powuh_of_PIE
Smash Journeyman
zelda should borrow sheik's DACUS every once in a while >.>
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or sheik could borrow Zelda's heels.zelda should borrow sheik's DACUS every once in a while >.>
Also, even though Zelda doesn't really get a frame advantage on it, a lot of times you can follow up with dsmash, dtilt, or even fsmash/usmash if your opponent is slow at reacting....
huh? which is right?you can buffer things out of dair on a grounded oponent.... that can be cool.
pretty sure Dair can case sufficient stun if you time the landing right... maybe it just trips at certain damages or somethingWith 21 frames of landing lag on dair, you'll never get a frame advantage from it unless you SH it perfectly. Even if you do, I'm almost positive that Zelda doesn't enough of an advantage to do anything (except perhaps at reasonably high percentages)..... I'll double check to be sure, though.
You can always try, though. Like I said, most people assume the stun is longer than it is.
that is one use if you get bored of the other taunts.Dair is another taunt.
you can SHDair from the edge. you don't always end up at your doom when doing it, unless you FF down to someone with it and they are really low.Honestly, this moves sweetspot puts you in the exact position you're doom will come from, so I almost never use it unless im facing a character with a slow/low knockback uair. So useless on the ground to.....at least its powerful.
Yes to your questions.10 - 16 frames of shield stun? Is 10 frames of stun at its shortest length and 16 at its longest? That should make it generally safe on shield from short-mid distances onwards... iiiiiinteresting!
@Din's from the air: Not sure, but I'll test it eventually.... just didn't get to it tonight since I have plans soon. There's definitely some sort of difference, I think.... but I don't know if it's the cooldown lag that's affected. It might just be the animation that's weird.Kaylo is there is a difference in lag time when you explode din's just before you touch the ground in the air? It seems to be a lot faster, as if it autocancels =/ I dunno...
Also... does the 2 ways of exploding din's apply to any distance?
I hate you. Hush, minion!Naked colours kaylo! you're slacking! =D
....
edit: oh you added your trademark blue back in! I still caught you red handed, ha!
It's just a setup, really, except maybe at very low percentages (as usual). Din's has ridiculous knockback and is really easy to see coming, so DI'ing it is child's play.short burst din's > dash attack/usmash seems to be some kind of frame trap or setup.
but . . . he had it comin' . . . he had it comin' . . . he only had himself to blame . . .I wasn't aware that when you hit ROB with Din, Brawl suddenly breaks out into a musical scene from Chicago.
*wonders which of the 6 Merry Murderesses of the Cook County Jail Zelda would be*Hahahaha.
Well, Sakurai is willing to put in length cut scenes for final smashes and seems to be accepting non-nintendo licensed characters. Here's hoping for something interesting in SSB4
Stupid Pikas are stupid.(I use it against pikachus a lot and it frustrates them that it eats their jolts AND hits them)
Stupid Pikas are stupid.
I'm glad you threw this in there. I didn't know it, beginner's knowledge or not.Also, a side note: it's nearly always beneficial to explode Din's on the ground at a character's feet when you can. Not only will it hit shielding characters when their shield is somewhat diminished, but if they hit you before you let go of the B button, it'll still explode instead of going its maximum distance. (Beginner's knowledge, but I thought I'd throw it in anyway.)
We're talking about Din's Fire in Brawl, not Din's Fire in Melee.Don't use Dins ever ........treat it like the side b move for Zelda doesnt work.