extremechiton
Smash Lord
- Joined
- Jun 28, 2013
- Messages
- 1,626
- Location
- California
- NNID
- Extremechiton
- 3DS FC
- 1590-4719-6526
- Switch FC
- SW 5498 9796 6766
Forgot about fair?
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Yeah, I get that. I've never had more match up trouble. Thanks, sakurai.I feel it's pretty awful because we're a lot faster, similar range, a lot of our stuff is safe. Zair kills rockets and hits you and combos into things and we kill her.
I feel it's a terriiiibad match up too.
I think the buffer frames are the same as brawl like 10 frames or something. You cannot buffer more than one thing unlike in brawl though.Thanks for the discussion on it. I get a reasonable number of grab setups (for my level, at least) and don't seem to get the brutal punishes I see floating around. I'll work on it.
Also, wavebouncing is my new favorite thing. My success on it is rising and it's a really neat option to use on a recovering opponent, I find.
Edit: Also, also! I think I figured out my issue with dthrow --> boost kick or dthrow --> uair --> uair --> boost kick. It's the timing of the jumps. I think I've been waiting too long to jump, wasting frames. Using the training mode combo counter as a metric (I think that works OK for figuring out true combos?), I found that I could combo these if I jumped sooner out of the dthrow than I'm used to doing by reflex.
Is there a buffer window in this game? Can I buffer those jumps instead? If so, anyone know how many frames that buffer queue is, off-hand?
Idk, I'm doing some testing in training and so far, I can get a run off stage>footstool. And a dsmash.So I've been tinkering with an idea for a surprise edge guard from a grab at the ledge and would like to pick your brains.
I already showed V115 this but if you were to say dash grab someone at the ledge so that they are hanging off and you kept pummeling them for the release, I feel like their reaction after the release is to air dodge if you were to flip jump at them (the flip jump with the least horizontal momentum so that you are on top of them), after this just spam your jump and footstool them.
Demonstrated it but never asked for his feedback we were giving a zss lecture to one of my Disciple T.T I am at 3 now makes me feel all warm and fuzzy inside xD.
Well against a normal human player who sees you do it especially if you sequence them into expecting the kick via b throw flip jump. The reason I was tinkering with this is because since everyone and their mother have a good recovery in this game...excluding mac, they tend to go lower then normal to I guess "minimize " the risk of being stage level and to get that sweet spot ledge snap.Idk, I'm doing some testing in training and so far, I can get a run off stage>footstool. And a dsmash.
But that's if they jump. Flip jump takes too long to come back down.
But a fun thing I found is grab release at the edge> dsmash to catch thier jump>flip kick spike since at point blank range, flip kick auto sweetspotted the spike off of dsmash.
And with the grab release> footstool, you can get a back air for the stage spike(timing is tricky though)
You can also try this on bf platforms, you can get a fair follow up off grab release or up air depending on thier release.
Diddy .who is zss worst match up
http://smashboards.com/threads/your-amazing-zero-suit-samus-combo-video-thread.387603/ZSS has been pretty fun and very good after using her a bit and I wanted her to be my second main, is there a place with all her true combos/ ways to play her efficiently at a high level/her advance techs or combos/other stuff id need to know? (or if someone wouldn't mind replying with it themselves too) thanks, couldn't find a true combo thread or playstyle/combo thread in general
Watch out we have an optimist over here1. Shielding
2. Diddy, Olimar, Pikachu, kinda Sheik
3. Halberd, Delfino, Town + City, Battlefield
4. DI towards + down.
I wish.Watch out we hav an optimist over here