Affinity
Smash Hero
Ah ok, I see now.both instances the shuttle loop hit at the apex of the loop...
that is the weakest hitbox of the shuttle loop, try at the beginning hitbox and come back with results
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Ah ok, I see now.both instances the shuttle loop hit at the apex of the loop...
that is the weakest hitbox of the shuttle loop, try at the beginning hitbox and come back with results
I understand that. It can make fighting the Tornado difficult. However, this list will not only help to avoid being constantly trapped by the Tornado via attacks through the top, but if the Meta Knight uses it to approach it can be countered. I know I use it to approach during specific circumstances such as against Toon Links Arrows and Boomerang.as great as this thread sounds. most metas i play nado out of a spotdodge nd in close combat t keep distance. it reaaly limits what you can do especially if they catch you barely off the ground.
You're right, it should probably be a * due to how difficult it can be to used, and how easy it is to avoid. It passes through, but will only hit MK if centered.Kirby's stone doesn't go through the tornado. And if it does, it's not a 3. My stone usually goes right through but doesn't do anything.
I'm not separating the Tornado by aerial or grounded mainly because it will usually be slightly off the ground. Smarter players know to mash B enough to keep it so that it maintains priority while keeping it level enough to effectively trap. I would actually never recommend keeping a Nado completely grounded.I've had everything from dash attack, to F-tilt, F-air, and B-air clang with and cancel grounded tornados, but they all seemed pretty weird on timing/placement.
You have F-smash as a 3-star, however, it doesn't work if MK spaces so that he's above Sonic. D-smash works too against grounded Tornado too, except it's better defensively since it lasts a little longer than F-smash and has little ending lag.
You have Spin charge/spindash as a 3-star, but even against grounded tornado, it can get caught inside the attack sometimes, and again, a rising tornado will just eat it.
Other not-so-popular options
Grounded spring* (cancels it if MK makes contact with the spring platform while doing a rising tornado)
ASC ** [Aerial Spin Charge] has 1 sec startup lag, but you can control its float or jump cancel it `.`; leads to aerial combos if it connects, which is always a plus.
N-air ** With double jumps/spring, fastfall N-air has decent knockback to keep MK out of the way after breaking the Tornado, and relatively low ending lag.
F-air * sometimes clangs with / breaks tornadoes. Other times, clangs with and tornado's attack speed beats F-air.
B-air * Slow startup, but it's either in or not.
Homing attack* Depends on his movement, I guess. Homing Attack isn't very accurate, so I personally don't use it against Tornado.
It's alot harder to break aerial/rising tornado.
Summary:
my color coding `.`;
[] Only works on grounded/low tornados
[] Well-placed aerially
D-air***
Falling spring***
ASC **
N-air **
F-smash**
D-smash**
Spin Charge *
Homing Attack*.
I agree with you, but it was all I could test at the time. I'm going to double check tonight with my partner and compiled the list of attacks from below, then maybe get player input.ULEVO! List Sheiks dsmash, it's very effective. 3 *'s. MK practically can't tornado on Sheik.
You should get player's input on this. Testing on a stationary tornado isn't very accurate (but still helpful of course) because on real matches different moves work, since a human nado is slightly aerial and approaches you.
I'll relook into it. He seems to have quite the reach with grabbing out of the tornado, but I'll update tonight.Toon Links grabs a 3 * rating?
Have you ever tried grabbing with Toon Link?
Come on it doesn't deserve a 3 * rating.
I can see what you mean, and it makes sense. But Toon Links grab just sucks.I'll relook into it. He seems to have quite the reach with grabbing out of the tornado, but I'll update tonight.
Well it's not like Meta Knight can protect himself while he's using the Nado outside of maybe weaving out of range or raising the elavation. Anyway, it could probably go for a **.I can see what you mean, and it makes sense. But Toon Links grab just sucks.
If you miss theres like 5 minutes of lag. The ability to actually grab him is decent, but the punishment is greater then the benefit IMO. The throws are horrible anyway.
Unless Pit charges the arrow to full strength, it will never go through a Tornado unless it loops over and hits Meta Knights head, which in itself is difficult to accomplish.Pit
FTilt***
Dair*
Palutena's Arrow*
Maby its because im a pit main and have lots of pracitice with arrows, but the arrow is one of the easiest move inthe game to hit with unless they side step, and MK can't do that when in the tornado. So I think that the arrow should be *** or at least**. But it'll only tie with it not over power it most of the time.
Unless I miss my mark, you just gave two classifications for the same move.Neutral B***
Needle Storm*
I have yet to redo the Peach section yet. I've only managed to get from Bowser to Lucario. I've just been too busy. My first tests were more of a quick overview of which attacks can override the Tornado if the situation presents itself. Things such as Ganondorfs Warlock Kick worked really well for that in theory. Now I plan to redo from Lucas to ZSS with results based on gameplay.Peach section is super inaccurate. Probably the rest of this list as well. I was experimenting with the nado with switchblade and we believe that there are two hitboxes in the tornado. Being the blue and red flames that travel about the nado. Slowing down the nado to 1/4 speed shows that they travel up and down and criss cross the nado in a figure 8 fashion ridiculously fast. Though the nado starts out with both hitboxes in the center, which means MK is vulnerable at this time. And also means you can SDI up and away right at this point to escape.
So if you can hit MK while the hitboxes are aligned you will knock him out of it, usually why MK's get hit out of nado's right at the beginning. Also it explains how moves randomly knock him out of the nado.
This makes it really hard to determine which attacks truly "out prioritize" the nado.
Thanks for pointing that out, Ankoku.Unless I miss my mark, you just gave two classifications for the same move.
How are you using the Side B to override Nado? Same with Bair? I repeatedly, extensively attempted to use these and to no avail. I can't seem them working at all, the Nados hitbox is too large.Diddy Kong
FTilt***
DSmash* (Second Kick)
Nair***
Banana Peel***
--
Add:
Side-B (hump)***
Side-B (kick)***
B-Air***
Bananas should be 4 stars.
Peach section is super inaccurate. Probably the rest of this list as well.
This makes it really hard to determine which attacks truly "out prioritize" the nado.
That is exactly what my goal is.What I was trying to say is, it is kind of random as to weather or not some moves will go through tornado. It will be dependent on weather or not both hitboxes are aligned. There will be some moves that go through it no matter which time they hit it. Those are the moves that should be on this list.
Probably because of the different angle of the hitbox, if you could jab while floating in the air it would clink and stop it, but because it's a different angle and the tornado is coming down on you the hitbox of the tornado completely avoids that of the jab.?
I was messing around with falcon, and jab clinks a grounded (no B tapping) tornado but I couldn't get it to do it against one where we were tapping B.
That is not necessarily the case. Meta Knights Glide Attack can be clanked and canceled with other aerial attacks, or ground attacks. Brawl isn't always consistent.Actually, in all of my experiments, the tornado can be interrupted only when it is on the ground.
Here's my test: once the tornado is past its first few frames of spinning (those are super-armor frames I think?), Falcon's jab can cancel it. Put Falcon on a platform above the tornado, and if you get the tornado to rise, the jab will not cancel it. But get the tornado to rise up to the platform, and land on the platform, and Falcon's jab will once again be able to cancel it.
In all of this, the jab should be just barely touching the tornado; you should not be hitting MK's hurtbox. When cancelled, the tornado will end very quickly, leaving Metaknight in a neutral state; nobody gets hurt.
If this is the case, that the tornado can only be interrupted while grounded... that shows some consistency with the rest of Brawl. That is, aerial attacks in Brawl cannot be interrupted; they are subject only to hitbox/hurtbox considerations, so there is no "priority". Alternatively, ground attacks can be interrupted if their hitbox overlaps an enemy hitbox that would cause within 10% damage (or more). I now believe that most Specials are attributed a "grounded" or "airborne" state where the different rules about interruption will apply to each.
Actually, in all of my experiments, the tornado can be interrupted only when it is on the ground.
Reading my whole post might have cleared up the confusion. I talk about the tornado being "interrupted" or "cancelled" to mean when MK quickly puts the tornado away, without being hurt. AFAICT this can only happen when the tornado is grounded. Of course the tornado stops when you hit MK's hurtbox, like with the bananas or lasers, but that's not what I'm talking about.I didnt even read the rest, easily disproved statement.
try a banana from diddy or a laser from falco.
You seem to be right, that the glide attack can seem to have its hitbox cancelled against opponent hitboxes. Although he continues the slash anyway. I'm going to experiment with this a bunch and get back to youThat is not necessarily the case. Meta Knights Glide Attack can be clanked and canceled with other aerial attacks, or ground attacks. Brawl isn't always consistent.