BunBun
Smash Master
What about it?On another note.... fair's 4th hit to wavedash jab reset on fox. Discuss
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What about it?On another note.... fair's 4th hit to wavedash jab reset on fox. Discuss
Yea, spacies' utilts have stupid priority. I guess you've just got to know what area is the no-go zone due to utilt and go around it and bair or something. Regarding the grounded hit of fair, does the hitbox stay out even if you l-cancel, assuming that the third hit comes out prior to landing?Other things vs spaceis that are good to know:
(Their) Properly used utilts can outspace almost all your aerial approaches. Occasionally, people will stand there facing away from you ready to uptilt. Fair into the ground moving towards them so they get poked by the grounded 4th hit.
Yea. I was looking at the hitboxes, and that utilt has sick range.utilt combos kind of stupidly. Even with DI, you should be able to follow them a few times with it, or get a grab out of it. Grab at med % on spacies under platform = really high chance of taking the stock.
I figure Kirby's ideal recovery vs Fox is somewhat comparable to Marth's. That is, approach the ledge from as high as possible, while staying out of his ledgehop bair range, stall there to get him to roll up from the ledge early, then either jump and grab it, or up-b if necessary.If you recover low/semi low against fox (you're probably dead), keep a wall of fair or bair out, and be super cautious. One unteched shine usually means you'll have to recover into another shine, and two unteched shines means death.
Airdodge is almost always the better choice over upB for recovering near the stage against an edgeguarding fox.
If you walltech and have no jumps left, you need to instantly back air or you almost always will jump out too far to up b to the ledge >.>
I wasn't 100% sure about the fairing giving you more distance, but since I've seen Kirbys doing it, I was pretty sure about it.Oh yeah, and in case you didn't know, when you recover, jumping and immediately fairing will get you extra range.
And getting hit out of your UpB kills all your jumps, regardless of how many you had when you started it.
Yup. It's pretty nice.does the hitbox stay out even if you l-cancel, assuming that the third hit comes out prior to landing?
Yeah, I just wanted to give you fair warning. It's extremely disheartening when you use your upB to get to the ledge quicker when you could have just jumped, and a fox shines you out of it.I'm pretty sure all characters lose their double jump/jumps if they get hit out of their up-b, although Kirby is a special case, I guess, since he has more than usual.
Im going to find the post where i suggested doing this so I can prove i've totally been doing it longer than you haveYeah. The first two hits of fair are awesome. My ******** aerial combo is:
2hitfair > rejump > 2hitfair > rejump > uair.
Works at most percents. drift downward so the third hits of the fairs never connect and immediately rejump. Doing it on their recovery is awesome to the max, because they will always DI up in fear of getting hit by the 3rd fair hit.
I'm going to namedrop the people I've landed this combo on so they can come deny it's amazingness:
IHSB (samus)
Tomacawk (peach)
DOH (peach)
Macd (just one fair =( ) (peach)
Cyner (samus)
Tink (Peach)
under both f-air and d-air. What does it mean?--landing hit--
Hit: 1-2
Landlag: 20
Lcanceled: 10