Marshallmallowlol
Smash Cadet
- Joined
- Feb 25, 2011
- Messages
- 28
Thank you so much for posting this I was looking for it everywhere.
Kinda
Kinda
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You need to be in the lower slot. (Axe discovered this part)
Lower port meaning lower port priority. 4>3>2>1
In addition, if you are fighting in teams against say a Peach and a Mario on Yoshi's Story, then you will not have it charged. But if you are fighting a Peach and a Bowser on YS, it will be charged.
Here's a list of all the data I've got so far.
Works with these characters on these stages...
Dr. Mario - FZ, Tem, PS, PF
Mario - PPC, FS, PF, MK2
Luigi (dittos) - PPC, YS, JJ, Tem, Ven, Onett, MC
Bowser - GB, YS, Cor, PS, BF, YI64, KJ64
Peach - YS, FoD, RC, Tem, GG, Brin, Onett, PS, MK1, PF, FD
Yoshi - YS, FoD, RC, Ven, Brin, Onett, FS, BB, MK2, BF, FD, KJ64
DK - FoD, FZ, RC, Tem, Onett, MC, PS, BF, FD, DL64
Captain Falcon - IM, YS, FZ, YI, PS, MK1, KJ64
Ganondorf - KJ, Cor, JJ, YI, Brin, MK1, PF, FD, YI64
Falco - YS, Cor, Ven, PF, BF, FD
Fox - YI, PS, MK1, BD, PF, FD
Ness - YS, FoD, RC, Tem, MC, FS, BB, PF, FD
Ice Climbers - IM, PPC, KJ, GB, Cor, Tem, YI, GG, MK1
Kirby - Cor, Tem, YI, PS, MK1, BD, BF, YI64
Samus - GB, FoD, RC, Tem, YI, Onett, MC, BB, MK2, DL64, YI64, KJ64
Zelda - PPC, KJ, GB, FoD, JJ, Ven, Brin, MK1, FS, BB, PF, MK2, KJ64
Sheik - (untested)*
Link - (untested)
Young Link - (untested)
Pichu - PPC, KJ, YS, JJ, Ven, PS, BD, MK2, YI64
Pikachu - (untested)
Jigglypuff - (untested)
Mewtwo - (untested)
Game and Watch - (untested)
Marth - IM, RC, Tem, GG, BB, PF, MK2, FD, DL64
Roy - IM, KJ, JJ, GG, Ven, MK1, MK2, YI64, KJ64
*Sheik starts it charged on FD, but Zelda does not
just anytime during the tornado, or like towards the end or something?I've noticed that if you tap the b button while grounded, the second hitbox comes out earlier. If someone gets popped up from it, then you can tap and make them get hit by the second one if you chase them properly.
k so at most times it would seem that it is not beneficial to do it as the first hitboxes cover more space but i guess in very specific situations it could be useful... maybe :/Yo! On dolphin, I don't find that you can hit earlier. But you can change the position of the hitboxes.
It seems like you can hit earlier because the animation when luigi hold his arms is delayed.
View attachment 7219
Both of the hitboxes appear at frame 43.
Both of the tornados end at frame 79.
yagi tornadoesBtw, I don't if it's a common knowledge for Lui****.
So you can keep your aerial tornado's hitboxes when you land the ground.
View attachment 7285
You have to execute down-B 3 frame after jumped. Because it let the time to activate the hitbox in the air.
"Above your opponent" is ambiguous. The short answer is yes and no. When I'm far above the stage, and wishing to just make it to the ground level safely... I'm using directional DI to fake them out, while hunting for a dair, fair, or bair (nair is not disjointed enough from precisely underneath to fight other more disjointed hitboxes, and if they bait a nair, you've given them a much bigger opening than if they bait a dair out of you). If the person is accurate and you cannot fake them out, it'll be down to timing the dair so that they are answered with a fully "ripe" and well-spaced hitbox when they go to attack you (this is often the case with Luigi). You want to use your down-B when you can land most of it on the ground and get some mobility out of it so that it's safer in most cases; but with fastfallers, at low% it can be worth going for both hits of the down-B, although it is situational.Is it a good idea to use down-b while you are above your opponent as a way to return to the ground or is down aerial usually a better option? How about wavedashing into it?
This thread contains useful information on the tornado: http://smashboards.com/threads/rising-cyclone-ptp-frame-data-guide.384946/What happens if the cyclone clanks with with another attack and stops? Does it still charge up your cyclone for use as recovery, or does it not count. Also, I've seen professional Luigi's using a lot of cyclones during the neutral game to approach. How are they able to keep track of how many cyclones they use and be sure that they have one charged up when they get knocked off? Finally, at what percent should one stop using cyclones as approaches and make sure that they have one charged up for when they get knocked off?