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The Official Tornado (B-Down), Down-Air and Taunt Thread

Verda Stelo

Smash Apprentice
Joined
Feb 2, 2014
Messages
112
Location
Atlanta, GA
Hitting with taunt is the future man. One time my training partner was using Puff against me on PS. I platform warp wavelanded to taunt over the side of the platform. He hit the ground and I tech chased him to up B. In That Moment I Was a God.
 

coolarj10

Smash Apprentice
Joined
Jul 18, 2015
Messages
92
NNID
coolarj10
3DS FC
1736-2533-1640
Is there information on when the down throw to down B combo is guaranteed against each character (e.g. Kirby)? I find myself unable to move out of the way after being "down-throw"-ed, and always get hit by the cyclone.

Any tips on how to avoid the cyclone after the down throw, or is that unavoidable?

Thanks!
 

Stride

Smash Ace
Joined
Feb 22, 2014
Messages
680
Location
North-west England (near Manchester/Liverpool)
Is there information on when the down throw to down B combo is guaranteed against each character (e.g. Kirby)? I find myself unable to move out of the way after being "down-throw"-ed, and always get hit by the cyclone.

Any tips on how to avoid the cyclone after the down throw, or is that unavoidable?

Thanks!
DIing down throw behind Luigi sends you away. DIing in front sends you nearly directly above Luigi (similar to no DI but more vertically). Generally you want to DI behind, but sometimes DI in front is good because it can be awkward to cover; it's at least useful as a mixup in the situations where Luigi can cover everything, to make it more difficult for him.

I can't remember ever seeing that combo. DIing behind would stop the Cyclone from being a direct followup from the throw, meaning it would only be a way to techchase the opponent off the throw (and then only on fastfallers; floaties could generally get out at pretty low damages). If the opponent doesn't DI away and the Cyclone hits, then it still wouldn't really combo into anything (and then only on fastfallers). Regardless, it doesn't seem like it would ever be a good idea since there are always better options: on DI in/no DI there are things like regrab, down smash, up tilt, and aerials; and on DI away there are sometimes the aforementioned followups (they tend to only work at low damages, if it all), but often a techchase or an indirect followup is all that's possible.

As far as I'm aware, relative to most other characters down throw to aerial (the main ones will be fair/dair, or nair when it can kill off the top) is really easy to perform against Kirby and works for a long time.
 
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coolarj10

Smash Apprentice
Joined
Jul 18, 2015
Messages
92
NNID
coolarj10
3DS FC
1736-2533-1640
Thanks a lot Stride! I found this thread yesterday as well, but your post has been the most helpful!
 

Stride

Smash Ace
Joined
Feb 22, 2014
Messages
680
Location
North-west England (near Manchester/Liverpool)
Last edited:

Roukiske

Smash Journeyman
Joined
Oct 13, 2014
Messages
377
Location
CA
I've been playing Luigi for about 3 months now and I feel my neutral game isn't up to speed. Against fast fallers, is it worth it to throw in tornadoes? Pretty good for some combo starters, but I feel the risk might not be worth the reward if they block it and beat me up. I see some high level Luigi's throwing it out there (and hey at the very least you get a tornado charge).
 

P1cklee

Smash Cadet
Joined
Dec 2, 2020
Messages
40
Location
Final Destination
its so hard to do the rising tornado becuz i can't press the b button fast enough and when i practice it my hand starts to hurt.
idk if it applies with luigi, since i use it with mario, but one way to practice it imo is to grab ledge, try the rising down-b, and repeat this until you get it down
 
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