zomg too good!
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demo kirby has the BEST di.demokirby fails.
he has good DI though.
He has been resting more.....unfortunately I know. >_<lol good point, nothing on this page pertains to the thread.
uhh...
so hbox
how come you never use rest?
it gets me probably more than half my kills. yet i manage to screw up simple edgeguards quite often =P seems odd we would play the character so differently.
no falling upairs to rest?i use rest...lol
I use it when I'm sure. Especially against chars that can completely punish me.
I use it after u-throw, u-tilt, rolls toward me, and tech chases.
I'm just less risky...
But hey, it seems to be working for me, lol
so other people don't miss it.guys, how should i DI marth's fthrow? generally i know i should DI away and down, but it seems like there are times when i should have DIed differently, say to get hit by the weak part when only perfect DI will save you from not getting hit at all...i dunno, any percentages or general advice on that would be helpful.
it's definitely more fun. and it can really throw your opponent off. one day we were doing a bunch of friendlies and raynex told me i should try being more risky with rest, and just throw it out whenever in friendlies to get used to how it works and when you have the opportunity to.i could try resting crazier.
who knows, i might get good at it and almost never miss.
nuuuuuu my seeecreettttSomething I thought of while messing around.
I think someone should test doing D-throw near the edge sometimes instead of F-throw on space animals because if they bad DI the F-throw then nothing really changes whereas if they bad DI the D-throw they get Rested (or F-smashed) and it seems (if they DI away) they have to drop kind of low, which allows for homo gimps if you simply cover the area below the ledge with some sort of hitbox (like Dair, Fair, or Nair or really anything; you can beat the air-dodge + double jump ASAP that way really easy if you're fast, beat the sweetspot via firefox / double jump really easy if you're fast, etc).
But that's all theory and I'm too lazy to test any of it.
idk if any of that makes sense.
lol, the ledge canceled sing can be deadly, but the effectiveness of the technique suffers from its tiny hitbox.I noticed that you can up+b (sing) and immediately grab the ledge afterward (like, if you up+b just slightly above the ledge). Does this "singhog" have any use?
idk if you're being serious or not.nuuuuuu my seeecreetttt
here is oneI noticed that you can up+b (sing) and immediately grab the ledge afterward (like, if you up+b just slightly above the ledge). Does this "singhog" have any use?
This is exactly what I'm talking about. I just never saw it mentioned anywhere. I found this when I CC and was sent flying horizontally and then canceled the knockback with up+b right next to the ledge. You can also put your opponent to sleep without triggering the sleep animation this way.
uses are limited, that's why you don't hear much about it.This is exactly what I'm talking about. I just never saw it mentioned anywhere. I found this when I CC and was sent flying horizontally and then canceled the knockback with up+b right next to the ledge. You can also put your opponent to sleep without triggering the sleep animation this way.
BTW, I'm sure this is old news, I just found it recently and thought it was interesting.