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Something really obnoxious I found out the other day while playing customs with friends... Who refused to not use equipment and are not on my friend list anymore...
Skull Barrier follows the same reflection rules as any other reflector, in that if it "takes too much damage" it gets broken. You can imagine my frustration when I threw up a Skull Barrier only to get pelted by a homerun bat for 60% damage and a KO, because it couldn't reflect that much collective damage.
I'm not sure that the skulls are the only thing that reflect. The only reason I have to believe that is due to DH's gunmen, whose projectile is quite small and very fast. Skulls are the only ones with windboxes, that I'm pretty sure of, and that can sometimes mess up reflecting things like Pacman's fruits (which are heavily affected by windboxes like Pac's hydrant).I've been doing a lot of testing with skull barrier since release and I thought I should mention that there are some misleading statements in the OP (and the post I quoted) about skull barrier.
I noticed someone already mentioned that the first skull reflects while hovering in front of Mega Man before the barrier revolves, but in the OP it says that certain, more powerful, projectiles (i.e. Samus full charge shot) can't be reflected. This is false. The gap between the skulls is large enough for projectiles (like charge shot, or thrown home-run bat) to fit through while the barrier is spinning, just like leaf shield, but if you time your reflect such that you reflect the projectile with the first skull, every projectile in the game can be reflected.
On reaction (down b input occurring after enemy projectile input) I was able to time the first skull to reflect samus charge shot at 1/3 FD length away.
On prediction (preemptive down b input) I was able to jump and time it so I landed with the outmost edge of the first skull touching the very tip of her blaster arm, reflecting the shot immediately upon firing.
Huh, that's interesting. So the windboxes may actually be worse than useless? Greeeeeeat.I'm not sure that the skulls are the only thing that reflect. The only reason I have to believe that is due to DH's gunmen, whose projectile is quite small and very fast. Skulls are the only ones with windboxes, that I'm pretty sure of, and that can sometimes mess up reflecting things like Pacman's fruits (which are heavily affected by windboxes like Pac's hydrant).
To clarify, the with windbox makes the fruit drop instead of fly back at pacman. It never doesn't reflect in my experience, which is at least 30 games against my crew mate with skull barrier.Huh, that's interesting. So the windboxes may actually be worse than useless? Greeeeeeat.
I think we can all agree that Skull Barrier is unreliable.
I'm not sure that the skulls are the only thing that reflect. The only reason I have to believe that is due to DH's gunmen, whose projectile is quite small and very fast. Skulls are the only ones with windboxes, that I'm pretty sure of, and that can sometimes mess up reflecting things like Pacman's fruits (which are heavily affected by windboxes like Pac's hydrant).
I haven't found Skull Barrier too effective against Sheik. In my experience, needles startup too quickly to use on reaction, and you're at a very large disadvantage if you limit your options with Skull Barrier up against her quick arsenal of close range moves.I don't think the charge shot issue is a big deal. Samus/Lucario players just aren't going to lob a charge shot at you if it's possible for you to activate SB. The risk of it being reflected is tremendous, even if they are aware that it has the potential to punch through with bad timing. The fact that you have SB equipped affords you protection.
The main purpose of SB is to give you complete control of the projectile game and force opponents to approach. Villager is the #1 victim, but it also shuts down the neutralB games of characters like Luigi, Pikachu, and Shiek, who are otherwise quite content to spam their fast projectiles and force us to either dance or approach with pellets.