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- If you input jump at least 7 frames before touching you will footstool off of them with 4 frames invincibility. Holding up with tap jump buffers this input. Otherwise mash jump.
- Some characters jump higher than others, making it more safe. Air dodge starts on frame 2, so if you air dodge during frames 1-2 of fstool you will continue to be invincible with no gaps.
- Rob Specific:
- Robs upair can be avoided both before or after it starts. However full hop upair is more likely to hit, after the 4 frames invincibility wears off the multi hits catch the jump. Still avoidable if they have a high jump or air dodged during frames 1-2.
- Robs uptilt and Upsmash can be avoided if they fstool before the active hurtbox.
- Dthrow follow ups work as usual, this doesn't work against Rob as an escape option
- Rob's jump is moderately high, this tech is useful for Rob as a mix up.
- Original Tweet: https://twitter.com/VGBC_GimR/status/1207345533418905600?s=19
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