Overswarm
is laughing at you
- Joined
- May 4, 2005
- Messages
- 21,181
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Yeah. People keep mentioning this momentum glitch but I've never seen it either.does anyone have a video of megaman doing a beat glitch?
Marth's recovery is pretty good, and super hard to edgeguard. Tornado Hold doesn't even compare to Dolphin Slash or Crescent Slash in terms of how safe it is.Tornado hold is worthless against anyone that can edgeguard you. Megaman gets a worse marth recovery
I wouldn't go that far. Primarily since those two moves have very different applications. Marth wouldn't Dolphin Slash to safely edgeguard or start a mixup. But Tornado Hold's abysmal speed with a hitbox entirely under Mega is certainly a large drawback when it is you returning to the ledge. Beat is only ever that slow on startup, and naturally, you don't want to engage Beat anywhere near or directly below the ledge. If you want to use Tornado Hold, then you have to make sure the opponent never puts you in any recovery situation. And with MM's punishable moveset and bad OoS options, that's just not a viable strategy for this character.Tornado hold is worthless against anyone that can edgeguard you. Megaman gets a worse marth recovery
.The problem with MM's custom moves is that only one of them is truly not worth using, and that's crash bomber, a default move.
The way I see it, with Tornado Hold you're min-maxing Mega Man to make him absurdly hard to approach safely, and in exchange you get a pretty mediocre recovery option..
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The dots were to crash bomb being useless.The way I see it, with Tornado Hold you're min-maxing Mega Man to make him absurdly hard to approach safely, and in exchange you get a pretty mediocre recovery option.
It's not a terrible trade to make. IMO, TH plugs a few holes in Mega Man's moveset: it's a relatively safe and effective roll punish, a decent "get off me" move when used OOS, and a nice long-lasting hitbox which makes it ideal for setting traps in concert with MM's other moves. You can't airdodge through a Danger Wrap with TH right behind it.
I've rolled TH in quite a few games and tournaments now, and I've noticed that while I have a harder time getting back to stage safely, I'm also knocked offstage less often. I haven't been keeping a strict count or anything, but I don't feel like I'm getting gimped more often than I would with Rush, and I think that's mostly because TH makes it easier for me to maintain stage control and punish aggression.
Yeah, I quoted the wrong post, haha.The dots were to crash bomb being useless.
Tornado hold as a recovery is interesting. I haven't played with it enough (haven't transferred a tornado hold set yet onto my Wii U) but I find it hard to challenge directly. With more experience against it, I could probably figure it out, but it's a good recovery for people who don't know how to deal with it.
You should really use your words, child..
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I've been trying to play around more with dropping Rush on the stage. You can Lemon Drop to land next to him more quickly than people expect (I surprise a lot of people who try to trap my landing), and then use him to Rushbounce Autocancel an aerial, which is fun. He can also be fun to use him OOS to turn the tables if people commit to an aerial approach.Im perfectly fine losing Rush Trapping as it isn't that useful a tech.
But it does look pretty darn cool if it every works out
Lol Dolphin and Crescent Slash are both awful recoveries, andMarth's rcovery has always been that way since Melee. Barely grants him any horizontal boosts, doesn't sweetspot the ledge, and he doesn't have much else to rely on. Knock him after his double jump and there's no way he'll make it back after about 60%, its only hard to edgeguard because he has a counter (which will punish you if you get to predictable in your edgeguard attempt) and is otherwise definitely NOT a pretty good recovery. Even if he has Dolphin Jump its still a mediocre recovery since it has no hitbox, you might not get killed but you'll still take damage whenever you have to come back. At least Mega Man can still wall jump and fire crash bombs/danger wraps and metal blades to threaten edgeguarders. I mean Tornado Hold isn't great, but I think that alone makes his recovery still better than anything Marth has got, even if just by a bit.Marth's recovery is pretty good, and super hard to edgeguard. Tornado Hold doesn't even compare to Dolphin Slash or Crescent Slash in terms of how safe it is.
Sorry... What? DK has ++ airspeed and strong killing aerials. Beat is good for recovering high, which Storm Punch absolutely destroys by windboxing you off the edge. BAir will destroy you at mid-high %'s or FAir/DAir spikes for using Beat due to the slow startup and high commitment.Rush is a great dog. I've used Beat against Donkey Kong with all wind moves, but that was about the only time I felt like I needed Beat.