outfoxd
Smash Ace
I pour out kibble in your honor. Maybe more of us will show up high at majors someday.I lost to NAKAT and beat Mr. E, but I sadly never got on stream.
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I pour out kibble in your honor. Maybe more of us will show up high at majors someday.I lost to NAKAT and beat Mr. E, but I sadly never got on stream.
Depends on the circumstances. A no shot at all can give you an opening (as you can then follow up with another attack in-place of the shot when they flinch - such as a close move like grab), and against shield-to-jumpers it can confuse them (as it nearly always deflects upwards off a shield which can be shot at to punish a jump). Don't expect it to drop back down though (for some sort of cool frisbee->shield grab->shot combo).What is everyone's opinion on delaying the detonation of the clay pigeons (especially after the first hit deals damage on the opponent)?
It's better if it isn't, because it means we aren't vulnerable to our item being stolen like ROB or Mega Man.I want disc to be a grabbable item.
Can you record a video of you doing it? Perhaps if we all looked into it, we could find a way to make it work a bit better.So I just noticed the new A + B = Smash mechanic gives duck hunt something unique. It lets him input the "Shot" command for frisbee, and start charging a smash at the same time. (Or sooner at least)
I found a true combo into usmash off frisbee at nearly all percents. Even kill percents.
You simply Frisbee > Dash > > Delay shot after frisbee hit confirm > Hit B to shoot then while still holding down B press A to initiate running usmash (need tap jump)
Issue is his usmash is so *** it only really combos into the start-up hit Doesn't connect into the strong hit very often.
I had more success going Frisbee > A + B Shoot > A + B Pivot JC Usmash
The reverse hit takes longer to come out but is still true at most distances, and scoops better... But holy crap is doing all this really hard. It already demands you be frame perfect for the Shot + Smash but doing pivot usmash with A + B is just obnoxious
What kind of adjustments need to be made in terms of fall speed, if any?Here's the dthrow set-ups I've been working on: http://i.imgur.com/kxkdUSY.webm
I knew those frisbees had a secret purpose! Woo!Here's the dthrow set-ups I've been working on: http://i.imgur.com/kxkdUSY.webm
FullHopping/Short hopping the second frisbee, some characters just stay low. And after dthrow you may need to double jump frisbee on floaties to catch their jumps at higher percents, it's way less guaranteed at that point but converts into kills better than "throw off ledge > can" stuff.What kind of adjustments need to be made in terms of fall speed, if any?
This is greatnessFullHopping/Short hopping the second frisbee, some characters just stay low. And after dthrow you may need to double jump frisbee on floaties to catch their jumps at higher percents, it's way less guaranteed at that point but converts into kills better than "throw off ledge > can" stuff.
Also on floaties you generally have to follow their DI really hard with your short hop to punish their air dodge. Rising short hop or falling matters a lot so recognize what angle they'll have to be at if they air dodge out of hitstun.
In my experience when I have to do this to floaties, I can't follow up with uair, either because they're too high or went off stage... but smash toss frisbee puts them at a more diagonal angle so rising can is MUCH harder to avoid "will catch a jump or air dodge out of hitstun" and that close to the blastzone it'll kill.
Also for those wondering, in the gif after the training mode combo there is DI applied. Note how far sheik goes during the air dodge punish but still dies due to how meaty the uair hitbox is.
Edit: Also I'm quickly learning while this combo works on heavy fast fallers like falcon forever, it still takes forever to kill him. Since they stay so low, I think it's best to look for dair, still combos (on them specifically) and since they're lower, faster falling... Either better kill chance off stage or tech chase on stage. If they miss the tech onstage, you can get another frisbee
Landed it once on a yoshi in a match. This is shiny and chrome.This is greatness
It just really depends on the situation. Trick shot most consistently chases and pressures an opponent, fair stuffs an approaching opponent best, and frisbee can do both but is less reliable while giving much more reward.So for example, say I hit with a can and they're in range: I attempt to forward air (on the assumption they might move towards or remain neutrally placed), but if it fails (IE they pull back), I pull back (to prevent punish) with quick drop and frisbee on landing to intercept their further landing/roll recovery, and sometimes this will work (the fair leads into a frisbee into an fair...)
If they're too low for a second frisbee hit, it's best to dair. This can stage bounce them for another frisbee chance or if they go higher you can just follow up with an aerial (nair seems best ease to damage ratio)However, on the second frisbee, it's classically out of sync (so fair->frisbee landing->fair will hit optimally, but the next frisbee won't), where the opponent has too high a percent and too much space/movement that, excepting heavy and large characters, will miss (and even with heavy/large, might miss anyway). Given the distance, I was wondering if you had any suggestions on how to close down that fourth hit? Close range moves don't work as they're too far, can is too slow, and gunman hits the same issue as the frisbee. Dashing hits shield or getup attack recovery, and grab hits getup attack recovery or dodge. So at the moment I'm throwing the second frisbee as a luck shot attempt and standing there. Any ideas for what move I could swap frisbee with in the second attempt?
FD's blastzones are just so big and no platforms means less frame traps which means harder time killing. Can set-ups are not better, they're just more reliable. Only smashville really screws up the can sometimes anyway.Personally, I find that DH is best on FD. Can setups are better and more reliable. BF is, yes, my worst nightmare in stages, along with delfino plaza.
I'll try and use those frisbee strings you're tlaking about. They seem interesting.
Currently, what I'm trying to get down is the frisbee -> RAR Bair. I just kind of discovered it on my own and feel like it's more effective than a Fair.
I'm sure it's been a thing for a while. I've just never paid attention to it. I'm a little behind the times.FD's blastzones are just so big and no platforms means less frame traps which means harder time killing. Can set-ups are not better, they're just more reliable. Only smashville really screws up the can sometimes anyway.
FD's not awful and is the right choice vs some chars but it's definitely 2nd worst starter for him in most MUs.
And regular frisbee > rar bair's been a thing for a while.
Only specific characters like that stage. (Peach, Wario, Ness, Pacman, Sonic... campy or off the side killers) and most people hate it. But yea it does screw us up a bit. I personally wouldn't use my ban on it unless i knew their char was good there cause I doubt they know or care what stage my char is bad on as much as their char is good on.Duck Hunt is always my first ban. Too much space and walls, plus only having the little tree as a reliable platform. The ducks and dog also screw up my projectile game a lot.
I almost feel like it's defending my own territory when duck hunt's level crops up.Yeah, but playing on Dh as DH and winning is potentially the best troll ever. In fact, in Smash, that's as good as it gets.
I'm finding the range an issue as well as my opponents jumping out of it in time, but we can continue to look into it.Dthrow > RAR Bair seems to be a thing on some chars if they're not air dodging... Also better for punishing the air dodging at higher percents by the ledge where frisbee won't combo/connect well.
Still testing though but in theory it should work. The sweetspot actually comes out quicker than fair so that should alleviate some of the time spent turning around, so the main issue is loss of range.