Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Oh, that's cool! can you CC any of her other moves, or just Jab 1?
What do you mean?What about missle cancel ledge grab?
Missile cancel ledge grab is where you do a side b toward stage as you run off to grab ledge. The missile doesn't shoot.
There's a good video on CCable moves.
What do you mean?
Oh, that one was already covered in other threads. I'll make this thread a compilation of all of our discoveries.Missile cancel ledge grab is where you do a side b toward stage as you run off to grab ledge. The missile doesn't shoot.
Btw, in Rohin's video he's using Shield to interrupt the cool down of those attacks. Same effect as crouching, but it takes longer to act out of a shield. Crouching is optimal for followups.Oh, that's cool! can you CC any of her other moves, or just Jab 1?
vids here https://www.youtube.com/watch?v=fqSKanjfbm8What about missle cancel ledge grab?
Bomb is great for snapback and sets up for a utilt, fsmash (down angled), or dsmash.So this just came out, and I think we can really use this to our advantage.
I notice there's a samus in the video near the end, hitting marth the frame he gets vulnerable. However, since he was at 0 percent instead of bouncing off the wall, he goes straight up and has seemingly no momentum from the hit. The timing might be tricky (and risky for the samus), but at higher percents you think the CS might trigger a stage spike?
Alternatively, so what about if a person were to snap-break with a bomb instead, since that seems to have a lingering hitbox between the first and second bursts of damage? While the other player mashes jump to tries to get back on stage, you could potentially follow up with a dair or nair. Or you could keep on dropping bombs and force them to do something risky like air-dodge back on stage or use their up-b prematurely
Oh yeah! And I gotta hella stage spiked by samus' uair before.up airs lingering hitbox covers the ledge nicely too
That's pretty awesome. After seeing you post this, I started trying it out myself and realized it's going to take a bunch of practice to pull it off. I'm using GCN controller, with shield on R, jump on L, and tilt attacks on c stick. I think I will have try a quick R to L push (almost at the same time) while flicking c stick to pull out a fast b-air? You also seem to move Samus toward the opponent which means also moving the left analog stick, but that doesn't have to be done for the b-air to hit, I think? Because then it gets pretty complicated!Charge Cancel Bair Oos is an amazing bait, people never see it coming and after they get hit by it they either start respecting you even with your back turned or they'll continue to get punished
(Not the same Falcon in both clips)
I actually find that to be very funny, since those two did not see that coming from 100 miles. Nice trick. I sometimes do the same thing but with an up air for those that like to jump towards you.Charge Cancel Bair Oos is an amazing bait, people never see it coming and after they get hit by it they either start respecting you even with your back turned or they'll continue to get punished
(Not the same Falcon in both clips)
I generally use the Analogue Stick and A for my aerials, so for me it's:That's pretty awesome. After seeing you post this, I started trying it out myself and realized it's going to take a bunch of practice to pull it off. I'm using GCN controller, with shield on R, jump on L, and tilt attacks on c stick. I think I will have try a quick R to L push (almost at the same time) while flicking c stick to pull out a fast b-air? You also seem to move Samus toward the opponent which means also moving the left analog stick, but that doesn't have to be done for the b-air to hit, I think? Because then it gets pretty complicated!
We ABSOLUTELY need some further testing to be done on this. I just lost a tournament because I stupidly inputted a roll in a last-hit situation against a Mario. He read the roll, simply ran past it, and the moment I came out of the morph ball he hit me with one chunky up smash. Since then, I've been thinking how great it would be to have an option like that. I never imagined that our option would be identical because I've always thought our up-smash is AWFUL.Been trying to work more Up Smash in to my game and found 2 useful things:
It can cover Rolls of even ******* like Kirby!? (I guess Hurtboxes get huge at the end of Rolls? not sure if this is Kirby specific)
Dashing in to people to get deep before doing it can reliably scoop up people that would fall out after 1 hit, such as Mario
If Up Smash does cover the Roll of even the shorties of the cast, it can be a good way to cover both SH approaches and Roll behinds, so fingers crossed
For the first video, Its possible that it hit Kirby due to his rolling animation of being off the ground a few frames. Meanwhile I can't seem to land running up smash on Mario in training mode, maybe he was about to jump?Been trying to work more Up Smash in to my game and found 2 useful things:
It can cover Rolls of even ******* like Kirby!? (I guess Hurtboxes get huge at the end of Rolls? not sure if this is Kirby specific)
Dashing in to people to get deep before doing it can reliably scoop up people that would fall out after 1 hit, such as Mario
If Up Smash does cover the Roll of even the shorties of the cast, it can be a good way to cover both SH approaches and Roll behinds, so fingers crossed
Two things could be happening here. You can't input a shield in the initial frames of your dash, only when you transition from the "dash" animation into the "run animation," which takes just a tiny bit of time. Go on training mode and try it: input a dash and try to shield instantly. It wont happen.I know this isn't Samus specific, but any tips for shield dashing? (or dash shielding...?) Trying to get the hang of it, but the shield always seems to come out to slow or I do a roll on accident.
I think it hit him because he was dashing towards me as well, so I was able to get super deep within him to land all hits.For the first video, Its possible that it hit Kirby due to his rolling animation of being off the ground a few frames. Meanwhile I can't seem to land running up smash on Mario in training mode, maybe he was about to jump?
Will have to get around to practicing this. Great find.'If only I could tech chase after a Bair as I can with Nair' Samus mains around the world cried out. But fear not, for Afro is here with some (possibly) new tech.
All it is is that you can reverse your CS out of a Short Hop Bair, allowing you to either:
Tech Chase
Or bait people out of shield
Pretty sure you can Shield Break as well, though I'm yet to do it
I actually have a couple applications for what you described as a recovery option. The play isn't really great quality (you can downb out of up recover from ledge the frame you leave it) but it does showcase the techTwo things could be happening here. You can't input a shield in the initial frames of your dash, only when you transition from the "dash" animation into the "run animation," which takes just a tiny bit of time. Go on training mode and try it: input a dash and try to shield instantly. It wont happen.
The other thing that could be happening is that you're in your "skid" frames. When you're running, and suddenly stop, all characters are put through a skid animation (the length of which depends on the character, Luigi, for example, has a really long and awful one.) When you're in these skid frames you can't perform any action until Samus stops skidding across the ground. So you wont see an instant shield happening there.
Shield dashing is a bit of a confusing name because that's not exactly what's happening. I guess something like "shield-cancelled run" is more accurate. Your shield can only come up during the "run" animation. Like I said, go on training mode and try running across the stage. Just run. In the middle of your run, input the shield and see for yourself what happens. Then, get accustomed to figuring out how soon after initially dashing you can actually have your shield come up.
Hope this helped.
This tech has been talked about before, but I have recently found great use for it in ledge play. It also allows us to cancel the landing lag from double jumped aerials. So if you drop a bomb at the ledge, and double jump into an aerial you can cancel the landing lag. This is actually really useful for fair because you can get some nice low hitboxes then just pop yourself back off stage if you miss instead of suffering the 30 frames of landing lag, or toward your opponent if you land all the hits. It's also not half bad for dair and bair.May have discovered some small new tech with bombs. Didn't see it posted anywhere so I figured I'd share here.
If you throw out a bomb on stage, then do a short hop f-air at/on the bomb, your landing lag is canceled by a bomb jump. Bomb jumping can actually cancel any non special attack's landing lag, as well as the landing lag of a stage canceled air dodge, but in every case except for short hop f-air, the landing lag is significantly shorter than the bomb jump. The benefit of this tech though is that you can move immediately in morph ball as opposed to being stuck in one place for the entirety of the landing lag.
I haven't tested how practical a bomb jump canceled short hop f-air is in a match, however, the timing for a bomb jump canceled short hop f-air it pretty tight, to the point where if any hits of your f-air connect, the bomb jump hitbox will fade before you land, making the bomb jump more of a back up plan if none of your hits connect.
Bomb jump canceling a stage canceled air dodge could have some real use though. If you're already dropping bombs to throw your opponent off from where you'll land, any bombs low enough to fall on the stage can make air dodging into the stage near the bomb a less unsafe option. I actually discovered this accidentally in a match against a fox; the air dodge saved me from getting hit by a dash attack, the bomb hit the fox, and the bomb jump let me retreat for slightly better spacing. It was pretty nice...
As far as I can tell though, bombs don't have any effect on any landing lag due to special moves, and can only interrupt landing lag, not actual attacks.
Edit: Meh, not very practical mid-match. Guess it's just something to keep in mind if they change anything about bombs in the future.
My friend and I were talking about this a while back. Never got the chance to actually see if it worked, though. Good find, Jonny! I'm watching you in the Cali tournaments too.
Just uploaded this, looked around the boards and didn't catch any mention of this. Apologies if this was discussed already.
Dope! I'll be at EvoMy friend and I were talking about this a while back. Never got the chance to actually see if it worked, though. Good find, Jonny! I'm watching you in the Cali tournaments too.
Now I've tried this but cant see to get the turn around, is there and input after Bair to get your direction set? or am i thinking too hard?'If only I could tech chase after a Bair as I can with Nair' Samus mains around the world cried out. But fear not, for Afro is here with some (possibly) new tech.
All it is is that you can reverse your CS out of a Short Hop Bair, allowing you to either:
Tech Chase
Or bait people out of shield
Pretty sure you can Shield Break as well, though I'm yet to do it
He is pivoting right before he jumps (flick the stick in the direction you want to face for a frame, then jump). It's the same imput you need when you land or to do a reverse cs which is the second half of what you're seeing in the second video.Now I've tried this but cant see to get the turn around, is there and input after Bair to get your direction set? or am i thinking too hard?
After the bair he is doing a reverse charge shot. Flicking the stick toward the opponent returning to center then hitting B.Now I've tried this but cant see to get the turn around, is there and input after Bair to get your direction set? or am i thinking too hard?