While you are above them dair into forcepalm.
Great for screwing with their shield because there is no way out of the forcepalm if the dair hits the shield at all .
if you're playing a yoshi or a link or any character with a decent OOS option, it's very easy for them to OOS nair if you go straight for that combo. i don't know the exact frame difference in how long they have to throw an input in, but i think throwing a tilt in there will make it harder for them to interrupt.When the opponent is shielding, I like to go for a dash attack/jab ->force palm.