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Using that amazing Neutral Special

PlinyTheElder

Smash Rookie
Joined
Oct 7, 2014
Messages
9
Hey, guys. I was wondering if y'all had any tips for using the neutral special, but more specifically when the KO meter is full. I rarely ever use the regular neutral special so I was wondering how others use it. When the KO meter is full, I usually find myself losing it before I can get a good chance to use it. I was wondering how you guys set up a KO punch.
 

ndayday

stuck on a whole different plaaaanet
BRoomer
Joined
Jun 12, 2008
Messages
19,614
Location
MI
The most basic guaranteed set-up is dtilt into KO punch. This will work on anyone pretty much at low percent, which is usually around/at their lowest possible KO percent. Lighter characters like Jigglypuff you will have trouble landing this on past 20% or so.

An other less easy method is to perfect shield a move (and they're close enough obv), which lets you act immediately afterwards.
You can bait a shield also, catch roll abuse if you know where they're going, or my personal favorite, predict where they're going on ledge get-up. From the ledge, they have 4 options:
-get up normally. full invincibility frames until they, usually, shield. and of course, KO beats shield.
-roll. if you are paying attention, you will know if they are inclined to roll onto the stage in which case you just face towards where they'll roll and KO them.
-get-up attack. Shield (perfectly in an ideal world) and KO.
-jump. this is what you don't want and is probably the safest for them. if they air dodge though, abuse their landing lag and KO.

and also waiting for laggy moves on their end and punishing with KO punch.

Also in general you having KO punch makes the person play very differently. They will try to run away and knock you away to hopefully make you lose your punch. Be aware that this is going to be their strategy. Some common ways to do this to a Mac are dash attacks, throws, and projectiles. adjust as necessary.
 

deepseadiva

Bodybuilding Magical Girl
Joined
Mar 11, 2008
Messages
8,001
Location
CO
3DS FC
1779-0766-2622
Honestly when that bell rings I just think of it as "FEAR MODE ACTIVATED" and abuse the fact that their going to be freaking out over an OHKO move and I rush in and pelt with little safe things. Both parties are aware we're fishing for the punch. Same deal when Peach pulls a stitchface or bomb. Be 100% ready to throw it when you see a clear opportunity, like in the situations @ ndayday ndayday mentioned above, but otherwise... be cool about it, lol. Unfortunately, unlike with Peach's death items, there's MAJOR lag if you miss. So I would not abuse it at higher percents - especially considering how dangerous being offstage is.
 

guedes the brawler

Smash Lord
Joined
Jan 3, 2009
Messages
1,076
Location
Brazil. Sadly. Living here SUCKS!
NNID
Rafabrawl
The most basic guaranteed set-up is dtilt into KO punch. This will work on anyone pretty much at low percent, which is usually around/at their lowest possible KO percent. Lighter characters like Jigglypuff you will have trouble landing this on past 20% or so.

An other less easy method is to perfect shield a move (and they're close enough obv), which lets you act immediately afterwards.
You can bait a shield also, catch roll abuse if you know where they're going, or my personal favorite, predict where they're going on ledge get-up. From the ledge, they have 4 options:
-get up normally. full invincibility frames until they, usually, shield. and of course, KO beats shield.
-roll. if you are paying attention, you will know if they are inclined to roll onto the stage in which case you just face towards where they'll roll and KO them.
-get-up attack. Shield (perfectly in an ideal world) and KO.
-jump. this is what you don't want and is probably the safest for them. if they air dodge though, abuse their landing lag and KO.
you forgot dropping down from the ledge and attacking with an aerial or up special
 

ndayday

stuck on a whole different plaaaanet
BRoomer
Joined
Jun 12, 2008
Messages
19,614
Location
MI
also remember it can't be taken from you the first 6 seconds
 

CharZane

Smash Apprentice
Joined
Oct 13, 2014
Messages
122
I was terrified that you were talking about the non-KO-punch neutral special, at first.

Any time someone's moving predictably, though, there's a nice chance to use it-- only started Mac today, but I was pretty pleased with myself when I managed to hit a Falco in the middle of his side B... even if it was most certainly a lucky punch. ^^

Though, now I'm actually a bit curious as to what the non-KO-punch neutral B might be used for, though nothing really comes to mind outside of... punishing a shield break? Is breaking shields even viable without a Shield Breaker, Ground Slam, Pound, or Bowser Bomb?
 

Ganreizu

Smash Ace
Joined
Apr 22, 2010
Messages
670
The most basic guaranteed set-up is dtilt into KO punch. This will work on anyone pretty much at low percent, which is usually around/at their lowest possible KO percent. Lighter characters like Jigglypuff you will have trouble landing this on past 20% or so.

An other less easy method is to perfect shield a move (and they're close enough obv), which lets you act immediately afterwards.
You can bait a shield also, catch roll abuse if you know where they're going, or my personal favorite, predict where they're going on ledge get-up. From the ledge, they have 4 options:
-get up normally. full invincibility frames until they, usually, shield. and of course, KO beats shield.
-roll. if you are paying attention, you will know if they are inclined to roll onto the stage in which case you just face towards where they'll roll and KO them.
-get-up attack. Shield (perfectly in an ideal world) and KO.
-jump. this is what you don't want and is probably the safest for them. if they air dodge though, abuse their landing lag and KO.

and also waiting for laggy moves on their end and punishing with KO punch.

Also in general you having KO punch makes the person play very differently. They will try to run away and knock you away to hopefully make you lose your punch. Be aware that this is going to be their strategy. Some common ways to do this to a Mac are dash attacks, throws, and projectiles. adjust as necessary.
Is perfect shielding really even necessary? Shield drops so fast in this game and i think you can do any B move oos anyway so normal shielding a laggy move should be all you need.
 

1FC0

Smash Lord
Joined
Aug 21, 2013
Messages
1,825
You can also jump and immediately use the KO Punch to use a grounded KO Punch out of a dash I think .
 

Wiley

Dreamer
Joined
Oct 19, 2014
Messages
647
Location
Wily Castle
NNID
MrWiley
The proper placement for the K.O. punch is into the wind far away from the opponent as a taunt+1

the lesser neutral B state can be used to bait things sometimes, like at the edge to see how they react on return. but generally it's very risky and puts you in a vulnerable state like the many other super punches (Falcon b,Ganon b,Wario's smash?etc.)

Best of luck in your testing though, Nday covered many solid answers.
 

CharZane

Smash Apprentice
Joined
Oct 13, 2014
Messages
122
The proper placement for the K.O. punch is into the wind far away from the opponent as a taunt+1

the lesser neutral B state can be used to bait things sometimes, like at the edge to see how they react on return. but generally it's very risky and puts you in a vulnerable state like the many other super punches (Falcon b,Ganon b,Wario's smash?etc.)

Best of luck in your testing though, Nday covered many solid answers.
...I so have to do this next time I run across a Mac vs. Mac where they taunt. That's just too hilarious an idea.
 

Heropon Riki

Smash Apprentice
Joined
Oct 26, 2014
Messages
83
Location
Bionis
NNID
atlantis24
3DS FC
4725-8178-7452
I was terrified that you were talking about the non-KO-punch neutral special, at first.

Any time someone's moving predictably, though, there's a nice chance to use it-- only started Mac today, but I was pretty pleased with myself when I managed to hit a Falco in the middle of his side B... even if it was most certainly a lucky punch. ^^

Though, now I'm actually a bit curious as to what the non-KO-punch neutral B might be used for, though nothing really comes to mind outside of... punishing a shield break? Is breaking shields even viable without a Shield Breaker, Ground Slam, Pound, or Bowser Bomb?
I've made use of the super armor Little Mac has with the neutral b. Its situational, but has potential.
 

guedes the brawler

Smash Lord
Joined
Jan 3, 2009
Messages
1,076
Location
Brazil. Sadly. Living here SUCKS!
NNID
Rafabrawl
The most basic guaranteed set-up is dtilt into KO punch. This will work on anyone pretty much at low percent, which is usually around/at their lowest possible KO percent. Lighter characters like Jigglypuff you will have trouble landing this on past 20% or so.

An other less easy method is to perfect shield a move (and they're close enough obv), which lets you act immediately afterwards.
You can bait a shield also, catch roll abuse if you know where they're going, or my personal favorite, predict where they're going on ledge get-up. From the ledge, they have 4 options:
-get up normally. full invincibility frames until they, usually, shield. and of course, KO beats shield.
-roll. if you are paying attention, you will know if they are inclined to roll onto the stage in which case you just face towards where they'll roll and KO them.
-get-up attack. Shield (perfectly in an ideal world) and KO.
-jump. this is what you don't want and is probably the safest for them. if they air dodge though, abuse their landing lag and KO.

and also waiting for laggy moves on their end and punishing with KO punch.

Also in general you having KO punch makes the person play very differently. They will try to run away and knock you away to hopefully make you lose your punch. Be aware that this is going to be their strategy. Some common ways to do this to a Mac are dash attacks, throws, and projectiles. adjust as necessary.
you forgot a 5th option: drop down and rise with an aerial; if they outrange mac especially with disjoints this can be a problem.
 
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