David Viran
Smash Lord
- Joined
- Oct 13, 2014
- Messages
- 1,500
Define social.
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I-Im sorry senpai!This does not belong in the social thread you anti-social *******s
Hmm yeah I hear you I need to look into specific examples like that because usually I would just run and grab but sometimes i wonder if fox trotting then roll cancel grabbing would be faster /hard for them to react to.Depends on the OoS option. For someone like Mii Brawler's Helicopter Kick, the options you listed may be the only applicable ones. But say... ZSS vs ZSS. We can't boost kick another ZSS OoS if she spaces her nair perfectly. Zair is another interesting option that I haven't really looked into. I guess I have a lot to check out this week.
Also, the biggest grain of salt on all of this is movement between a hit and a confirm. A max range, fully charged paralyzer bullet may leave us with advantage frames on shield (shield drop or not), but despite ZSS gaining control first... she has to close that gap to make a punish. I don't know how to categorize movement with respect to frames at this moment in time, and that will likely become a big "what if" for hit confirm analysis.
I'm pretty sure most frequent users here have done this once or twice already.
0:46
GAWDDAYUM
we need to step it up!
I need to step it up then ;_;I'm pretty sure most frequent users here have done this once or twice already.
Never done this, but I don't play ZSS either .I'm pretty sure most frequent users here have done this once or twice already.
You can't deny true beauty I guess.If you guys ever need a laugh, here's a video of some guy raging against a Zero Suit player on FG.
My favorite part is when he calls ZSS hot after raging.
Does that true combo?I've been b/fthrowing into flip jump all day on for glory...
I think I'm going to have to stop going for it...
it's just a little...
too good.... and I have a feeling nintendo may see it *gasp*
Oh I was misreading it as dThrow for some reason.fthrow to it may do on some floaty characters like Samus...? maybe?
Both kinda feel very hard to avoid if you input properly and they don't DI up/the right way (i.e. below ZSS as flip jump approaches them? they're probably in a lot of trouble)
Bthrow flip jump may be a true combo at lowish percent on certain characters actually, which eh... if you want to look fancy and immediately start the fear of bthrow flip jump growing (for conditioning on DI that's better for dthrow or frame trapping air dodges) then may be worth doing from time to time.
Beautiful.Hype Kick II - The Hypening (online version!)
Accompanying video below... not that my game play is really worth watching aside the kick. Everyone else on FG was letting me get away with murder/slop, so I was getting lazy.
https://www.youtube.com/watch?v=UYww5uiy27w
It has all the characteristics of the 1 frame vulnerability hit. G&W is about head height below the stage level, and our flip kick reaches that far down. Interestingly, I started that flip above stage height and still got the kick to come out near stage level... Usually ZSS regains control at about the height she starts the kick at.
Also, that same game and watch broke statistics and got 4 9-hammers out of 5 attempts in a different match. Needless to say, I totally lost this one.
...You know that Nairo is male right?How many fellow naifus are in this thread? nairoWaifu