Sudai
Stuff here
Does Aerow's play style remind anyone of MaXXX? Super aggro, but does it well at least.
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!
yeah my rob does need improvement.On the Marth's side, he didn't look good to me, but I think the issue may have been that he simply couldn't keep up with the speed and pressure since there's very few ROBs who play like that. I definitely saw a lot of room for improvement on Aerow's side (mainly spacing issues but there's more) so I'm pretty sure the Marth has even more room to grow. XP
you should play again****ing Aerow! Making me want to play Brawl again!!! Even if your opponent wasn't amazing, still...I like what I see
okay suremaybe...btw...tell Indie_Dave I said what's up ^_^ throw him a Ness fair for me =D
I have the frame data for rob. I thought it was known already. I'll post it later.
What happened with these?I have basic frame data about how fast hitboxes come out but nothing about ending lag or anything else that may be important. :[ No, NL, I don't believe anybody's posted it here before.
What happened with these?
I can't find R.O.B. frame data.
Yes, I do this all the time to edgeguard, with tap jump off. You just kinda roll the stick backwards when you up-B, without slamming it. Honestly I find it easier than wavebouncing the up-B. I can't really explain it that well though, it just happensAlso... srs bsns... is there a way to pivot the up+B without a harsh momentum reversal (basically... just turning your up+B around and keeping the same momentum like in Aerow's vid) WITHOUT tapjump on? If so, how? If not, gimme the specifics on how to do it with TJ *on* (as I can still only get the completely reversed momentum).
And, this is directly from the ground, correct?Yes, I do this all the time to edgeguard, with tap jump off. You just kinda roll the stick backwards when you up-B, without slamming it. Honestly I find it easier than wavebouncing the up-B. I can't really explain it that well though, it just happens
Whilst running, too?I remember when JCZ couldn't reverse Up-B from the ground. Haha.
Yeah Dull, me and JCZ both do it from the ground with tap jump off.
LoL. Ya, its possible to do it with tap-jump off, as Ive done it on accident a couple of times- and I have no idea how to replicate it consistently. I always get the wave-bounce-esque up+ B from the ground (which is easy -_-'), but that 1% of the time, I get the simple turn-around from the ground.I thought you got better at it JCZ? It is possible to do it from the ground with tap-jump off. That or I just got amazing at RARing it and never realized it. lol
This is why in every game I've played, I learned the tech skill during actual matches. Makes things a lot easier in the long run. Actually, I just never cared enough to spend time playing any fighter by myself. Haha. It's worked out well for me regardless. : )Im still working on the reverse up B and all that good stuff IN THE ACTUAL match and its an pain to get use to.
Doesn't a pivot grab with rob take a frame longer than a running grab?True.
C.) Lengthens the grab's range
D.) Ends the lag time on a running grab
This is also true, comparing the 2 isn't really fair.I don't think it's really fair comparing Melee's pivots to Brawl's "pivot grab". You can do "Melee Pivots" in Brawl but they call them "True Pivots" in Brawl and a "True Pivot Grab" is about as useful in Brawl as it was in Melee.
It does. The range is also rather negligible. Pivot Grab for ROB is basically worthless. Sure you can grab MK's tornado and drill-rush, but FSmash achieves the same thing and is easier. Only real use for it is running away and grabbing as they chase you or running past a shield and pivot grabbing to punish spot dodges.Doesn't a pivot grab with rob take a frame longer than a running grab?