Kinzer
Mammy
You have to time the Spring when you get to the ledge at the Apex of the Jump I think, I dunno. >.>
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Nope, actually its somewhere during the initial frames of it, from what I've read. I haven't done it though.You have to time the Spring when you get to the ledge at the Apex of the Jump I think, I dunno. >.>
Well, provided you land and get out of the 'airtrip' state ASAP, bouncing on a spring will restore your double jumps.The HA isn't that bad. Steal second jumps, edgeguard those with multiple jumps.. Also you can reverse it, so if HA fails you'll head towards the stage. However I've forgotten how to do that...
As usual, Tenki is rightWell, provided you land and get out of the 'airtrip' state ASAP, bouncing on a spring will restore your double jumps.
Tap the direction you want to face first, then hit B soon after. I think if you take too long, it forgets the direction or something.
I buffer a run, and do something >_>D-throw.
I DI up.
<_<
D-throw has noticeable 'dead frames' after the opponent gets thrown. :/I buffer a run, and do something >_>
Wait im not even sure if I can buffer a run from it. I think I can. But yea, all I know is that I can almost always follow up with something when people DI up against me :D
EDIT:
I believe Sonic has the third damage:speed ratio actually. Still, its one of the best.
<3 Dthrow.
If only it did more damage, like it looks like it should T-T
I think if you pummel too quickly, consecutive hits can count as the same move and thus won't stale. At least with some characters, but I think I've observed this with Sonic.Pummel refreshes moves.
I know XD. Thing is, if I expect my opponent to double jump, I know what to do from there. If they DI up, unless its a character with uber crazy air movement, I think its pretty easy to just follow up with a uair or bair. There are dead frames, but its not so tremendously high that you can't do anything from it. Or at least I think so, can't test anything now D:D-throw has noticeable 'dead frames' after the opponent gets thrown. :/
Double jump as soon as you start to move would 'reset'/change the situation.
?I think if you pummel too quickly, consecutive hits can count as the same move and thus won't stale. At least with some characters, but I think I've observed this with Sonic.
Yeah there's a timing. Read Tenki's post.If you want fast-as-possible pummeling (for damage), is it best to just mash the button as fast as possible, or is there a special timing for it?
Two pummels can count as the same pummel; so even though you pummeled two or three times, your other moves are only unstale by a single pummel. I think you can tell in training mode, if you pummel fast enough that it counts on the "combo meter", then stale moves thinks it's just one attack.?
Wait what?
If you use a pummel, it unstales your other moves, how would doing it too fast change anything? The pummel might get (more stale?) but everything else just start to go back to normal, right? (Is it possible for pummels to stale)? Maybe I'm reading this whole post wrong >_>
Yes, this is very useful when trying to KO peeps off the top. Fastfall during the Uair if you're too high. Also, and more importantly, its a great spacing tool for the second hit of the Uair. Although it can beat out pretty much everything above it, it wont do anything if the hitbox hasnt come out yet. So Ill often FF my uairs so that im only connecting with the tip of the second hit. Tis quite awesomeified.Not only that, but you can fastfall during an aerial. So try a Spring > Uair timed well so the peak of your height (and hence your fastfall) comes in-between the kicks. It's pretty nice. I'm going to start using this fastfall-weirdness when I'm "chasing" ppl off the top.
It's backwards.Oh.
I'm doing spring write-up now at like 2am so I can't remember, but you know the spring at a low percent just sends them into hitstun, but at a higher percent actually makes them fall down and be susceptable to a jab lock?
Has anyone got specific/anywhere near close percents?
k thx.