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Monkey D. Luffy 
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Sorabotics you should use more up-tilt instead of up-smash to juggle with your opponent as well as going less for f-air (yes it's extremly pleasant to hit that move but you go for it as much as a sm4sh mario spams f-air)



Else for you guys who seems to underappreciate side-b, first you have to know you get you double jump back after using it (up-b gives it back too, but not neutral-b), which means to edgeguard you can double jump -> side-b fastfall (wait a bit before fastfalling, it takes some time before launching the arm but fast-falling increase the distance the hitbox travels) -> either up-b/up-air/double jump f-air or even double side-b again depending on the opponent DI.
It's also a great mix-up to recover (with neutral-b) if your opponent wait for you at the ledge to punish down-b, and to grab the edge or even him.



Next and last thing, let me introduce you to a new Luffy tech (let's call it the Disco Grab if nobody found it before me 8-) ) which rely on the aerial grab release from his neutral-b, here is what it looks like on a normal sized opponent (mario, basically to show it works on everyone):
demo on mario: show
Image


So, basically what happen is:
1. Mario gets grabbed in the air and gets carried by Luffy's fall
2. The grab happening in the air, Mario is air-released as he's not touching the ground, carrying him a little bit upward compensating the fall
3. Mario is at perfect distance for a Luffy's up-b while still being in hitstun
4. Mario gets grabbed and thrown downward by up-b.
5. Maro iz ded cuz he sux

What is great about this tech is that it will up-b the opponent directly at a low height, making it impossible for almost everyone to comeback, and would still put them in a bad position.
It also can start while you're trying to comeback on the stage, which can surprise your opponent and be a great mix-up while also being fast (meaning hard/impossible to react to).
AND if the opponent dodges, well you'll grab the ledge anyway if used as a recover option.
(It can also be used as an offensive/edgeguard option but is more risky if you miss your opponent)
You can fastfall the neutral-b to carry your opponent lower but you won't be able to get the up-b afterwards (if you have double jump and down-b available you can recover after doing this), basically usefull on weak recoveries like Marth or DK who won't be able to gain enough height.

In a more specific way, you can see that Mario is still in "hitstun" after the grab release and while he's getting grabbed by up-b, he can't do anything against it, it is GUARANTEED.
BUT there's still something which can make it unguaranteed, and it is the momentum Luffy has while using his neutral-b, here I'll show what the failed version looks like:
failed version: show
Image


You can see Luffy is too far on the right for up-b to connect due to the momentum I gave him while jumping off the edge. Else it should look like this:
normal combo on sandman: show
Image


So basically just be really aware of that momentum problem which can basically kill you and don't fastfall if you want to do the full combo, DI doesn't matter as much as I tried, so yeah, that's pretty much it for this tech, sorry if I had bad english ich bin french :luffy: :luffy: :luffy:



Bonus: While fighting Sandbag to show this tech, something happened:
Watch that down-air: show
Image
See how I hit that bomb with luffy's down-aerial? Why did that not hurt me? Why did I got stunned and got the "exploded" effect but didn't got any knockback nor damage? :luffy:

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Last edited by Discodog on Tue Jun 20, 2017 3:08 am, edited 1 time in total.



Tue Jun 20, 2017 2:40 am
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apperently Luffy's legs are actually not part of his body unlike his hands.
rly meks u tink

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black keys will be removed in the future anyways

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Tue Jun 20, 2017 2:57 am
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Gudako's Insanity wrote:
apperently Luffy's legs are actually not part of his body unlike his hands.
rly meks u tink

How so? Of course, they are.

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Tue Jun 20, 2017 4:37 am
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Discodog wrote:
Sorabotics you should use more up-tilt instead of up-smash to juggle with your opponent as well as going less for f-air (yes it's extremly pleasant to hit that move but you go for it as much as a sm4sh mario spams f-air)



Else for you guys who seems to underappreciate side-b, first you have to know you get you double jump back after using it (up-b gives it back too, but not neutral-b), which means to edgeguard you can double jump -> side-b fastfall (wait a bit before fastfalling, it takes some time before launching the arm but fast-falling increase the distance the hitbox travels) -> either up-b/up-air/double jump f-air or even double side-b again depending on the opponent DI.
It's also a great mix-up to recover (with neutral-b) if your opponent wait for you at the ledge to punish down-b, and to grab the edge or even him.



Next and last thing, let me introduce you to a new Luffy tech (let's call it the Disco Grab if nobody found it before me 8-) ) which rely on the aerial grab release from his neutral-b, here is what it looks like on a normal sized opponent (mario, basically to show it works on everyone):
demo on mario: show
[ Image ]


So, basically what happen is:
1. Mario gets grabbed in the air and gets carried by Luffy's fall
2. The grab happening in the air, Mario is air-released as he's not touching the ground, carrying him a little bit upward compensating the fall
3. Mario is at perfect distance for a Luffy's up-b while still being in hitstun
4. Mario gets grabbed and thrown downward by up-b.
5. Maro iz ded cuz he sux

What is great about this tech is that it will up-b the opponent directly at a low height, making it impossible for almost everyone to comeback, and would still put them in a bad position.
It also can start while you're trying to comeback on the stage, which can surprise your opponent and be a great mix-up while also being fast (meaning hard/impossible to react to).
AND if the opponent dodges, well you'll grab the ledge anyway if used as a recover option.
(It can also be used as an offensive/edgeguard option but is more risky if you miss your opponent)
You can fastfall the neutral-b to carry your opponent lower but you won't be able to get the up-b afterwards (if you have double jump and down-b available you can recover after doing this), basically usefull on weak recoveries like Marth or DK who won't be able to gain enough height.

In a more specific way, you can see that Mario is still in "hitstun" after the grab release and while he's getting grabbed by up-b, he can't do anything against it, it is GUARANTEED.
BUT there's still something which can make it unguaranteed, and it is the momentum Luffy has while using his neutral-b, here I'll show what the failed version looks like:
failed version: show
[ Image ]


You can see Luffy is too far on the right for up-b to connect due to the momentum I gave him while jumping off the edge. Else it should look like this:
normal combo on sandman: show
[ Image ]


So basically just be really aware of that momentum problem which can basically kill you and don't fastfall if you want to do the full combo, DI doesn't matter as much as I tried, so yeah, that's pretty much it for this tech, sorry if I had bad english ich bin french :luffy: :luffy: :luffy:



Bonus: While fighting Sandbag to show this tech, something happened:
Watch that down-air: show
[ Image ]
See how I hit that bomb with luffy's down-aerial? Why did that not hurt me? Why did I got stunned and got the "exploded" effect but didn't got any knockback nor damage? :luffy:


I do use u-tilt a decent amount, its just not in the video. Also I hate to break it to you, but TSON found the N-spec to Up-Spec combo first (since he's a balancer dev he had an unfair advantage lol). I know about it cuz he told me about it, but I haven't gotten it on anyone yet.


Tue Jun 20, 2017 10:37 am
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Sorabotics wrote:
I do use u-tilt a decent amount, its just not in the video. Also I hate to break it to you, but TSON found the N-spec to Up-Spec combo first (since he's a balancer dev he had an unfair advantage lol). I know about it cuz he told me about it, but I haven't gotten it on anyone yet.


Okay, I can't really see your gameplay outside of the video that's why I talked about this ^^ Up-tilt is such a great juggle move + it can lock on the soft hit so I was wondering why you didn't use it :p

And I'm fine if somebody already found this, not trying to trademark it x) Sharing it because I didn't see any post about it + because I tried so much to know how it works in depth (with all the momentum talk etc..) and I want more Luffy players OwO :luffy: :luffy: :luffy: Luffy is fun so if I can help his community to grow that would be awesome ^^ Anyway thanks for sharing that information about TSON :p

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Wed Jun 21, 2017 5:05 am
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that dair thing is just because bobomb hits twice technically so the second hit misses because the "detection" hit made luffys legs pull in

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Fri Jun 23, 2017 6:22 am
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Starting a Luffy Highlights series, showing off some new combos
YouTube Video:


Last edited by Sorabotics on Thu Jul 06, 2017 3:54 pm, edited 1 time in total.



Sun Jul 02, 2017 1:44 pm
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wrong video?

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Mon Jul 03, 2017 11:19 pm
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lol

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black keys will be removed in the future anyways

*sniff*


Mon Jul 03, 2017 11:49 pm
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Whoops, posted wrong vid, here's the highlight vid:
YouTube Video:


Thu Jul 06, 2017 3:54 pm
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The cardinal rule of recovering as Sandbag or Luffy is that Up-B is NOT your main recovery move. Down-B is.

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Thu Jul 27, 2017 11:04 am
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snidbert64 wrote:
The cardinal rule of recovering as Sandbag or Luffy is that Up-B is NOT your main recovery move. Down-B is.


Agreed. Another interesting option coverage you can do is to throw Side-B out a little above ledge when you're offstage. If your opponent is trying to edgeguard you and he doesn't jump out of the way then Side-B connects and you recover. However if your opponent jumps the Side-B grab box will linger long enough to where you'll still grab ledge.


Fri Jul 28, 2017 9:41 am
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I know I may sound like a whiner, but this character feels broken. Not the "Brawl Meta Knight" manner, but the "Melee G&W" manner.

Priority between melee moves feels wonky (The only hitboxes regularly breaking stuff like Marth jab are Mario Luigi and spacies nairs), but this character's strongest moves consistntly lose to random multi hit stuff from Falco's fair . So many things beat out all of his kit that I feel forced to just sit in my shield and pray that my superior grab game does me something.

How do I even combat dudes liek Falco with his effectively-disjoints, marth with his actual disjoints, and meta Knight? I love the character, but I only find myself faring well against those who simple don't know to throw out random stuff in neutral to stuff any of my approaches... or Bowser.

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Sun Oct 08, 2017 9:26 pm
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we're waiting on trades mostly but you're gonna have to out-time them with your grabbing attacks and abuse fh ffnairs for now

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Mon Oct 09, 2017 10:35 am
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https://drive.google.com/open?id=0B8xkq ... VA1Z1NuRVE

How to use a broken combo: side special, neutral, down throw, hit to get distance, then do the same thing until the character goes above luffy directly, then use up special and down air then hop and neutral air. rinse and repeat until you can't do it anymore, and finish them off with neutral or something


Mon Oct 09, 2017 10:04 pm
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