Lucy_ya dawg
Smash Cadet
TLs dair has been nerfed from brawl, but ledge trump to dair works if you time it right. I also found you can dair them through the stage right before they grab the ledge the first time. All about positioning and timing
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IMO: it is a great move to punish really unsafe recoveries but as a move to use in the neutral its not worth itOk, I think I may not have been too clear on the third one though. In the future I may make a video showcasing all I was talking about and post it to youtube. If I ever do this I'll make sure to post a link to the video here.
Honestly I just think that TL's dair is a strongly underrated move and has some catastrophic potential in the right hands.
Also, one last thing I forgot to mention before: I'm pretty sure that this would be quite well known but one thing that I like to do is that if somebody is using an up smash/tilt from under me then I normally use dair to punish the end lag they get. I've also managed to escape being juggled/combo'd from this.
yeah, I never really thought about follow ups from that. I'd usually just do a running up smash.I get off on stringing moves lol. after the double bair i grab their landing or /up air /bomb to up air
So in other words, you found a 'string' that does 64%. You're talking to the guy who wrote the smash dictionary after all XD. You corrected it later on in the post but my initial reaction was one of disapointment when I realised it wasn't actually a combo.I found a combo for 64%! But it isn't guaranteed and is also pretty tricky to pull off.
Rang up close, jc throw a bomb, wait just a very short while under them so that you can pull off two up tilts to a nair.
Here's the tricky part, if you get all of that just right you can FF fair, but everything must be perfect.
after that run up, jump and boomerang angled down so it hits them (jumping so you keep your momentum (don't fast fast fall or you get landing lag)) and end the string with a running up smash. This leaves them in the air so you can juggle them.
I also quite frequently manage to get a up air after this.
Anyway, like I said, this is NOT guaranteed, however, with enough practice I think this will become a very reliable string.
Anyone else got other strings that are more reliable than this and do around 40 - 50% damage?
sorry about that, hmm... what would I call it... scrubiness?So in other words, you found a 'string' that does 64%. You're talking to the guy who wrote the smash dictionary after all XD. You corrected it later on in the post but my initial reaction was one of disapointment when I realised it wasn't actually a combo.
Semantics aside, which character is it on and what is their starting percent?
SH instant Nair/Bair already autocancel. It's Fair that's the weird one. It's IASA frames come out earlier than it's autocancel frames, meaning that you can DJ before you land out of a SH but it won't autocancel out of a SH (i.e. the opposite of what happens with SH Nair/Bair). It's mentioned in the guide that if you want to land after a SH Fair you're better off throwing a bomb, using a special, or using Nair before you land in order to by-pass the landing lag of Fair.Ok, I was always a bit confused by your avatar whenever I saw it.
It always looked... 3spoopy5me
Edit:
I'm in the lab right now, has it been discovered that if you jc throw a bomb and catch it with an aerial then cancel your landing lag by throwing it when you hit the ground? This works with fair nair and bair. Alternatively you can even c4 the bomb just before you land so you don't even get the lag of throwing the bomb, allowing you to act almost immediately after landing. If perfected this could be a method of almost lag cancelling fair and bair from a sh.
Please experiment further with this and try to find if there is a way to do a sh fair/bair and get no landing lag at all.
I'll spend about another hour seeing anything else I can do with this.
Edit: while looking for uses of this I found that C4ing a bomb off the side of the stage could possibly be used for edge guarding.
Which character, what starting percents, did it register on the combo counter? Ok so the answer to the last question is of course 'no', but the point is, this post is pretty meaningless without any kind of context.up tiltx4+ upsmash into up air bair bair .
Like you mentioned, I think a lot of options are going to be based on what % the shield broken player is at. Dair spikes might be another option. If they are somewhat near to the ledge you can walk into them to slide them closer to the ledge, then use the Dair windobox to push them off (if I remember correctly they'll still be in the helpless shield broken state while tumbling). Obviously you'd need to be quick enough to pull this off before they can mash out.Anyone got good setup for getting the most out of a shield break?
For now my best possible setup for damage % is
- to c4 next to enemy, throw bomb up to make it land on the c4 it so you get 16% damage with bombs, then you follow up with boomerang and fair or just a uair after the bomb for the kill.
If its very low damage i guess utilt stringto uair is the best.
Ofc fully charged fsmash is best at higher percents for kill though
what do you think?
thats nice! i noticed that you can also push them to edge, full jump bomb throw down to dair spikeLike you mentioned, I think a lot of options are going to be based on what % the shield broken player is at. Dair spikes might be another option. If they are somewhat near to the ledge you can walk into them to slide them closer to the ledge, then use the Dair windobox to push them off (if I remember correctly they'll still be in the helpless shield broken state while tumbling). Obviously you'd need to be quick enough to pull this off before they can mash out.
C4ing a bomb next to the opponent in shield-stun is risky and in any case both bombs combined would do 12%.Anyone got good setup for getting the most out of a shield break?
For now my best possible setup for damage % is
- to c4 next to enemy, throw bomb up to make it land on the c4 it so you get 16% damage with bombs, then you follow up with boomerang and fair or just a uair after the bomb for the kill.
If its very low damage i guess utilt stringto uair is the best.
Ofc fully charged fsmash is best at higher percents for kill though
what do you think?
Moving/pushing the opponent off the edge will cancel the shieldbreak-stun and immediately give them control over their character.you can walk into them to slide them closer to the ledge, then use the Dair windobox to push them off (if I remember correctly they'll still be in the helpless shield broken state while tumbling). Obviously you'd need to be quick enough to pull this off before they can mash out.
yeah I noticed it does 12%, but if you c4 pick a new bomb smash throw it up -> pick up c4ed bomb and weak throw up they will land simultanously and will do 16% if placed correctly x) but it takes quite some time.C4ing a bomb next to the opponent in shield-stun is risky and in any case both bombs combined would do 12%.
Moving/pushing the opponent off the edge will cancel the shieldbreak-stun and immediately give them control over their character.
That was clever, Ranai is a great player. I'd see this working if either 1) the other player is playing a character that doesn't have great offstage options to gimp TL, or 2) the player just isn't comfortable going offstage (there are a lot who still don't).Lol, watching Ranai play because apparently he's been beating top players in Japan (LIKE RAIN AND STUFF) with Villager.
Villager is so good. No wonder MJG switched T___T
Anyway, this recovery option was SO smart:
https://youtu.be/aXrZ0f7r-aU?t=7m36s
I can't test it out right now, but Toon can kind of do this-- he has a walljump, a pretty good double jump, and a really good disjointed uair.
Now the only question is airspeed and fallspeed ratios. Can Toon do this SAFELY?
I feel like Toon can't do this, but if he can, it'll be a really great and unexpected mixup.
yes toonlink can still wall jumpNow that I think about it, can TL still walljump after canceling his tether? That might alleviate his issues with aerial mobility. Tether, cancel it and Tarzan under the stage, walljump, Uair?
I've been working with it, forgot to reply. One advantage Vilager has is the rocket & slingshot combination to help him wall out edgeguarding attempts. Toon Link can cover himself less effectively with bomb & boomerang. Getting that far under the stage is the biggest issue, because normally you would almost never want to be in the position. Again, I think canceling the tether might help with this but I'd need to practice it more before I could say for sure. I've found that if the other player is giving you the opportunity to Uair stab them through the stage, you won't need to go through the trouble of wall jumping first.x.x
I just realized that I only kind of passively tested asked for someone to test it out in my post. I was wondering why three people came, and not one of you tested it out, lol. So yeah, can someone test it out?
Toon isn't as floaty as Villager is, so he might not have as much aerial freedom as Villager does, and may not be able to just drift backwards, safe and away from opponents' attacks like we see Renai did-- and the ability to avoid attacks this way is pretty much key to being able to do this recovery mixup. Is Toon able to safely avoid attacks, then double jump and REACH the wall under Battlefield?
Again, this is a recovery MIXUP POSSIBLITY and definitely isn't as safe as our normal dj -> up-B is.
Anyone got good setup for getting the most out of a shield break?
For now my best possible setup for damage % is
- to c4 next to enemy, throw bomb up to make it land on the c4 it so you get 16% damage with bombs, then you follow up with boomerang and fair or just a uair after the bomb for the kill.
If its very low damage i guess utilt stringto uair is the best.
Ofc fully charged fsmash is best at higher percents for kill though
what do you think?
Uair after up throw isn't guaranteed though! Unless you have the bomb hit at a certain height(s). So maybe throw bomb straight above for a safe uair after! Hmm I could see this do like at least 33%. though fully charged fsmash is 29 percent XDSanti 3:10? Idk lol
But seriously, throw a boomerang past them, smash throw a bomb up next to them, then utilt string > grab > upthrow (and maybe a few pummels depending on percent) > uair
Also, idk if anyone mentioned it, but you can do a turnaround ftilt or fsmash out of a dash. Maybe put this on the AT list?
Uair after up throw isn't guaranteed though! Unless you have the bomb hit at a certain height(s). So maybe throw bomb straight above for a safe uair after! Hmm I could see this do like at least 33%. though fully charged fsmash is 29 percent XD
Btw utilt string to grab? Is that guaranteed? I can see it work on the heavies characters maybe
Up throw > Uair is actually guaranteed on at least a few characters within a certain % window +/- rage effect.Uair after up throw isn't guaranteed though! Unless you have the bomb hit at a certain height(s). So maybe throw bomb straight above for a safe uair after! Hmm I could see this do like at least 33%. though fully charged fsmash is 29 percent XD
Btw utilt string to grab? Is that guaranteed? I can see it work on the heavies characters maybe
Up throw > Uair is actually guaranteed on at least a few characters within a certain % window +/- rage effect.
We sure are getting deep into this shield-breaking business. Does anyone here actually get shield-breaks that often?
For example?Up throw > Uair is actually guaranteed on at least a few characters within a certain % window +/- rage effect.
For example?
As previously mentioned, if the bomb hits at the right time the uair is guaranteed, at least on some characters. I've managed to do it on DK at 0% with no rage, and I think it was guaranteed.Edit: Also, I found this interesting http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-31#post-19340570
If you'll see the quote I quoted in my previous post, there was no bomb involved.As previously mentioned, if the bomb hits at the right time the uair is guaranteed, at least on some characters. I've managed to do it on DK at 0% with no rage, and I think it was guaranteed.
Also, do throws stale? I don't notice any difference after using the same throw repeatedly.
I've also been thinking about staling moves purposely to make it easier to follow up from them, for example spamming uptilt between the opponent's lives.
don't bother spamming uptilt between their lives. A move will only stale if it connects with the opponent/an item such as the pac man's hydrant or villager's tree.As previously mentioned, if the bomb hits at the right time the uair is guaranteed, at least on some characters. I've managed to do it on DK at 0% with no rage, and I think it was guaranteed.
Also, do throws stale? I don't notice any difference after using the same throw repeatedly.
I've also been thinking about staling moves purposely to make it easier to follow up from them, for example spamming uptilt between the opponent's lives.