KillerJawz
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- Joined
- Mar 28, 2008
- Messages
- 4,285
I've love for nair to have more knockback. I'd actually favour it over up b as an OoS option.
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Samus dont have a bad MC, is good, but no .For being a heavy weight, Samus sucks at living long due to her horrible momentum cancel.
do they actually momentum cancel or are you just using them at a time when you wouldn't die anyway?Are you sure Throwback? the bombs work for me
Thats what I said.@KJ I was just referring to the fact that her terrible fast-fall speed means that she gets less benefit from hitting down on the c-stick than other characters (when she is hit upwards).
It's been known for a long time, just not by many people. I personally discovered it when finding out if we killed any characters quicker then 100% without DI from the other side of FD (which we don't). I discovered during this time that Jigglypuff was living longer off the sides then G&W, but dying a good few % off the top before anybody else (moves used were Fsmash angled up and dtilt).The thing about the floatiness + sideways survival is incredibly obscure, I've never heard of it lol
No one will do it for us. I did it a while back but it was the old inaccurate way. Ask any brawl+ nerd to do it or a smash dev and they will help you. I would like to see the TRUE data too.Where is the frame data for this character?
errrrrr, what? We have been talking about MK, not Jiggs.It's the 2nd best move (imo) in OUR arsenal. Are you forgetting that Jigglypuff is the queen of the air? Why would you want to go there with her? You want to stay grounded as much as possible. We can't use our frame traps with uair on Jiggly, she's far too floaty. We can't combo uair, and Jiggs can SDI out of it and punish with fair/nair or even REST (yes, it has happened).
LOL I posted that in the wrong thread! Disregard completely xD!!!errrrrr, what? We have been talking about MK, not Jiggs.
According to Noid, hold the analogue stick up and SDI up. As for invincibility frames, I'm not sure. Someone more knowledgeable will have to inform you and me on that one. I'd rather say "not sure" than misinform.Your Upb is reallllly obnoxious, how do I sdi it? I know that sdi-ing the first hit is easy if you see it coming, but if you're caught, what do you do? Sdi up, down..?
Also, does it have invincibility frames?
If the opponent is in the air, the missile is meant to limit options. Whether or not the missile connect didn't matter during those scenarios because I was attempting to just connect the aerial. Therefore, it won't necessarily matter if you're opting for homing or super.Nice to see that this thread is still alive! I was for sure the whole "trash character" excuse would pop up and destroy this thread.
I have a question for NO-IDea; how reliable is following up a missle with an aerial attack, such as an nair? I watched your video against Charizard, and I noticed that the missile didn't knock back Charizard crazy far.
How DO you consistently perform SH missile -> ground missile anyway? I end up getting a smash missile in the mix, and/or my DI is off.
Halfway through reading that post, I was about to link you to one of Muz's videos.Sorry if I'm bringing up an old topic, but do bombs have some use in the MU with MK? I have very little experience in that area and from watching some of Muz's videos, it seems to work when the MK doesn't choose to pressure with nados (to a certain extent, anyway).
Alright, thanks. I had guessed something along those lines, but I believed that bomb use would have almost 0 effect on MK.It seems to be popular with wifi players. SmashGOD comes to mind. Overall, I'd recommend not to put emphasis on it though. You don't want to revolve your gameplay on an attack that's so stringent on timing against a character with fast ground speed like MK. However, I will recommend it as a mind game or retreating manuever.