Ripple
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- Joined
- Sep 4, 2006
- Messages
- 9,633
bair is his best option in both casesWhat is donkey kongs momentom cancel? (Horizantel and vertical).
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bair is his best option in both casesWhat is donkey kongs momentom cancel? (Horizantel and vertical).
I main Ganon, so I should be okAlso something important that you'll probably not realize. DK's grab is really bad.
I main Ganon, so I should be ok
T-rex Arms takes the cake.ganons grab is better
arms that don't have a grab box outside the arms take the cake.T-rex Arms takes the cake.
It's the same with Ganon.arms that don't have a grab box outside the arms take the cake.
We were discussing who's worse at "getting a grab", not what you can do when you actually get the grab.DKs dthrow can chaingrab at low % and the cargo options are very good, include the cargo release stuff DK have against Ness & Lucas.
cassio said to ask the individual character boards about this so i amto be honest that was the exact reasons i thought it would be. im satisfied atm. now i will happily be patient for another couple weeks.
and then i will ask about the dk pit write up as i really want to know how a character we can 0-62+% true cg>attacks, has the easiest recovery to mirror shield, is 100% outprioritized by our whole movest (and our moves are faster), is easily hit with our op bair, and has no real solution to perfect spaced planking especially when combined with scrooging and circle camping with the tactic in this video (i know i lose at the end but im making a point). http://www.youtube.com/watch?v=P836RYUudzM&list=UUsOy2X6gEclSCyFlDOUKBCQ&index=3&feature=plpp_video
not to mention arrows really rack up the damage both on and offstage and set up gimps and the fact that our jab, side-b, and nair damn near invalidate his shield is now only a -1 for donkey. what possible factor appeared out of no-where to make this better for donkey kong?
oh ya and our cps on him should we lose make it horrid for him. i swear if the only thing they mention is killpower, im gonna laugh because hitting pit with dk is nothing short of incredibly hard
that was my guess, too... but I think it´s more likely to be a 3rd hurtbox of the punch?My only guess was that Shadow got hit by a shoulder punch and DIed like a god. I don't think that was very stale and 19% feels low for even a shoulder punch. I don't really know tbh.
I´m glad that my spacing is so good, that it never happened to me ;DIf that's the case there'd have to be four. There's a hitbox not far down from the Shoulder box that can hit people backwards as strong as a normal punch box. So it'd be the one inbetween that and his normal punchbox, which would essentially make it an... Elbow punch.
What a weird part of the move to get hit with. I'm glad this somehow isn't a common thing.
I'm not sure about this one, but, how I play the Mu is..are there any good videos that demonstrate the ice climber mu?
Also:I'm not sure about this one, but, how I play the Mu is..
- Ban FD.
- Go to platform stage and platform camp them.
- They're ready to Uair, walk off and Bair.
- Space around Blizzard with Down B.
- Up B sparingly to separate them.
Last part sounds like the Ganon Mu.Also:
- Punish squall recoveries with SA punch/up angled f-tilt.
- When you land a grab, cargo hold immediately and jump + up-throw.
- When grabbing Popo, mashing pummels is acceptable if Nana is standing right next to him since she will be caught by them.
- Avoid f-tilt use unless IC's are airborn.
- Down-b a lot. (Reflects ice blocks, forces IC's to take to the air to get around it if spaced correctly)