choknater
Smash Obsessed
A question that should be asked for all up-B's:
Is this move good out of shield?
Is this move good out of shield?
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OMG. That's ****.I know this is late in the game but I think this is a decent mention for Withdraw.
You can control the speed of Withdraw manually. Tested this on FD, if you start Withdraw from one side and hold back you will travel slower and end up at the middle of the stage with Squirtle coming out on his own. If you hold forward you will travel a little faster and longer, as Squirtle will come out when he's well over the stage. When he does come out naturally he is not too far out to where you can't second jump and waterfall back on the stage easy.
Just thought the speed of Withdraw may be worth mentioning for the first post.
OMG YES. Nomination for best two pieces of info in a row right thereWaterfall goes through Meta's tornado.
Its pretty **** similar. Could you link that? I'm sure we can use their info for cross reference.Water Gun is also useful for stopping Falcon's and Ganon's Side-B. Possibly Up-B too.
Is Water Gun similar to Mario's FLUDD? Because the Mario boards have a nice guide on FLUDD, and maybe the same techniques could apply to Water Gun.
couldn't you just hit them with, you know, anything else?I found a use for no charge Water Gun. o-o
If your opponent is ledge-camping you can stay by the edge and do a no charge Water gun to hit them! (When they jump up of course, the only character I've done this against is Samus)
Its not so much where you aim it as how close they are to you. If they're close, the knockback is pretty huge. If they're farther away, not as much.Where do you have to aim Water Gun to get the best knockback? Even when I hit a person with a lot of water they usually don't get pushed back at all; at least not to the results of Mario Players I see with FLUDD.
I mainly just use it versus Snake, Psi Boys, Ike, and Link.
Matador said:Not sure about this, but I've noticed that when Fludding characters like G&W during Bair or DK during upB, they eat through the water BUT it lengthens how long the attack is out; sort of like the statues on the second phase of castle siege. I've also noticed that I gain more time to react after this is over to come in for an Usmash or Cape or w/e. Judge Judy has been noticing this too vs G&W.
Yes, it does prolong the animation of a move that out prioritizes FLUDD. How exactly? Well, first of all, when FLUDD is done shooting water, the water animation is still in effect, and it acts as a constant hitbox. Since it's being out-prioritized, the animation of the opponent's attack is constantly forced to cancel it out, making it stuck on a single frame (Kinda like how two jabs cancel each other out, there's about a split second of lag). This gives Mario about a half-second to run over and attack, because the animation practically holds them in place.
Derrit said it best the further away an opponent is the weaker the water gets, so with this I found that just movement based recoveries without large hitboxes are where watergun should be used, both ness' and lucas' up b will recieve very high knockback from water gun, wolf's side b is not a fan of water gun, both c falc's and ganons recovery dont like this, fox's firefox and falco's firebird are pushed far with this, obv wario's up b gets laughed at by water gun IF AIMED PROPERLY, link and toon link can be gimped with it but toon link has a way better chance of recovering from this, marth's dolphin slash at the height of the attack can be watergunned, Zelda can be watergunned like dedede sonic yoshi and suited samus after the up b while blinking all of these characters cannot do anything to stop the gimp. Lastly is Lucario who honestly gets the worst of water gun due to the fact that right before he does his up-b lucario stays in place of a second giving you two different times to watergun him and the first opening if he is hit leaves him little room to make it back to the edge.Its not so much where you aim it as how close they are to you. If they're close, the knockback is pretty huge. If they're farther away, not as much.
I've had similar things happen against GW and some others so I would assume that it does, and it seems pretty useful.I certainly didn't know that.
Now, as far as the FLUDD guide discussion goes, there's a technique called FIHL, or FLUDD Induced Hit Lag, that seems pretty cool. I wonder if it works for WG.
Stop calling him Squartle!You can delay the 3rd hit of Squartle's jab to throw off your opponent's timing.
I think so far its doing just fine. The discussion for the jabs is going to be a little stale, because they're jabs; they all serve the same purpose, its just about how well they do it and if they have useful jab cancels. But for the special moves I think we learned a lot. While we might not find groundbreaking things right now, the point is to have this base knowledge in place so when people come around, they can learn the pokes well. If we find rediculous stuff later, it gets edited in. While the database won't always be super exciting, just having it there is useful.Stop calling him Squartle!
Also, I want to know how well I'm doing with these discussions. I don't want to waste people's time just to make something cryptic and uninformative, and I need to know what to change.
I needed to address this first, Onyx I just put down some good info in all three of the poke discussions and have also found alot of aid in these. I believe these discussions are where good PT mains are gonna be able to show their own tricks and secrets with PT's moveset and these boards will help more PTs get these new tricks going. So either way great idea with these discussions onyx.Stop calling him Squartle!
Also, I want to know how well I'm doing with these discussions. I don't want to waste people's time just to make something cryptic and uninformative, and I need to know what to change.
Zephramrill has it dead on and I have said it once Ill say it again squirtle's jab is the best one out of all the pokes to me. It comes out at 1 frame, you can jab grab with it and you can jab to tilt combos to grabs -> which is everything squirtle is sick at except aerials.squirtle jab just plain *****. everything about it just *****. jab grab *****, jab jab tilt *****, jab combo *****. its usually a nice followup to a SHaerial, and after any missed move. I'll write an essay on this later.