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!
D-throw is past 110% because if they don't DI properly, it creates a 50/50 for Uair kills. At pretty much any other percentage, U-throw combos are the go-to.When should we be using dthrow to upair instead of upthrow to upair? I see Dabuz do both but not sure at what percentages we should be using dthrow verses upthrow.
1. Bait it out! They'll only usually do this if you're right by the ledge, so walk away and punish the landing lag (this works especially well with Samus). You can also walk up, and then dash away right as they fair and, say pivot forward tilt to punish.I've got some very specific things I could use help with.
- Characters that can return to the stage with fair are giving me a lot of trouble. When I force a Pikachu, or a Samus, on the ledge, they have been ledge releasing and returning to the stage with fair. Characters with strong and quick fairs seem to have a much easier time beating most Luma-jab setups. What should I be looking for to counter this strategy?
- Characters with powerful dash attacks have an easy time killing Luma because they can beat shield. Cloud, Ganondorf, and Samus can all just dash attack you in neutral, and even if you shield they will go through you and hit Luma, making it difficult to punish while potentially killing Luma. What's the best way to defend against dash attack in neutral?
- Floaty characters can easily avoid jabs by short hoping, especially when close or after rolling. What are good ways to punish floaty opponents who short hop a lot?
I actually really like crawling with Rosalina. If you use crawls effectively, you could optimize your spacing while remaining grounded and facing your opponent. It's not just useful for dash attacks, but my main use of crawls if to avoid dash attacks against certain characters like Fox.Characters with powerful dash attacks have an easy time killing Luma because they can beat shield. Cloud, Ganondorf, and Samus can all just dash attack you in neutral, and even if you shield they will go through you and hit Luma, making it difficult to punish while potentially killing Luma. What's the best way to defend against dash attack in neutral?
What do you mean ? How does crawling makes you avoid Fox's dash attack ?I actually really like crawling with Rosalina. If you use crawls effectively, you could optimize your spacing while remaining grounded and facing your opponent. It's not just useful for dash attacks, but my main use of crawls if to avoid dash attacks against certain characters like Fox.
It's a bit weird to explain. Fox's dash attack covers a set distance. If you crawl backwards to move out of that burst range, he has to dash forward a bit before using a dash attack, thus throwing off his spacing. It's similar to just walking away, but with a crawl you still face him to scare him out of doing anything unexpected. Crawling is mostly useful at longer distances though.What do you mean ? How does crawling makes you avoid Fox's dash attack ?
You're kinda asking a lot of questions at once here that sound very similar so it's kind of overwhelming, but I'll try to give answers that encompass as much as possible.In matches, I'm never able to really establish space and control with Rosaluma. How do I do this? I understand that her dtilt is quite good and I use it a bit, but how do I use nair to space like I should be able to? No one seems to respect my moves. I've heard that her jabs are great, should I jab1-2 to establish space and control or jab1-2-3 or rapid jab? When should I use these jabs otherwise? When should I shoot out my Luma? I know that people say that it is matchup dependent, but is there a general idea? Like against someone like Lucas, I think I might want to shoot her out. I'm not really certain, and I have a tourney tomorrow.
EDIT: Also, could someone help me with spacing? I feel I have a poor tendency to bair or nair into an opponent's shield, and not drift away. Is that all I have to do? Drift away? When? Thanks.
Thank you very much! Is there any chance you could elaborate on your last sentence, about Lunar Landing? It's a fairly easy tech for me to perform, and I can see combo potential, but should I just throw it out every time I'm going to land? From what I've read it seems people like Bair Lunar Land a lot, are there good uses for the other ones too? I appreciate your time.words
D-air Lunar Landing is also great because Luma's D-air is basically a Smash Attack.Thank you very much! Is there any chance you could elaborate on your last sentence, about Lunar Landing? It's a fairly easy tech for me to perform, and I can see combo potential, but should I just throw it out every time I'm going to land? From what I've read it seems people like Bair Lunar Land a lot, are there good uses for the other ones too? I appreciate your time.
About that last bit on star bits, they're actually -5 on HIT. Pretty much any character can just Nair if they're hit by it or jump and air dodge. Against good players you shouldn't be getting anything other than situational traps in specific match ups. It's also quite poor on shield. The risk reward just isn't there. Better to reposition or whatever than to throw out star bits.D-air Lunar Landing is also great because Luma's D-air is basically a Smash Attack.
And if you can't think of an immediate use for Luma as you're landing, especially when your opponent might be nearby, then yeah there is no harm in throwing out. You can then shield or something with Rosalina, for example, while Luma applies pressure, or start setting Rosalina up for a follow up.
Also I forgot to mention it earlier, but if you haven't been using Pivoted Luma B-airs, you should start practicing and experimenting with that. It's an INCREDIBLY effective spacing tool that a lot of people just sort of forget to use.
Also, I forgot to mention Star Bits earlier. You probably already use them, but they're pretty effective at just keeping people stuck in hitstun for a second so you can follow up, especially since they have a nice bit of range to them.
Forcing an opponent to jump and air dodge can be a good way to trap them, though.About that last bit on star bits, they're actually -5 on HIT. Pretty much any character can just Nair if they're hit by it or jump and air dodge. Against good players you shouldn't be getting anything other than situational traps in specific match ups. It's also quite poor on shield. The risk reward just isn't there. Better to reposition or whatever than to throw out star bits.
Depending on how they angle it, you might not be able to hit them. Dtilt is very safe so even if you miss, you have good positioning, but if they go low enough or sweetspot properly they won't get hit.Does anyone know the timing of when to D-tilt Fox's side B to ledge with Rosa, like Dabuz did against Larry multiple times?
Very important, as it opens up a lot of possibilities, like letting Rosalina compete frame-data wise with other characters, attacking while shielding or rolling, etc.How important is lunar landing, and how can I learn how to do it consistently?
I mean the frames of lag when she landsWhat do you mean, how many lagframes ? After Rosa's Up-B she falls into helpless state until she can land on the ground, and this is true wether you do the Up-B from the ground or in the air.
At some point you can start doing aerials with Luma though, when the move is over and Rosa enters helpless state I believe. I just tested it in training mode and I think it takes about 70 frames.
sorry looked at the wrong characterOh, I believe it's 30 frames then, but I'm not completely sure. The number is from this : https://docs.google.com/spreadsheet...RMNNqVb8uJQL_g0KWgl4IOjXQ/edit#gid=1478544066
https://smashboards.com/threads/the-luma-spin-and-you-a-quick-guide.378000/Heya, I was wondering if anybody knew how to lock Luma in place with their continuous jab (the little spinning attack Luma does that lasts for as long as you mash the button) while still being able to move Rosalina around. I've seen Dabuz and a couple other people do it but whenever I try, Rosalina gets stuck in the jab animation as well
If necessary, I can find a video of what I mean. I think it'd be a great tool for controlling space and your opponent's movement and wanna experiment with it
Thank you so much! I was having trouble finding this on the boards for some reasonhttps://smashboards.com/threads/the-luma-spin-and-you-a-quick-guide.378000/
Main trick is to hold the a button and Luma will keep spinning
It was in this thread: https://smashboards.com/threads/rosaluma-at-thread.395256/Thank you so much! I was having trouble finding this on the boards for some reason