stingers
Smash Obsessed
wavebouncing is the most important thing in Project M that wasn't in melee. Since there is way more ground to air momentum in this then there was in brawl, the effects are like doubled almost...its crazy
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yeah if they smash DI it (as my friends do) you cannot follow it up with another pk fire. Grab is the safest option but if you feel lucky try dair->jab reset or fair->grab.Ness is really good and I have played him mostly recently, but I can tell you that PK Fire>PK Fire should never work, but PK Fire > Dthrow is really good, like 40 damage.
I really need to utilize brawl ATs like RAR like I used to back in my brawl days:
http://www.youtube.com/watch?v=bA8nzfjQbrM
4 year throwback =D
Are you getting fair to combo into grab vs non-fastfallers? Try telling your practice partner to sdi up and see if you can still get him before he jumps.yeah if they smash DI it (as my friends do) you cannot follow it up with another pk fire. Grab is the safest option but if you feel lucky try dair->jab reset or fair->grab.
Loving DJC dair -> techchase baseball bat :D (or even just jab reset)
haha my mate only plays wolf and bowser curently, so it works on him Have you found any application for DJC fairs? (the really fast ones with the tiny hitbox)Are you getting fair to combo into grab vs non-fastfallers? Try telling your practice partner to sdi up and see if you can still get him before he jumps.
Not strictly true, the pk fire has an annoying habit of trapping the opponent in so they don't pop up for a follow up. It may be due to the way momentum works, I'm not sure. I find DJC dairs will just keep them in the fire rather than pop up, the same for upair if you do it too quickly.If you can score a hit after pk fire hits you may as well uair juggle. At high percentages you could djcdair and you get a guaranteed follow up into rising uair.
Needs more RAR 360 Falcon Punches.Ness is really good and I have played him mostly recently, but I can tell you that PK Fire>PK Fire should never work, but PK Fire > Dthrow is really good, like 40 damage.
I really need to utilize brawl ATs like RAR like I used to back in my brawl days:
http://www.youtube.com/watch?v=bA8nzfjQbrM
4 year throwback =D
I just started playing this game again, definitely my main, that dwnB and just everything is sooooo amazing. Thanks to Lucas I am now hooked.Good, we need more Lucas players. So much untapped potential.
Then again, he does need to have a weakness to balance his amazing onstage combo potentialI just started playing this game again, definitely my main, that dwnB and just everything is sooooo amazing. Thanks to Lucas I am now hooked.
Hopefully they will do something to his recovery though, still mad easy to punish. Maybe if a hitbox was placed around when you are controlling the pk lightning during his upB, similar or like during fox's upB it might be a little easier for lucas to recover, it seemed like a good idea when I discussed it with a friend of mine.
his combo potential is amazing, but it can sadly be easily outspaced and outranged by characters like DeeDee, and even puff can punish misspaced moves of his since he seems to mainly be effective against spacies and such due to the trajectory his dwnb send people when it hits them. Since it sends the character behind lucas floaties are usually unaffected, especially peach, and lucario can handle it pretty easy and retaliate back with a powerful punch.Then again, he does need to have a weakness to balance his amazing onstage combo potential
try his sideB for spacieshis combo potential is amazing, but it can sadly be easily outspaced and outranged by characters like DeeDee, and even puff can punish misspaced moves of his since he seems to mainly be effective against spacies and such due to the trajectory his dwnb send people when it hits them. Since it sends the character behind lucas floaties are usually unaffected, especially peach, and lucario can handle it pretty easy and retaliate back with a powerful punch.
SideB effectively keeps out characters who don't rely on projectiles to approach, yet turnips, lucario's magic blue balls, pit arrow shenanigans, falco's lasers, they all kill his recovery and ability to outspace. Also realized marth can easssssssssilyyy **** his comboing potential due to his weight being quite good for marths combos, and spacing he gets kinda ***** again in that mu.try his sideB...
And with floaties... no one can combo them very effectively, it's part of why being a floaty can be good. Every character will have good and bad matchupsSideB effectively keeps out characters who don't rely on projectiles to approach, yet turnips, lucario's magic blue balls, pit arrow shenanigans, falco's lasers, they all kill his recovery and ability to outspace. Also realized marth can easssssssssilyyy **** his comboing potential due to his weight being quite good for marths combos, and spacing he gets kinda ***** again in that mu.
Yeah, you're right. It looks like Dair keeps them in the fire depending on if the opponent is in the ground or not. If the opponent leaves the ground during sdi then dair will keep them inside (basically working like it normally would). I blame the CPU for falling for this.Not strictly true, the pk fire has an annoying habit of trapping the opponent in so they don't pop up for a follow up. It may be due to the way momentum works, I'm not sure. I find DJC dairs will just keep them in the fire rather than pop up, the same for upair if you do it too quickly.
That was the point.you can already do 360s by tapping to the opposite side slightly before (like a reverse punch in melee) then 180ing the punch
It does work. Fire the first PK Fire from the ground and the second one from the air then proceed to grab the enemy. It works exceptionally well against larger characters, with "regular" sized characters it works too, just not as effective 'cause they can escape it with ease. Also, PK Fire can lock in several characters by spamming it from the ground and air. I'm not kidding, you can get Bowser up to 999% by locking him in PK FireNess is really good and I have played him mostly recently, but I can tell you that PK Fire>PK Fire should never work, but PK Fire > Dthrow is really good, like 40 damage.
We'll let you know when something's new. Right now, no progress, though.how close is the team to fixing the 1 frame of lag on all actions, it really bugs me that evveryone's timing is different.
But why stop there?you can already do 360s by tapping to the opposite side slightly before (like a reverse punch in melee) then 180ing the punch