r3d d09
Smash Master
has anyone done the bubble hit boxes for sonic? i just did a quick check and i didn't see anything, did i skip over something?
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But it ends on what frame? If fair and uair end on the same I'll use uair. It's easier for me.Bair comes out in 13 frames, Fair and Uair come out at 6.
F-air ends faster in the sense that you can double jump earlier.But it ends on what frame? If fair and uair end on the same I'll use uair. It's easier for me.
- DownB's charge doesn't cancel momentum, but the release (for both) replaces momentum.SideB and DownB both cancel momentum completely, then propel you forward. SideB, however, pulls you backward a bit before the release, so be wary of doing it near blast zones when trying to recover from intense knock back.
Best method to recover after a hard hit:
1. FF fair
2. downB
Ninja'd.
Yeah, but there are some exception. G&W's down special, DK's up special and Yoshi's side special. (I don't know if sonic down special cancels too, but it probably do 'cause everyone is saying it.- DownB's charge doesn't cancel momentum, but the release (for both) replaces momentum.
- Also, if you're doing a move out of hitstun, I thought it was found that moves that initially edit horizontal momentum (ex: Zelda's Neutral B, HA charge up, Sonic's Side-B) actually give you an extra push in the direction you were flying.
Ah, I meant to mention that I wasn't counting those momentum brakes.Yeah, but there are some exception. G&W's down special, DK's up special and Yoshi's side special. (I don't know if sonic down special cancels too, but it probably do 'cause everyone is saying it.
EDIT: I also don't know if you were talking about this, but I posted it anyway.
normally, yeah.charging side b negates all horizontal momentum except for the small backwards movement of the move itself
Fixed.The boost will kill you;
ASC > Fair/UairWhat's a good air combo for Sonic.