User talk:Scr7/Archive 2: Difference between revisions

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Actually I don't think there is a think as hitstun being dependent on characters. With Marth's throws for example it's all about his throws being "slower" on heavier characters. With top players I mean players like Mikeneko, Mr R and Leon. I've learnt a huge amount by just watching Mikeneko, who is IMO the best Marth. If you have good knowledge about Brawl then you should know all these 3 players. And I'm fairly sure that moves can hardly be DIed when they don't send in tumble state (moves start sending the opponent in a tumble state very early in general). That's why people combo a lot at low %s with MK Uairs into moves like another Uair, Nair or Up b and why Falco can chain grab at low %s for example. They can't air dodge as early when the move doesn't tumble either I think. Learning about the DI ability when the moves don't tumble is definitely relevant with Meta Knight and Pikachu. "[[Special:Contributions/176.70.140.191|176.70.140.191]] 15:15, 26 January 2014 (EST)"
Actually I don't think there is a think as hitstun being dependent on characters. With Marth's throws for example it's all about his throws being "slower" on heavier characters. With top players I mean players like Mikeneko, Mr R and Leon. I've learnt a huge amount by just watching Mikeneko, who is IMO the best Marth. If you have good knowledge about Brawl then you should know all these 3 players. And I'm fairly sure that moves can hardly be DIed when they don't send in tumble state (moves start sending the opponent in a tumble state very early in general). That's why people combo a lot at low %s with MK Uairs into moves like another Uair, Nair or Up b and why Falco can chain grab at low %s for example. They can't air dodge as early when the move doesn't tumble either I think. Learning about the DI ability when the moves don't tumble is definitely relevant with Meta Knight and Pikachu. "[[Special:Contributions/176.70.140.191|176.70.140.191]] 15:15, 26 January 2014 (EST)"
:Yeah I've heard of and know about those three players. And I'm pretty sure that chains such as MK's up aerial/Sheik's forward tilt/Falco's down throw/etc. are possible because the next move can be performed within a low enough amount of frames so that the opponent is unable to act out of the hitstun via an air dodge or something. I'm also pretty sure that the characters not being able to air dodge due to the tumbling is in large part because of the move's knockback growth. [[User:Scr7|<span style="color:#0000FF"">S</span><span style="color:#7F7FFF">c</span><span style="color:#00FFFF">r</span><span style="color:#FF7F00">7</span>]][[File:Scr7 sig.png|link=]]([[User talk:Scr7|talk]] · [[Special:Contributions/Scr7|contribs]]) 15:21, 26 January 2014 (EST)
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