Up Tilt is like 2 frames safer, fsmash is like 5 frames safer on the sweet spot.
(On shield only)
(On shield only)
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Was this done in 1.1.0 and we didn't notice at first? Or is there a new patch?Up Tilt is like 2 frames safer, fsmash is like 5 frames safer on the sweet spot.
(On shield only)
I already forgot who But I think I was with Nicks (the ness?), and a puff player who's name I've forgotten. One day I want to play you and Kira over east or something! There are like, zero regular ZSS players here to learn from. (plenty of falcons and marios though if anyone's keen lmao)"good things", "hehehehe"?
rumbling my jumbles you are.
But you needed some kind of extra jump every single timeMkay so I am uploading those probably useless zss things now. @ Tobi_Whatever the down b wall jump kick recovery without needing to jump and The grounded sliding side b out of dash skid.
Also so I found out we definitely can slide through people who shield PP up Tilts and this was only from normal shields which means you'll be further away behind people if they PS it... so maybe a mix up instead of the brawl days spot dodge up tilt , or jab
longer then it needed to be because Lv 9 links are uncooperative ,distacting jerks...
https://www.youtube.com/watch?v=ms6fIKh7ZpY
nah was just to set it up because i am ******** at times =/.But you needed some kind of extra jump every single time
Err her moves really aren't that punishable if used right like a spaced dsmash is unpunishable even on a PS and a spaced bair is never getting directly punished. Nair maybe can be but max range I don't think can be because it just has sooo much range. Even a spaced uair, albeit tough to do, is pretty unpunishable directly. The problem is none of those directly beat shield and spacing some of these moves is pretty difficult.What are approaching options with ZSS? All her moves seem so punishable for a character who's supposed to be ultra aggressive
Err her moves really aren't that punishable if used right like a spaced dsmash is unpunishable even on a PS and a spaced bair is never getting directly punished. Nair maybe can be but max range I don't think can be because it just has sooo much range. Even a spaced uair, albeit tough to do, is pretty unpunishable directly. The problem is none of those directly beat shield and spacing some of these moves is pretty difficult.
It depends on the character really. If they have a frame 4 dash attack or something then you would have to shield it.So wait what should we be doing if they PS max range down smashes to make it nonpunishable? I am basically picking the wrong options a majority of the time or just slow reaction time. I have never really thought about it that much.
Obviously jab stops grabs but we able to just dash away or JC flip jump away?
I know and use the uAir followup but I didn't know that fAir works too.Was it commonly known that usmash true combos into uair and fair between around 0 and 50%?
I've sorta gone through some of that as well although I'm only on day 3 of attack stick.No but I've been doing it a lot more lately (I'd kinda do it mindlessly in almost the right times as an anti-air punish with smash stick, but with attack stick it's through thought so it's developing better). It's last hitbox is only like 18 frames before we can act (multi uairs being like 30 frames apart at minimum), it's amassing to a pretty large frame advantage actually, enough to make me look at it as a possible kill confirm in the right conditions.
Also early percent nair or up air into up smash is better than up tilt/dash attack/grab, but you can't uair into up smash as a combo too early.
You can also use that to neutral air. I have done crouching/crawling* jabs and it's a little bit cheesy but beautiful nevertheless (up tilt too)
I'm liking my dash forward, retreating jump, fast fall c stick neutral airs.
Although it's harder than the same posture (that was really really good) for Marth in Brawl with fair. It's also good to ff uair out of it too in some situations (also much easier to do with double sticking) because you can auto cancel any rising uair from a fast fall.
Obviously also doing that into rar back air (while still jumping backwards) fast is something I'll try to work on later because it looks flashy (it kinda looks like an sudden elevator shaft coming down upon people... it's hard to space too).
*Also a small tidbit habit, but when you land you can hold down and away for example and probably buffer a crawl away, I've had mixed anecdotes with this but I think it can be a sneaky way to avoid grabs by some characters (I may be insane but mario's standing grab may whiff it?)
From the fire/brimstone/ice/cauldron/furnace/flame/etc of reverse wavebounces I've unintentionally embraced the accidental child (plasma whip) as a landing "spacing" tool that has the niche over zair as something that will hit people on the ground "guaranteed" that you can land with at varying heights. I feel like a lot of characters actually struggle to punish this on shield at max range.. it may honestly be only a small amount of characters which can.
Also Kira came and bopped our whole state with ZSS, and I lost $20 in a bo5 MM to her ahaha. It went to game 5 though, and the whole experience revealed to me how lacking my neutral game/footsies is.
Damn Quik you and cyve still going at it eh? ;p. Don't worry the diddy MU is banana's...I still hate those obnoixous short characters like puff and jiggly more but whatever.So I started to give this game another chance.
Some results from Europe: http://smashboards.com/rankings/smash-summer-cup-solo-1.8373/event
I will probably post later the Videos of GFs, because I need any advice for the Diddy Matchup.
>Puff and JigglyDamn Quik you and cyve still going at it eh? ;p. Don't worry the diddy MU is banana's...I still hate those obnoixous short characters like puff and jiggly more but whatever.
At least metaknight is honest with his BS.
Saw that tourney live, your neutral is really solid, making me jelly.So I started to give this game another chance.
Some results from Europe: http://smashboards.com/rankings/smash-summer-cup-solo-1.8373/event
I will probably post later the Videos of GFs, because I need any advice for the Diddy Matchup.
It seems to work better on fast fallers, and a fair works if they DI away plus in some other cases as well. You also have to immediately double jump to get to them faster. It's definitely situational but even in the cases where it's not a true combo it'll definitely catch your opponents from any action they try to do.Btw you could call me insane for thinking up smash could be combo'd out of at kill percent, I was playing with my zero suit amiibo recently and I hadn't realised it had bonus weight bull **** even without any stats. That sucks, I hate that.
Anyway. I find it questionably hard to do at any percent really, if I set the 'CPU' to control (so no DI) it feels barely possible at only early percent on someone like dark pit. Could never get fair to combo (at 10%). Probably would work against a human but still shouldn't expect much out of it :>
Yeah, even with fast fall you have several frames to hit the likes of Pikachu, MK, Kirby and Greninja. It hits nearly as low as nair and bair.Can falling uair hit pika/kirby etc? Because aerials going over some characters and nair basically being a better horizontally ranged landing aerial have been the reasons why I don't falling uair as much as I nair. (though don't get me wrong, I falling uair, a lot)
YesBigger bust size.
Yes. SHAD uAir helps there too.Can falling uair hit pika/kirby etc?
Correct me if I'm wrong, but I don't think we've ever been changed from patches.Question:
Has the Up-Smash ever been nerfed in any patch because it's like the range and knockback got worst or is it placebo?