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!
Because it starts one frame later, does that also mean the hitbox ends one frame later?I haven't personally checked that. Some other people mentioned it and I checked nair to verify so I assume it's true, but I can't say that it applies to everything with 100% certainty.
Wow, even Luma has stuff faster than its jab. That's...really weird.Luma's fastest options are 2f(technically 3f) utilt/uair/nair.
I never know if I should refer to Luma's frame data by the raw values, or include the 1f delay. The latter makes more sense to me but I always feel like someone's going to question the numbers not matching the data dumps.
Eh, it's not that rare of a thing. Palutena's jab is slower than her dash attack and nair, and Dedede's jab is slower than his utilt dtilt and nair, to give some examples.Wow, even Luma has stuff faster than its jab. That's...really weird.
On FG I've found that Star Bits works if they're predictable with the timing and don't go for fakeouts. Both customs will probably work better because...yeah.Eh, it's not that rare of a thing. Palutena's jab is slower than her dash attack and nair, and Dedede's jab is slower than his utilt dtilt and nair, to give some examples.
---
Not sure if this would be better suited to a matchup thread, but what are Rosalina's options against Sonic's spindash? It seems to be surprisingly high priority (last Sonic I fought clanked Luma's fsmash with it), and it might just be due to wifi lag but it seems hard if not impossible to punish with usmash OoS before he can just upB away.
Fair has a lot of landing lag so it's punishable on shield or whiff. If you do hit, you can get some interesting followups, but the risk is very high. Nair is better, not sure about bair.What are some good spacing options for Rosalina ? Is shorthop -> fair / bair a solid strategy, a bit like Zero Suit can throw nairs ?
1. Angling Launch Star is simultaneously simple and tricky. In order to angle it forward, simply press forward once you input the move. Rosalina should launch at a lower angle and fly the length of Final Destination. (It's weird how exact it is. Try it in training mode.) Super simple. Angling it up is harder because you need to press backwards once you input the move, but if you do it too fast then you'll perform a B-Reverse and end up turning Rosalina around entirely. This tends to kill the Rosalina if done while recovering, for obvious reasons. Practice the timing in training mode, with the speed turned down at first if it helps.I'm learning Rosalina and having trouble with a number of things.
1) Recovery. I try to Up B in a neutral, vertical direction. She only recovers the way she faces, causing her to Up B away from the stage and just barely be out of ledge-clipping range. She can't go straight up like Pit, so it's hurting my recoveyr.
2) Range. If I don't have the Luma, characters like Bowser significantly out-range me. Even when I try to play defense and use more Neutral A jabs, most attacks go right through it. Same for her Smashes.
3) Juggling. Players are good at avoiding my Uairs.
4) Aerials. I don't see how good Rosalina players can Nair/Fair all day without taking damage. People tend to get right under me or punish upon the attack's end.
She has a steeper learning curve than I suspected, especially given how many people play as her. Anything I'm missing, including basics?
Two things to consider:Hey guys, I'm always looking for tips on how to improve my Rosalina, and I have a question about her Jab attack.
First off, how do you cancel it properly? I've also been told how effective it is as a spacing/anti-roll move, yet I ALWAYS have opponents roll towards me during her Jab animation some how bypassing all the hitboxes completely (Hers AND Lumas), end up behind me and then punish me while Rosa is still stuck in the ending of her Jab animation.
I'm assuming that I'm not utilizing her Jab correctly, so what should I do to make it more safe/effective?
Thank you, I'll try to practice with these tips in mind.Two things to consider:
There aren't really any secrets to it, you just need to be aware of where Luma is and what your opponent is doing, and act accordingly. Knowing how far your opponent's forward roll goes is good to know too, as well as what their options are for going past or over Luma.
- Spacing. If you position Luma slightly away from you (quick example, doing a jab1>jab2 string), your opponent can't roll past Luma's jab without rolling into Rosalina's jab. Without Luma spaced, your opponent is free to roll behind you and pass both jabs.
- Timing. Rosalina's jab1 and jab2 each take a bit over 2/3 the time a roll takes to complete (something like 22f and 25f FAFs, off the top of my head). If you start the next jab in the sequence after they start the roll, you can be punished. If you jab before the roll and don't do anything after, you can shield/run/ftilt/whatever before the roll ends (Mac might be an exception).
( I love questions of the day )Question of the Day for me.
I tend to hop onto training anytime before playing the game so my question is what should I be practicing on or um work on.
On the Boost Grab I will most of the time get a smash attack rather than the desired motion is there like a super specific timing to itbecause i get it honestly once every 6 tries otherwise ill get a simple dash attack as well :/After that, I'd argue her second most valuable skill is boost grabbing. Simply input a dash attack, immediately followed by a grab. Done right, you should hear the sound of Luma's dash attack connecting, and you will do 3% before you even start pummeling. The fact that it actually extends her normal dash grab is just gravy.
This is how I use nair:Hi guys! I've begun learning Rosalina and Luma, but I feel like I'm missing something huge. Everyone says that nair is a great spacing tool. I understand why it's a good move, but I don't seem to understand it's application in spacing. I think the move starting above/behind her throws me off. I'm sorry if its a really dumb question but...
Can someone please explain to me why nair is good for spacing and how I should use it? Thank you!
What's partial invincibility?Rosalina's utilt and usmash both have head invincibility.
Attack | Active Frames | Partial invincibility frames
Utilt | 9-17f | 4-11f
Usmash | 8-16f | 7-16f
Her head's invincible, the rest of her isn't.What's partial invincibility?
Right. The intangibility ends on frame 17 and frame 12 respectively, so intangibility lasts until 16/11.I have in my notes that the invincibility is from 7-17 on upsmash and 4-12 on uptilt. @ Lavani , you're saying it ends one frame earlier. Is that correct? Just making sure.