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Thanks for this. I'm gonna show a little bit of my ignorance here. I know that you can cancel the shield drop frames by jumping and then you can cancel the jump animation with an up smash.No you are correct Royug a perfect pivot cannot be done in shield you'd need to drop shield first.
The point I was trying to make in my initial post is that being able to drop shield and then pp u-tilt quickly is a very valuable skill to have.
Also, according to Dabuz, using smash stick for aerials apparently loses your momentum a bit. Not sure how true this is as I haven't tested it but he has claimed to have tested it.Up Smashes are Jump Cancelable but up tilts are not.
I would recommend doing tilt stick for perfect pivot tilts as doing a perfect pivot to a tilt without using the stick is much more difficult.
I've thought about trying it but it would take me longer to get used to. I also believe Dabuz uses tap jump rather than L or R(I think he stated this recently in a tweet).I know c-stick as tilts is better for aerials momentum, but it still feels very weird to me to do aerials with the c-stick. I'm used to jump with Y then do aerials with A and the directional stick. Moving my thumb from Y to the c-stick takes more time, so I feel like I loose precious when I do quick jump-aerials. I know some people jump with L ou R, but that seems even weirder and less precise.
That combo.... sucks. It's easy to escape. I recommend doing a simple jab 3 or doing jab 1 or 2 then going for grab mixups, Ike style. If you still want to do it, it's really hard to initiate it because Rosa's jab is frame 8. But you shouldn't be searching for an opportunity to do any specific combo with Rosa. It's better to just play neutral and then press positional advantages with her.I've been practicing some and I've played around with the jab > jab 2 > star bits towards Rosalina > d-tilt > dash grab combo, but I got a slight problem to engage it, since the opponent has to be standing between Rosalina and Luma when the two are together.
Is the only way to wait for a roll into you?
Oh IT'S WORTH IT. Being able to move in any direction while doing an aerial is amazing. It's hard to explain why, but once you start you can't go back. Though it is hard to jump and C-stick aerial at the same time. I'm one of those people who jumps with a shoulder button (Very worth it BTW, it can be hard to get used to though) so I don't have trouble with frame perfect aerials. If you want to stick with face button jumps, you could try out a "claw" hand position with your right hand.It's just doing aerials with the C-stick that seems like a big change, and I wonder if it's worth it.
Do you think the Z button could work well as a jump button ? I'd prefer to have a digital button for jumps instead of an analog one, feels for natural and responsive.Oh IT'S WORTH IT. Being able to move in any direction while doing an aerial is amazing. It's hard to explain why, but once you start you can't go back. Though it is hard to jump and C-stick aerial at the same time. I'm one of those people who jumps with a shoulder button (Very worth it BTW, it can be hard to get used to though) so I don't have trouble with frame perfect aerials. If you want to stick with face button jumps, you could try out a "claw" hand position with your right hand.
I'm sure it could. What matters is that for any possible situation, a single digit doesn't have to accomplish more than one task. If you can do that, it doesn't matter what your set-up is. Using the analog stick and A-button for aerials, for example, forces a digit to perform more than one task. You can't move left or right at maximum speed while doing an U-air or you can move sideways at max speed then do a quarter circle up motion and press A, but that artificially slows down your attacks. With C-stick aerials, a single digit does one task, meaning you CAN move left or right at max speed and do an U-air at any point.Do you think the Z button could work well as a jump button ? I'd prefer to have a digital button for jumps instead of an analog one, feels for natural and responsive.
We do not have a thread to discuss the Rosalina vs. Cloud match-up yet.Cloud MU any1?
In Genesis 3 Mew2king fought Dabuz and it was pretty even for the most part. Honestly it was either player's match.We do not have a thread to discuss the Rosalina vs. Cloud match-up yet.
It all has to do with her versatility. With the Luma by her side, Rosalina has many different ways to mess up her opponents. And while Rosalina's defense makes it tough for slower fighters to approach her safely, she can also operate offensively. It should also be noted that her up aerial is quite capable of making KOs if you time the hitbox just right.Sorry but what makes Rosalina high tier? What is her biggest advantage to the rest of the cast? I feel it's a dumb question but I guess I haven't fought great Rosalinas. Not saying she's bad at all though.
Saltix I made a big post on the page prior about how to improve with Rosa and it may be applicable to what you're asking as well.
divade she is the hardest character to approach in the game, has early kill potential with her edgeguarding and luma up-air off the top. Rosalina is high tier because she limits her opponents ability to get their gameplan started and can entirely dictate a 1v1 match by being patient and grounded. Also she has a bag of tricks that seems infinite compared to the rest of the cast. Definitely the gimmick queen.
Okay thanks, that makes sense.It all has to do with her versatility. With the Luma by her side, Rosalina has many different ways to mess up her opponents. And while Rosalina's defense makes it tough for slower fighters to approach her safely, she can also operate offensively. It should also be noted that her up aerial is quite capable of making KOs if you time the hitbox just right.
However, despite these pros, Rosalina does have some big weaknesses in that she needs the Luma to properly utilize her offensive game, her air speed is mediocre, and she's quite vulnerable to getting KO'd early.
The Luma does set off Counter, but the attack will not hurt Rosalina if she's not in the counterattack's path.I was wondering if you guys know whether Rosalina is affected by counter whenever the Luma attacks them.
If it doesn't affect her then I was thinking of using Luma to bait Bayonetta's Witch Time and all other counters including Corrin. I hate that guy...
Does that mean that the Luma should not be near Rosalina when attacking or can you position her properly to not be affected?The Luma does set off Counter, but the attack will not hurt Rosalina if she's not in the counterattack's path.
It depends on the range of the counter-attack. I believe some counters have a range short enough so it's possible to trigger them with an attack from Luma without Rosa being hit by the counter, even though Luma is tethered to Rosa (like Marth and Lucina's counter I think). But some counters have a bigger range (like Ike, Lucario and Shulk) and Rosa will most certainly be hit by it except if, like you said, the counter was triggered by Luma Shot and Rosa is a certain distance away. I dont' know about Bayonetta's counter range.Does that mean that the Luma should not be near Rosalina when attacking or can you position her properly to not be affected?
If it's the former then you'd have to use Luma Shot. Is it a reliable method?
Darn, so that means I have to carefully space out Rosalina and Luma properly. I'm guessing Bayonetta's counter will be similar to Shulk where it opens a portal and anyone who's in it at the time will get hit. I'll give it a shot.It depends on the range of the counter-attack. I believe some counters have a range short enough so it's possible to trigger them with an attack from Luma without Rosa being hit by the counter, even though Luma is tethered so Rosa (like Marth and Lucina's counter I think). But some counters have a bigger range (like Ike, Lucario and Shulk) and Rosa will most certainly be hit by it except if, like you said, the counter was triggered by Luma Shot and Rosa is a certain distance away. I dont' know about Bayonetta's counter range.
But approaching the opponent with Luma Shot only because you fear he's gonna use his counter is really joy a good approach. You need to predict the moments he's gonna use it, or bait him, then punish, like any other character would do.
You must also remember that Luma Shot "can" be reflected, so you'd be making a huge mistake against anyone who has a reflecting move.Darn, so that means I have to carefully space out Rosalina and Luma properly. I'm guessing Bayonetta's counter will be similar to Shulk where it opens a portal and anyone who's in it at the time will get hit. I'll give it a shot.
I also realised when I use Luma Shot I get punished after they shield the attack. It leaves Rosalina wide open.
Thanks, I'll keep that in mind.You must also remember that Luma Shot "can" be reflected, so you'd be making a huge mistake against anyone who has a reflecting move.
It can made a fighter get KO'd sooner or later, even if the difference is minimal.Also rosa got nerfed from 78>77, how much does 1 unit of weight affect a character?
This also makes her the 3rd lightest character now. Kirby got a weight buff from 77 to 79. I believe.what is SHAD?
Also rosa got nerfed from 78>77, how much does 1 unit of weight affect a character?
Apparently Mr. G&W is still lighter, so she's the fourth lightest.This also makes her the 3rd lightest character now. Kirby got a weight buff from 77 to 79. I believe.
Ah, thanks for the list. It still perplexes me that she is one the of the lightest in smash, yet considered heavy in Mario Kart.Apparently Mr. G&W is still lighter, so she's the fourth lightest.
On a side note, Yoshi is treated as a heavyweight fighter in Smash Bros., but his appearance just isn't tall or bulky enough to be categorized as a heavyweight in any Mario Kart installment; Yoshi rivals Luigi's height at best.Ah, thanks for the list. It still perplexes me that she is one the of the lightest in smash, yet considered heavy in Mario Kart.