Takumaru
Smash Lord
I don't think so. But that's what grab hits are for.
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Yup! Each jab counts as a separate move. I need to start using jab more myself, considering it's speed, range(more than ftilt), and potential to undecay my lovely fair :3.I love to jab -> grab -> etc
One thing I was wondering though was whether or not the second jab counts as a separate move in that getting two slaps in will count as two hits on the stale move list.
I absolutely love that fact! I sometimes find myself using Jab too much, but since it's such a fast move (a bit slow on cooldown, not terrible, though) I can usually end up okay. It's a nice way to stop approaches, when you suddenly slap someone like that. It's a bit random, but you still inflict damage and provide a little pressure on your opponent.Yup! Each jab counts as a separate move. I need to start using jab more myself, considering it's speed, range(more than ftilt), and potential to undecay my lovely fair :3.
It is entirely escapable.... but if you're not predicatable with it youll probably connect.I absolutely love that fact! I sometimes find myself using Jab too much, but since it's such a fast move (a bit slow on cooldown, not terrible, though) I can usually end up okay. It's a nice way to stop approaches, when you suddenly slap someone like that. It's a bit random, but you still inflict damage and provide a little pressure on your opponent.
Has anyone experinced with Jab->Ftilt? I've done it a number of times, but my opponents may not have been DI'ing.
Has never happened to me, sounds like DI (maybe some people still trying to crouch cancel )Sometimes when I Jab an opponent really close to the ledge they fall pretty fast downward.
Anyone else experienced this?
Yeah, there was a thread on it in tactical discussion if you feel like searching. I think they eventually concluded that after getting jabbed and falling off stage near the ledge, the sweetspot pulls the character down toward it; however, since they're still in hitstun, they get pulled passed the ledge (unable to grab it) and continue downward until their hitstun wears off and they can act.Sometimes when I Jab an opponent really close to the ledge they fall pretty fast downward.
Anyone else experienced this?
Jab:
1st jab total: 19
1st jab hits on frame 2
1st jab shield hit lag: 6
1st jab shield stun: 5
1st jab advantage: -18
2nd jab hits on frame 9 (counting frame 1 as first frame of 1st jab)
Linking to 2nd jab advantage: -8 (opponent has 8 frames between shield stun and 2nd jab hit box)
Both jabs total: 29
2nd jab shield hit lag: 6
2nd jab shield stun: 7
2nd jab advantage: -19
If fox DI's down and away, it sends him at a nearly horizontal trajectory which is awesome compared to the normally cruddy 45* upward with low knockback.One time I was on Delfino and I Fthrow'd a Fox while the stage was lowering to the next part of the stage around 112% or so, and he flew (literally) off the stage with high speed and died.
Pretty cool.
Yeah, it was pretty ovious he was DIing down but it still looked cool .If fox DI's down and away, it sends him at a nearly horizontal trajectory which is awesome compared to the normally cruddy 45* upward with low knockback.
I was planning on dooin a split week where we'd discuss one throw for 3 1/2 days and use the other half to dicuss the other. And since there's one throw left if I do it that I would probably mix it with her dash attack since theres not many things you can say about it.Why not discuss throws as a whole?
WOW. I'd forgotten how much of a killer that was. Looks like they also nerfed her fsmash and dsmash() after EforALL .Anyways, I really really really wished they didnt nerf this move!!!! As you can see, in the early demos it still had its Melee power as seen multiple times in this video http://www.youtube.com/watch?v=UHGK3NTVTj0.