blakinola
Constantly Delicious
Starting right now. Will update op as information happens.
Ak
Ak
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No, he can double jump to avoid it...although not a cargo-release, DK's normal grab-release on wario goes into f.smash, (good for damage) dash upsmash (KOing), giant punch, or even 9 wind (koing at 60%+)
Thought so. I know theres a timing to make the 9 punch come out as fast as possible but im pretty sure its still too slow.BLAH. i fail.
training mode lied to me.
DI doesn't affect wario's grab release distance, obviously, and it registered as a combo...but if Wario mashes the jump button, perhaps he recovers earlier.
A wario can jump out before the 9 wind...
yea but let's say your playing on BF and been using usmash a bit too much, better to use a fresh fsmash if it's available wouldn't you say? Other options are useful to have.usmash works just as well >.>
Okay now this right here is something I never would have even thought to try. I'm going to have to do some experimenting.When grabbing Snake, slowly bring him to the ledge and walk in place. When the grab release happens and you both fall off the stage buffer an up-B, I'm pretty sure he'll be hit no matter what. You can then grab the ledge and follow up with a B-air to Etc.
Also, if you don't buffer the up+b, you will probably be footstooled to death by just about every character.
Yeah but only a little. It's not really difficult to time it right.This seems a little risky dont you think.
MetaKnight's invincibility frames are only on his GROUNDED shuttle loop, and even then they aren't until frame 5 (they would need to be on frame 3 in order to avoid our up+b). Either way, his uair is fast enough anyway.mario's upb also has invincibility frames and so does MK's