Oblivion129
Smash Lord
I'd like to know this as well. I think Sourspot Fsmash hits, but I'd like to know what the optimal punish is.What are Roy's options to punish a ledge grab after a trump aside from Dtilt?
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I'd like to know this as well. I think Sourspot Fsmash hits, but I'd like to know what the optimal punish is.What are Roy's options to punish a ledge grab after a trump aside from Dtilt?
Ledge trump to bair i think is one of the better trump options in the game; kills consistentlyI normally ledge trump to bair instead of letting them regrab the ledge.
There is no consistent way since it's really laggy, but for me jab or fthrow (depending on the character) to dair at the ledge at mid percentages works sometimes. If they airdodge you have to wait a bit.Does anyone have any tips on how to consistently land his dair meteor?
Pretty sure each hit is separate when it comes to staling, if that's what you're talking about. If you're wondering why people saySorry for the double post but this is actually completely unrelated to the first post:
How does diminishing returns work with DED?
I've never played Marth/Lucina so IDK how their's work. I understand the move hits multiple times but those hits aren't mandatory and they are also dynamic so I can't just assume it works like a multi-hit without any information.
Is it like every hit has it's own diminishing returns (which would mean that using the up finisher would keep my side finisher fresh and vice versa), or do the hits share the same diminishing returns just like a multi-hit? Or maybe it's something completely unique I have no idea about. I am really scratching my head on this.
Sourspot nair and dtilt are safe on shield, so you'll be using those a lot against defensive opponents.Has there been any use for non tipper hits?
One of the best ways to use double-edge dance is as a roll punish.Having a little trouble incorporating side b into my game. I have a lot of success incorporating every other move, even up b out of shield successfully, but I Never use side b or neutral b. Are there any situations I could use it? Maybe after sourspot Nair, Fthrow or covering landings? Thank you in advance
Neutral b can cover landings in some cases. In other cases I use it to edgeguard high recoveries that were aiming to catch the ledge, it really puts them in a checkmate situation.Having a little trouble incorporating side b into my game. I have a lot of success incorporating every other move, even up b out of shield successfully, but I Never use side b or neutral b. Are there any situations I could use it? Maybe after sourspot Nair, Fthrow or covering landings? Thank you in advance
If you aren't a fan of Dtilt or jab then well spaced nairs and Downward angled DED should be your answer. I mostly convert damage off of grabs when I play, so If I do encounter a shield I grab. But I use jab and Dtilt the most for pressure.What are some ways to pressure shields with Roy? I feel like whenever someone is shielding I have to respect it too much to prevent myself from being shield grabbed. Dtilt doesn't cover quite enough space to force an option, and jab isn't very safe either from my experience. Is downward angled DED the best option?
Tomahawk...... sweet sweet tomahawkTomahawk. People like holding shield.
A full charged flare blade kills from 0% from the middle and does 50% damage, at least it did before last patch.Ok, how do I share replays? Because I KO'd a Mega Man in FG with Flare Blade at 30%. I measured the full charge time of Flare Blade, and it is between 4-5 seconds. The hit was at the edge of the stage, the charge time was 50%, and it wasn't even a base hit. The attack did 24% damage.
Edit: I uploaded the replay. It was vs Mega Man, I titled it "Flare Blade KO", stage was Living Room Omega Form, it was a 1v1 For Glory match, and my 3DS profile name is Navi.
I tested this, and it looks like this only applies to Bowser. Even Ganon can still be OHKO'd from the center of the stage. Also, is the Flare Blade explosion affected by sweet/sour spot? Because I'm starting to think it's not.A full charged flare blade kills from 0% from the middle and does 50% damage, at least it did before last patch.
I think full charged does the same damage the whole sword. Bowser & Shield Shulk are the only 2 who can survive at 0%.I tested this, and it looks like this only applies to Bowser. Even Ganon can still be OHKO'd from the center of the stage. Also, is the Flare Blade explosion affected by sweet/sour spot? Because I'm starting to think it's not.
Lol, forgot about Shield Shulk. And, I think all percentages of Flare Blade explosion does equal damage across the blade. I'm thinking this is because the explosion does not actually register as a sword strike.I think full charged does the same damage the whole sword. Bowser & Shield Shulk are the only 2 who can survive at 0%.
What's Tomahawk? Please forgive my cluelessnessTomahawk. People like holding shield.
When you empty hop, force people to shield, then quickly drop and grab them.What's Tomahawk? Please forgive my cluelessness
Well the window to hit them while they're still in hitstun from dthrow is quite small, so you have to buffer a jump and nair/fair. At least that's how I think it works, assuming you're trying it at mid-high percent.I notice that good players simply jump away after I d-throw them (not sure if this is mostly damage/character specific, but I've seen Ryu's jump away at low to mid range damage and I think he's considered a heavy fast faller). When I double jump and try to do an aerial, they have time to air dodge it. Is there any reliable way to hit them after they jump away from d-throw?
I think a bad habit of mine is instead of reading, I try to do a reactionary punish. Also, I don't like buffering a jump to catch them because if they only air dodge and not jump, I'm in a bad position. I'll just have to be more mindful of what they do and read them better.Well the window to hit them while they're still in hitstun from dthrow is quite small, so you have to buffer a jump and nair/fair. At least that's how I think it works, assuming you're trying it at mid-high percent.
I like to try and condition them to air dodge straight away, then you can wait it out and punish, but once the get to the higher percents, i only try and throw them off the ledge and then go out and kill them, again, baiting the airdodge and normally spiking them into the stage with a bair. Also, i rarely chase them in the air after a D throw, i play more of a trap game, reading the landing into another grab, or shield fsmash/upsmash/up B.I notice that good players simply jump away after I d-throw them (not sure if this is mostly damage/character specific, but I've seen Ryu's jump away at low to mid range damage and I think he's considered a heavy fast faller). When I double jump and try to do an aerial, they have time to air dodge it. Is there any reliable way to hit them after they jump away from d-throw?
Normally they shouldn't have time to airodge because dthrow nair/fair is supposed to be a true combo, buffering just mkakes it a whole lot easier.I think a bad habit of mine is instead of reading, I try to do a reactionary punish. Also, I don't like buffering a jump to catch them because if they only air dodge and not jump, I'm in a bad position. I'll just have to be more mindful of what they do and read them better.
It's not so much when you should be using it, more what you should do when using it. I'm a Link main, and one of the keys was to mix up jabs and FSmash, treat Roys Side B the same, throw out one hit, if it hits, you can easily throw the second. If it misses, just stop at one.Any useful ways for getting the timing for Roy's SideB? I usually get the first 1 or 2 hits then screw up the timing and get punished. Also, when should I be using it?
You're most likely pressing b too fast. Try waiting a bit more between the hits and they should come out. Then just practice getting the rhythm down.Any useful ways for getting the timing for Roy's SideB? I usually get the first 1 or 2 hits then screw up the timing and get punished. Also, when should I be using it?
Try Uair after Dthrow, it's faster than Nair and Fair and is guaranteed until 60-90% depending on the characterI notice that good players simply jump away after I d-throw them (not sure if this is mostly damage/character specific, but I've seen Ryu's jump away at low to mid range damage and I think he's considered a heavy fast faller). When I double jump and try to do an aerial, they have time to air dodge it. Is there any reliable way to hit them after they jump away from d-throw?
The timing for side B is to press B again the moment you hit the opponent with it. If it whiffs you just have to have the good rhythm.Any useful ways for getting the timing for Roy's SideB? I usually get the first 1 or 2 hits then screw up the timing and get punished. Also, when should I be using it?
If I want to jump after Fair I use the jump button ????? iirc not counting buffering you have 3 frames between the end of Fair and landing, so the timing is rather strict.Hey guys, I have trouble canceling sh fair with a jump/special and always get landing lag instead. What button inputs do you guys use to do this?
All approx.What are Roy's primary combos? Sometimes I see DThrow into jab, but it's not always true.
I can't get the FThrow combos to work, or jab to UTilt. > <All approx.
Jab to Grab
D throw to Uair (Guaranteed 40%-90%)
D throw to Up B (Semi-Guaranteed 10%-80%)
F throw to Nair
F throw to Fair
F throw to Dash attack?
Nair to Nair?
Jab to Up tilt
Jab, Jab to Fsmash (low %?)
and so on and so on
I didn't expect anyone to go to hardcore on them, I was simply throwing out some strings. Jab to up tilt will only work at low percents and gotta be close.I can't get the FThrow combos to work, or jab to UTilt. > <