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Smash Apprentice
Are they any reliable set-ups or combo's that lead into the Dash Attack Lock?
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If you land nB it's an automatic dash attack. Jab leads into dash attack at low percents, useful if your jab isn't gonna get PSed. Fthrow is also a pretty solid setup for it, if they airdodge out of it you can DA their landing, if they jump you can chase them with uair or hug the ground and try and punish their landing. Dsmash obviously works. Autocanceled nair works.Are they any reliable set-ups or combo's that lead into the Dash Attack Lock?
Id say jab since their in the air and cant PS the 3rd hitAre they any reliable set-ups or combo's that lead into the Dash Attack Lock?
I'll ban japes and thats it , I live in the midwest Cp's aren't much of an issue for me since I got Cp'd to enough janky stages to know the mechanicsokay, i alted zss for a long time but eventually got bored, BUT DONT HATE ME I KIND OF WANT TO PICK HER BACK UP.
anyway, since I used to play her I'm pretty interested in how you guys plan on handling the mlg stage procedure. strategy? preferred stages?
If you have up ward momentum from an enemy attack it will stall. Oh god if we could do the stall with a jump itd be such a legit approach.I'm not sure if this has been discussed already. Sorry if it has been already. When doing ZSS's stall then fall d-air, it didn't shoot down to the ground really fast like it usually does. Instead, she started falling really slowly but still did the action of the d-air. I even hit an opponent and he was sent downwards. I'm still not sure how I performed this as I can't seem to duplicate it consistently. Any help here as to how I did this? This would definitely be useful I could pull it off consistently.
I love japes because nobody knows how to fight ZSS on it hahaha.I'll ban japes and thats it , I live in the midwest Cp's aren't much of an issue for me since I got Cp'd to enough janky stages to know the mechanics
Japes is adorable. I spread my <3 for olimars on japes.Japes is BAD.
Then do so.Japes is BAD.
Nick I want to steal your ****ing avatar so bad.
A horrible map that nobody plays....that being said I have to do over double damage to get a kill . If the other person actually played on the map though then yeah I would ban it unless their was a neutral that was a free loss as well.I'd make my avatar u-tilt's first hitbox in a heartbeat, if I wasn't already ****IN AXE COP.
also japes is horrible
But since there's only one walk off on the stage, you have to be facing that particular side of the stage to score that KO, which means it's actually pretty easy to avoid.Because some characters can force getup jab / tilt lock at the left side and just walk characters off the stage. I've actually done it with Link a few times. rofl
Actually, I like the items, I feel they are part of the reason why the stage is so well-designed. The option of camping the left side and scoring an early % KO is ever-present, but the stage has two mechanics built into it that reward the player maintaining control of the main portion of the stage: the flood, and the pellets. The flood will flush out the camper, and the pellets award the player who doesn't camp, by providing him projectiles to fight the camper from afar.Nah, the Walk-Off isn't a big deal. Then you have the fact that the stage makes items. Pellets with a 10 on them do a good 10%+ to opponents. Connecting Z-Drop with pellets -> aerial is pretty pro.
Would that work, with the slant?grab release chaingrab
gg
Regular control settings are much more strict, when it comes to wavebouncing. B-sticking should be used by every Lucas main, that wants to fully use Lucas's potential.Why? Is there even a point in b-sticking when you can do it just as easily, if not easier, with the control stick?
Credit to nothing.starting from 0% - fresh 105%
damage table : 0%,9%,17%,24%,31%,37%,42%,47%,52%,56%,60%
forward throw > (buffered dash grab to forward throw) x10 > buffered dash grab
-bowser
forward throw > (buffered dash grab to forward throw) x9 > buffered dash grab
-ganon
-dedede
-captain falcon
-snake
forward throw > (buffered dash grab to forward throw) x2 > buffered dash grab
-link
forward throw > buffered dash grab
-ike
characters that can be chaingrabbed when forward throw is stale (not sure)
-sheik
-zerosuit samus
-fox
-falco
-wolf
vs dedede - fresh forward throw
0-3% forward throw > (buffered dash grab to forward throw) x9 > buffered dash grab
4-5% forward throw > (buffered dash grab to forward throw) x8 > buffered dash grab
6-7% forward throw > (buffered dash grab to forward throw) x7 > buffered dash grab
8-9% forward throw > (buffered dash grab to forward throw) x6 > buffered dash grab
10% forward throw > (buffered dash grab to forward throw) x5 > buffered dash grab
11-12% forward throw > (buffered dash grab to forward throw) x4 > buffered dash grab
13-15% forward throw > (buffered dash grab to forward throw) x3 > buffered dash grab
16-18% forward throw > (buffered dash grab to forward throw) x2 > buffered dash grab
19-22% forward throw > (buffered dash grab to forward throw) > buffered dash grab
23-26% forward throw > buffered dash grab
going across final destination is about 5 times
data taken from inose (innocentroads)
you can practice this in training mode against falco.
if you miss a buffer grab, you won't be able to regrab.