Doin the lawnmower on some hoes.
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Lolol. Cactus strats do tend to only work for cactus...Cactus...
Don't say things like that. Now we have Jman spamming nair trying to be like you and getting ***** by Darkrain. You're giving people hope STOP IT NAO
i do it to good players like everyday. People tech in place on reaction *boom*I dthrow usmashed a good player the other day.
We laughed about it for like 10 minutes.
He speaks the truth! I noticed this recently myself.
After having an extremely close set with Vwins recently, and getting naired out of uthrow->uair numerous times...I needed to know the truth. Unknown522 and KirbyKaze tested it out, with Peach d.i.ing in many different ways. She can always either trade or nair out. If you ever do get it, its because her double jump is **** or you super space the second hit of your uair. It DOES NOT, however, combo.
Same vs. Ganon. His air mobility is terrible and when he double jumps he is virtually still in the same place, so your uair hits. He also doesn't have a fast/high priority move that hits below him (his nair sucks balls), so uthrow->uair CAN work. Again, it DOES NOT combo.
Discuss.
uair has more priority than nair. nair will come out, and as long as you are just hitting with your feet (and not have your whole body inside them) you will get the uair off.How does nair lose to uair? lol.
I don't think i've ever seen a good samus get uthrow - uaired lol.
I do however see uthrow - spaced djbair work vs samus nair.
Welcome to the Fox boards.fox has it easy on so many lvls its not funny
Samus' nair (like most nairs), doesn't cover the bottom of her body well. Nair is meant for frontal hits. As such, it makes it extremely easy for Fox to uair right through her nair without getting hit. Uair is meant to hit opponents directly above you, so it has a good hitbox over his head for that purpose. Samus' nair gets ***** by well spaced aerials coming from below or behind her, because the nair's hitbox simply doesn't work like that. Even if you mis-space your uair from below, chances are you'll still launch her with both hits before her nair hitbox gets close enough to connect.How does nair lose to uair? lol.
I don't think i've ever seen a good samus get uthrow - uaired lol.
I do however see uthrow - spaced djbair work vs samus nair.
Yep.uair has more priority than nair. nair will come out, and as long as you are just hitting with your feet (and not have your whole body inside them) you will get the uair off.
Yeah, it works on Sheik. Uair if you can; its obviously easier to combo uair->move than nair->move on Sheik. (hitstun, the trajectory it hits her in, etc)It works on Sheik, right? At lower percentages though, I find it better to nair or bair.
U-air doesn't work on sheik at 0 - (10 / 20ish). You can catch her out of her double jump though, but if she doesn't jump, you'll go past her. Use n-air if he DIs away from you, then re-grab / u-tilt / up-smash -> move. You can also use u-tilt /up-smash if she doesn't DI and tries to attack you coming down (I forget if u-throw -> u-tilt links when she doesn't DI.....have to test it, or someone can tell me).Yeah, it works on Sheik. Uair if you can; its obviously easier to combo uair->move than nair->move on Sheik. (hitstun, the trajectory it hits her in, etc)
In training mode w/o DI, I can get u-throw -> u-air at 35%. With DI is like 50% on a link player. I play with stos usually and I can do u-throw -> u-air on average of 50% +. The times I miss, he always double jumps and pulls a bomb while attempting to go behind me, so if he loses his jump, I know I failed it. Still, he's minus a jump, which is even better anyways and I get a longer combo on him. If I hit with an u-air, then I get a total of 2-4 as a combo.Anybody have data on uthrow->u-air (or any other cool throw combos) on link?
Ok cool, thanks for your help.In training mode w/o DI, I can get u-throw -> u-air at 35%. With DI is like 50% on a link player. I play with stos usually and I can do u-throw -> u-air on average of 50% +. The times I miss, he always double jumps and pulls a bomb while attempting to go behind me, so if he loses his jump, I know I failed it. Still, he's minus a jump, which is even better anyways and I get a longer combo on him. If I hit with an u-air, then I get a total of 2-4 as a combo.
I dunno when it is guaranteed though, sorry.
Edit: Edited my above post.
You can catch their bad DI too, if they like to SDI/NDI your U-airs, they'll make your bair even more horizontal and sets up for edgeguard.SHFFLing has been second nature for me for a long time. It's really important to have in your game.
Also, u-throw -> b-air works a lot sooner than u-throw -> u-air. You might not get a good follow up from it, but you may be able to trick them into doing an attack after, then you can shield or DD away, then attack him.
I almost understood like a 1/3 of that...C-stick for ASDI and ctrl for SDI?
You can ASDI with the ctrl stick too.
However, when you vary the directions you survive at much higher percents.
For example, if you're Falcon and you just Up+B'ed onto the stage at 130%, Marth is about to tipper your laggy butt with F-Smash.
You quarter circle SDI with the center of the quarter circle being horizontal and NDI in the same direction as well. Now this may seem counter intuitive as far as survival DI dictates upwards DI is best, but this allows your trajectory to be nearly parallel with the stage, it's not there yet, but should be around 5 or 10 degrees off the horizontal.
This distance is still a bit too far to allow a tech, but with ASDI which allows one frame of input at the last frame of hitlag, you can tech the attack. By holding the C-Stick down, you influence yourself down a bit to cover those few degrees that you are above the stage. Then by pressing R or L, you will tech the attack and significantly reduce the knockback.
Note that you cannot do this on moves that send your horizontal like Fox's D-Smash.
This technique is way easier for when you are expecting a blow, like waking up from a rest, but in battle, double-sticking becomes very challenging with your quick judgement on whether or not taking the hit is inevitable (whiffed nair and about to take an elbow from CF.)
I'm quitting melee.you forgot to mention if fox up throws jiggz at low % she can just rest him LOL
also same for falcons d throw
i up air with c-stick so i dont see how that cud be a problem...something else is that you might be double jumping.
if you suck at timing, then yeah, yeah you can be.you forgot to mention if fox up throws jiggz at low % she can just rest him LOL
lol you said it so much nicer than i did.if you suck at timing, then yeah, yeah you can be.
So you purposely let them SDI out of your U-airs at first then, when it really matters you're like F*CK YOU! and super space?I like using the 2nd hit of uair(only) sometimes when i NEED a kill off the top.(usually against the marios, luigi, and samus) It out prioritizes the uthrow>air combo breakers and at the very least ties. Its harder to time it tho. This thread is DEF named correctly tho. Timing the uthrow>uair for only the 2nd hit is hard and I only use it as a trump. luckily fox can do like a million things.