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I remember someone saying that Jab1 barely has enough hitstun to combo into Jab2-- Samus complex :/I hate how Charizard's first jab sometimes doesn't combo into the second and my opponent blocks the second jab even though the first hit. This is so critical in high level play. Does anyone know why this is? I went into training mode to test it and it seems random. Sometimes his Jab is a full 3 hit combo and sometimes it's only a 2 hit?
Is it worth always having to commit to jab2 though? Is it still easy enough to break the jabs if you smack a shield?Shouldn't it combo all the time anyways if you just hold A? Ever since I started doing that people stopped interrupting my jab combos.
I've noticed that too but I kind of attributed that to bad DI from my opponent.A question to other Charizard players:
Have you noticed that Fthrow at the edge sometimes kills earlier than Dthrow does? If so, can anyone figure out when exactly that happens, and why?
Really? If that's true, I've got to start doing that.Shouldn't it combo all the time anyways if you just hold A? Ever since I started doing that people stopped interrupting my jab combos.
Only his Uthrow was buffed with a little more %. It's still a relatively useless throw compared to the other throws, but at least it does the most damage when that's all you want. UpB is unchanged.I've only played a little bit of Charizard, but reading through the changes from the update...is it me or did Zard get MASSIVELY buffed? In a world with no S-tier Diddy, Charizard getting buffs to his throws and to up-b kills seems like a really big deal.
What list of patch notes are you going off of? The ones I've read (on reddit) say his Up-B knockback was increased.Only his Uthrow was buffed with a little more %. It's still a relatively useless throw compared to the other throws, but at least it does the most damage when that's all you want. UpB is unchanged.
What was actually changed was Fair and Dtilt. Both are big buffs imo. Dtilt being 2 frames faster means it will beat a lot more things than it used to. 2 frames is a lot.
Fair kills so much more efficiently now. The outer hitbox is now the sweetspot instead of the inside so at lower % you can go for an inside Fair for a better potential follow up and later % hit a tipper that kills about 50% earlier than it used to.
Now a Bthrow -> Fair at 50% is a very easy edgeguard setup.
http://smashboards.com/threads/mewtwo-patch-version-1-0-6-7-thread-updated-apr-26-8am-pst.398902/What list of patch notes are you going off of? The ones I've read (on reddit) say his Up-B knockback was increased.
Forward Tilt and Down tilt have the same range. Down tilt is faster and is safer on block. It's a better poking move. Forward tilt has more knock back if hit with the tip and it's disjointed.With ftilt seeming to have a much greater range than dtilt, what are dtilt's major uses?
Also, what are Zard's best 0- or low-% combos?
on some characters if they don't DI awayAfter messing around with it, up-throw to Fair is a 23% true combo at zero.
Just gonna edit what I previously said here but I think Forward Tilt actually does have a tiny bit more range than Down Tilt but not by much.Forward Tilt and Down tilt have the same range. Down tilt is faster and is safer on block. It's a better poking move. Forward tilt has more knock back if hit with the tip and it's disjointed.
His best 0% combo is Back throw to F-air then getting a correct read after it.
If a move that kills at 180% is a killmove then sure.Dtilt is good and quick to get people away from you or push them off stage.
Ftilt is a good kill move though.
I always thought of it like this:I actually find F-tilts range to be significant enough to justify it's use over d-tilt, and I've even killed a Mewtwo with a sweetspotted one near the edge before. It certainly has its uses.
However, I still find myself using D-tilt more often. It definitely feels faster after this patch.
I've gotten it to kill at 130% with rage. It's not a reliable kill move by any means, but it's still hilarious when it happens.If a move that kills at 180% is a killmove then sure.