• 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!

Simple Questions & Answers Thread (READ FAQ in OP)

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
Good to know,

off topic but I was playing a DDD the other day, he threw a Gordo and i did my bair, it hit my bair and kept moving, it passed through me and did not deal damage or any knockback, it just phassed through me.

Glitch? Tactics against gordo? Useless?
It's not a glitch. When the Bair clanked with the Gordo it canceled out its hitbox. If your Bair was stale the Gordo would have clanked with and hit through your Bair. I've done this a few times with Dair and Uair myself. As long as the gordo won't do 9+ more damage than the aerial, it won't break through.

Also the strongest move DK has is a grounded sweetspotted 9 punch (the backhand of death). The next strongest is a sweetspotted fully charged Fsmash (the sweetspot is close to DK but not inside him). I don't remember whether or not grounded 9 punch or a regular fully charged Fsmash (his hands/forearms) is third place.
 

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
I thought the sweetspot for forward smash was his fingertips.

For the 9 wind sweetspot, are you talking about the elbow hitbox?
Yeah I don't know why people think his fingertips are a sweetspot. His hands do 20 damage uncharged and the sweetspot does 21 damage uncharged so they r pretty easy to tell apart.

Yeah I was talking about the elbow hitbox that is behind him on frame 18.
 

ZxChrono

Smash Journeyman
Joined
Oct 29, 2008
Messages
260
Location
Pico Rivera, Ca
its hard landing a hit with it but hitting with it is not hard. good info on the sweetspot for fsmash. i never figured it was the fingertips but i thought it was like exactly where his hands clap lol. so the sweetspot would be a little behind his hands?
 

Monkley6

Smash Journeyman
Joined
Feb 19, 2009
Messages
356
Biceps of dooom.

How do y'all get through a fireball spamming mario? Powershielding seems like the best route, considering they're hilariously slow.
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
Just stand still and jab them while charging 1 wind of your punch between each projectile.
 

Monkley6

Smash Journeyman
Joined
Feb 19, 2009
Messages
356
Sigh, I forgot about jab entirely too lol. I haven't played anyone in about 3 months ><

I need a job.
 

Donkey Bong

Smash Ace
Joined
Sep 17, 2008
Messages
610
matchup tread link

http://www.smashboards.com/showthread.php?t=235788


i'm not sure if we've discussed that matchup yet though. so watch for lots of arrow/bomb/boomerang spam and combos. TL has a pretty decent offstage game because he can safely stay offstage for a long time due to his floaty nature. i've heard that his punish game is pretty crap though, so abuse moves that would normaly be unsafe on block (ftilt, fsmash, sideb)

he also dies early... i think
 

DUB

Smash Lord
Joined
Sep 7, 2008
Messages
1,514
Location
Wilmington, NC
matchup tread link

http://www.smashboards.com/showthread.php?t=235788


i'm not sure if we've discussed that matchup yet though. so watch for lots of arrow/bomb/boomerang spam and combos. TL has a pretty decent offstage game because he can safely stay offstage for a long time due to his floaty nature. i've heard that his punish game is pretty crap though, so abuse moves that would normaly be unsafe on block (ftilt, fsmash, sideb)

he also dies early... i think
Rag could probably tell you but I think a vast majority of DK's moves would probably go through TL's projectiles. I'm pretty sure f-tilt and Up+B will.
 

Demp

Smash Journeyman
Joined
May 13, 2008
Messages
414
Location
Michigan
I decided to be gay now and try CPing with Japes now. Where on the platform do I need to stand to stage spike people into the water? And does this only work on certain characters? A video with an example would be appreciated.
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
With out DI or teching this works on every character but Rob, however that is assuming you are talking about the down cargo throw from the middle platform. As far as where to stand, you need to stand fairly close almost to where you are falling.

Basically if you did not have someone as cargo you would be doing the animation where you are almost falling off over the edge. However, for some characters you can stand a bit further back.

The spike works on everyone except R.O.B. at 76% and above, light characters start at 58% medium characters start at 64%, there are some in between those numbers but those are just markers between different weight classes.

If you want to risk it you can always walk of the edge and throw them up and have them hit the bottom side of the platform, but you have to be careful about claptraps.

I have a bigger post about this on page 28 of this thread.

But if CAN be teched and avoided every time, so change it up.
 

Player-3

Smash Hero
Joined
Nov 11, 2008
Messages
8,994
Location
Georgia
i was playing friendlies with someone a few days ago, and i was messing around with DK, and he went mk,

i sh naired him out of his tornado
i **** bricks
is this normal?
 

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
i was playing friendlies with someone a few days ago, and i was messing around with DK, and he went mk,

i sh naired him out of his tornado
i **** bricks
is this normal?
I don't think it is but I know a few possible ways it could happen. If you Nair and he does the tornado at the same time (when he's on the ground) it would outprioritize it since grounded tornados have crap priority. If you are directly above MK there is also a small chance of Nair beating it even if it's an aerial tornado. The spacing for that is pretty lucky though.
 

Chaosgriffin

Smash Ace
Joined
Apr 17, 2009
Messages
773
Location
Texas, where DK planks
Rag could probably tell you but I think a vast majority of DK's moves would probably go through TL's projectiles. I'm pretty sure f-tilt and Up+B will.
Boomerang gets beat by forward tilt and up b
Arrows get beat by forward tilt, but can knock you out of up b sometimes
not sure if forward tilt beats bomb, but i think bomb beats up b
 

highandmightyjoe

Smash Ace
Joined
Dec 2, 2005
Messages
822
Location
Alexandria, VA
DK can beat tinks projectiles with a lot of stuff. Ftilt will beat the boomarang and arrows, UpB will beat bombs with super armor though its only situationally a good idea. And I believe back air also beat arrows and rangs, but its been a while since I played the matchup so I could be mistaken. Pretty sure theres others too. My roommate used to play Tink but he moved out a while ago so I haven't played the match near as often as I used too, so I probably missed something in there.
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
Jab beats them too I believe. I know ftilt and bair beat them, probably up tilt. Almost anything with a hit box can beat projectiles. Bombs blow up once they are destroyed so it isn't a good idea to hit them because you'll just take damage.

Lately against people with projectiles jab can beat I've been charging punches in between jabbing each projectile and it works well. Hopefully my videos from the last tournament I went to get put up soon so people can see what I mean. I did it to a picachu's thunder jolts.
 

Donkey Bong

Smash Ace
Joined
Sep 17, 2008
Messages
610
Jab beats them too I believe. I know ftilt and bair beat them, probably up tilt. Almost anything with a hit box can beat projectiles. Bombs blow up once they are destroyed so it isn't a good idea to hit them because you'll just take damage.

Lately against people with projectiles jab can beat I've been charging punches in between jabbing each projectile and it works well. Hopefully my videos from the last tournament I went to get put up soon so people can see what I mean. I did it to a picachu's thunder jolts.
so Rag, could you give us a quick run down on which projectiles DK can beat with jab only?

also, this question is up for anyone: How come sometimes when you hit Snakes nades they bounce back but dont explode? One time i fsmashed one and it just clanked the nade away without blowing it up.
 

Cyphus

BRoomer
BRoomer
Joined
Aug 11, 2002
Messages
3,086
Location
Austin, TX
by "BEAT" ya'll mean, cancels each other out..with toon link having frame advantage to continue offense, right?

c'mon guys. :(
 

crifer

Smash Lord
Joined
Jan 17, 2008
Messages
1,078
Location
Germany, Koblenz
by "BEAT" ya'll mean, cancels each other out..with toon link having frame advantage to continue offense, right?

c'mon guys. :(
^this lol.

Actually I rarely try to ftilt projectiles, power sheild or just air dodge through them is better ( although air dodging is not that much better bc it easily shows patterns and is highly punishable, too)
 

Ragnar0k

Smash Master
Joined
Aug 22, 2007
Messages
3,422
Location
Skyrim
Cyphus is right, there is some lag after they cancel each other out.

Off the top of my head DK's jab can beat fireballs, aura spheres, and thunder jolts. It can't beat lasers or explosives but most solid things it will cancel out. I might test this later.
 

Syde7

The Sultan of Smut
Joined
Dec 7, 2004
Messages
1,923
Location
Winston-Salem, NC
NNID
syde_7
So. I mess around with some DK on occasion. I was thinking, what if DK grab-releases Wario by the edge... can he run off and gliding headbutt the Wario for a spike? If he goes straight for the bike/jump after the headbutt then B-air (possible stage spike)-->up+B to edge?

Of course, its all contingent upon the Ground Release on the ledge->gliding headbutt being legit. Your thoughts?
 

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
So. I mess around with some DK on occasion. I was thinking, what if DK grab-releases Wario by the edge... can he run off and gliding headbutt the Wario for a spike? If he goes straight for the bike/jump after the headbutt then B-air (possible stage spike)-->up+B to edge?

Of course, its all contingent upon the Ground Release on the ledge->gliding headbutt being legit. Your thoughts?
Since Wario doesn't fall so much down before he can jump away I doubt that you'll be able to hit him.

Also you only have 20 frames to do something.. and sideBs hitbox comes out on 20... even if he'd fall down far enough to hit him you'd probably be too late.
 

ook

Smash Lord
Joined
Feb 18, 2008
Messages
1,635
Location
Vernon Hills, Illinois
Well, if he was at the edge, and at high enough percent for side-b spike to actually do something, fsmash or punch would probably kill him anyway.
 

Donkey Bong

Smash Ace
Joined
Sep 17, 2008
Messages
610
Well, if he was at the edge, and at high enough percent for side-b spike to actually do something, fsmash or punch would probably kill him anyway.
this.

sideb spike is laughably bad. its really only good at spiking characters with bad vert recovery.
so thats like what, 5? DK, Falco, Oli, Jigs, Mario?
 

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
Grab release to Dair is better in every way (it also is guaranteed if you do it right). I think he can still survive it with meteor canceling until like 60 or 70% though.
 

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
Grab release to Dair is better in every way (it also is guaranteed if you do it right). I think he can still survive it with meteor canceling until like 60 or 70% though.
But dair comes out on frame 18 and jumping takes 6 frames I think... which means you don't have enough time. Even if it'd work Wario could probably still SDI/DI to land on the stage or tech on the edge or something.
 

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
But dair comes out on frame 18 and jumping takes 6 frames I think... which means you don't have enough time. Even if it'd work Wario could probably still SDI/DI to land on the stage or tech on the edge or something.
It does work because you get 21 advantage from grab releasing and his fastest aerial option besides double jumping (which won't avoid the Dair) is an air dodge which is invincible on frame 4. Frame 24 is when Dair hits and frame 25 is when his air dodge starts. It isn't that great though (like I said earlier) and is easier said than done.
 

Ripple

ᗣᗣᗣᗣ ᗧ·····•·····
Joined
Sep 4, 2006
Messages
9,632
It does work because you get 21 advantage from grab releasing and his fastest aerial option besides double jumping (which won't avoid the Dair) is an air dodge which is invincible on frame 4. Frame 24 is when Dair hits and frame 25 is when his air dodge starts. It isn't that great though (like I said earlier) and is easier said than done.
we get 20 frames not 21 though. we get that 1 frame from cargo not normal grab release though.

so how does it work
 

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
We get a one frame advantage from normal grab releases and 21 frames from aerial releases last time I checked. I've also tried the grab release to Dair out in both frame by frame mode and without the hack and got the same results (I buffered air dodges with Wario and he still gets hit). DK's Dair hitbox is huge and Wario can't avoid it by jumping away either.
 

Big O

Moderator
Moderator
Joined
Jun 13, 2008
Messages
1,401
Location
California
NNID
BiiigOOO
Grab release Fair is too slow but if they panic or something it could probably work. I'd rather punch or Fsmash instead though since they are stronger and actually work.
 

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
DK has 29 frames from a grab release? Cool. In a guide someone wrote that everyone has 30 frames when he grab releases someone (except Squirtle and Bowser), but I guess it makes somewhat sense since DK also gets a +1 frame advantage from the cargo release...
 

crifer

Smash Lord
Joined
Jan 17, 2008
Messages
1,078
Location
Germany, Koblenz
DK has 29 frames from a grab release? Cool. In a guide someone wrote that everyone has 30 frames when he grab releases someone (except Squirtle and Bowser), but I guess it makes somewhat sense since DK also gets a +1 frame advantage from the cargo release...
29?? why do you assume that?
I think it´s 21 for wario, with the air dodge 25.
Or am I missing something?
 

Luigi player

Smash Master
Joined
Jul 29, 2004
Messages
4,106
Location
Austria
29?? why do you assume that?
I think it´s 21 for wario, with the air dodge 25.
Or am I missing something?
You're talking about the frame advantage DK has.
DK has 29 frames until he can do something again after he grab releases someone.
 
Top Bottom