Yanoss1313
Smash Journeyman
I still haven't worked out moon-walking consistently. >.<moonwalk to b-reversed hover is fun
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!
I still haven't worked out moon-walking consistently. >.<moonwalk to b-reversed hover is fun
example on dreamland: get knocked to top right corner, jump, wiz foot, jump, float, sweet spot up b. so satisfyingI havent been able to get use of hover as a recovery move yet
from what shell's said previously, you can hover-slap almost instantly in the air (unlike the other options out of it). there's a 3 frame startup before you begin to reflect, then it's active til... frame 16 or 18?I've decided I like float. It's an interesting way to mix up your approach.
As for cape...has anyone been getting a lot of use out of it? I'll admit I haven't used it very many times, but I don't think I've ever used it successfully. Will it activate instantly with a double-tap of B in the air? Or is there an amount of lag time before it can register?
depending on percentage i either go for Uair to send them back, or Fair to sent them forward.... waaaay forward.So what's the best way to punish tether recoveries now? Is there enough time to waveland onstage -> pivot ftilt? Or perhaps jump onstage -> upsmash? Is it possible for ledgedrop -> uair onstage to hit them back offstage or will that just send them further on stage? Flame choke them and follow up? Or can we just ignore the laggy tether ledgehop completely and just float dair them before they even get up?
so, changelog says that the hit stats of fsmash are the same, so have we just been sleeping on fsmash HARD this whole time?Also, past like 80%, fsmash has crazy knockback. Especially if you can charge it a little. I closed a set against a Link player by punishing up B landing lag with a waveland onto the stage followed by a slightly charged fsmash. Hit him at like 100%, died off the top.
Yes.so, changelog says that the hit stats of fsmash are the same, so have we just been sleeping on fsmash HARD this whole time?
Well, general Bruce Lee noises are really good for opening up your opponent in neutral.i'll keep that in mind.
do bruce lee noises, in general, work, too?
Well it was in Brawl.Oh so I was testing out Ganon's fsmash in melee and he can't aim it up or down. So the almighty up aimed fsmash is only a PM thing.
You can angle some f-smashes in Melee, including Ganondorf's; however, the window for angling them is just stupidly tight. I forget the exact figures, but you need very precise angles for it.Oh so I was testing out Ganon's fsmash in melee and he can't aim it up or down. So the almighty up aimed fsmash is only a PM thing.
Unless you dair them close to the ground you probably can't get a regrab of it even if you read the tech, especially if they tech away, probably something else, but not a grab.I was trying this combo out against yoshi and was wondering if someone could confirm whether it works or not as a CPU yoshi doesnt always pick the option that actually saves him from continued combos. I was using down throw chain until about 30% (give or take a bit) which I then continued it into down throw to dair to tech chase grab to down throw to dair etc. which eventually got to the point where I'd have to full hop dair and then eventually to DJ dair until around 150ish% when I down threw to bair finisher. Is this guaranteed assuming the correct tech chase reads or did the CPU decide to be an idiot?
I couldn't do it consistently but my technical skills arent the best so I wasnt sure if my timing was just off sometimes and that gave yoshi a chance to nair or if that isnt a legit combo
Scrub question here, but I really don't understand the concept of DIing "in" or "out"- I thought that DI only influenced the direction of your trajectory and not your actual distance travelled? Is there something I'm missing here? I understand the concept in practice (I've missed the DI out on so many Marth throws that the tippers have crammed it into my brain) but not really the theory behind it. Could someone explain? I suppose it might have something to do with greater vertical drop increase on more horizontal angles but I really don't quite get it...they try to DI in to avoid getting hit offstage by a d-throw follow up, you can bthrow and the inward DI will keep them close enough for a follow up.
oooooooh, now it all makes perfect sense!it was like a super dumbed down di+. you held the direction you wanted to go and your character would go in that direction, affecting both the launch angle and distance. you could vector away at low percents to avoid combos and vector in at high percents to live longer
![]()
image source: reddit user lumenebrae