Been maining metal bat since I started TSB and here are some tips: M1s: If you sidedash and actually land your m1, but you're too far away to continue m1ing, you can follow up with beatdown since they're still stunned even whilst far from you (or foul ball unless they have a counter) Homerun: the front dash method may work on some players, but homerun is super fast, and players won't risk, they'll immediately evasive. Grandslam: Best move for passive players, would recommend you try to use it raw sometimes Foul ball: Best move for starting a combo. It's range is similiar to the explosive shrunken air variant range, also. if your opponent wasted their dashes (cooldown), you can use foul ball to easily start a combo. Best move in the moveset. Also beatdown can always be punished. Try to quickly backdash to avoid
I like to call the NMFB Foul Trick, as people think that because of lag, they'll just get grabbed and then the animation starts but in reality, we just didn't wanna move because we're lazy. also for your way of using these skills, I'd like to think that you're a passive player, but it's a good way to ensure that your opponent doesn't escape normally, I'd use the moves this way; Homerun: Main combo extender - Always use downslam - Make sure to NEVER user Grand Pounce right after, it's just a waste -After they land, Uppercut when they least expect it -After they land, Downslam when they do expect it -Best for using Foul Pass (not using foul ball as a grab, but as a projectile, which makes them get knocked back as a combo extender) -Virtually skill issue if you can't use this skill to catch front dashes. Beatdown: -Use AFTER doing Foul Ball, no side dash, just immediately use it after your animation ends. ^ This is to tell the ping difference between you two, and if you can catch them easily. -Best used when they don't have their ragdoll cancel -NEVER use to catch people off guard. -Use it like a front dash -Take advantage of its range Grand Slam: -Use after the opponent its the ground -Use this to bait counters -Your second combo extender -High risk, High reward Grand Pounce (Aerial version, I just call it that because "air" or "aerial version" just sounds like trash, bro.): -Use RIGHT AFTER doing the Jumping Uppercut tech ^ This is to make sure that if they use their ragdoll cancel, they'll still be stunned and can be punished. -NEVER use this when using Homerun, waste of potential damage. -High Risk, High reward. -Best used near the end of the combo Foul Ball: -Best used before using beatdown -Use this as a way to dodge or bait side dashes -Immediately catch the opponent off guard by getting in side dash range, if they block, then use Foul Ball. -If your opponent is lagging, or can't block buffer, front dash right after. ^ You can tell if you can front dash by using beatdown and determining whether you can front dash to combo extend or not. Foul Pass (Projectile Version, I just call it that because the knockback passes the opponent towards you or puts your opponent in the range of your front dash.): -Free and Easy damage -No punishment + Free damage ^ This is if you use Homerun, and then do Foul Pass away from the opponent so that they get hit. -If they don't get knocked back, and get ragdolled instead, you can easily catch with front dash ^ You can also Downslam if you aren't sure. -Best way to bait Ragdoll cancel.
Nice video. If you don't know, the reason why brutal demon is easier for doing the uppercut dash extend tech it's because his uppercut sends the enemies higher in the air compared to all the other uppercuts from the other characters. (Some people may not have realised this like me)
i hardly use metal bat but when i do (if my opponent wasted their rdc), i sometimes go for the 4 m1, side dash, and foul ball projectile variant- aiming for the center of the opponent on the floor allowing for a combo extended due to the fact that it will launch the player into your direction if you do it right its kinda inconsistent tho
probably will see this since you're underrated, but instead of using that use the foul ball extender with the projectile. If you do it correctly it cannot be punished and does 49.9% dmg
@@Vpawzdo you know that metal bat has more front dash range than any character?? also do homerun into 2 m1s (3rd m1 cancelled by a dash) then mini uppercut into grandslam/beat down or into 4 m1s then foul ball
Remember to learn this tips/tricks slowly, you’ll get used to it
Been maining metal bat since I started TSB and here are some tips:
M1s:
If you sidedash and actually land your m1, but you're too far away to continue m1ing, you can follow up with beatdown since they're still stunned even whilst far from you (or foul ball unless they have a counter)
Homerun: the front dash method may work on some players, but homerun is super fast, and players won't risk, they'll immediately evasive.
Grandslam: Best move for passive players, would recommend you try to use it raw sometimes
Foul ball: Best move for starting a combo. It's range is similiar to the explosive shrunken air variant range, also. if your opponent wasted their dashes (cooldown), you can use foul ball to easily start a combo. Best move in the moveset.
Also beatdown can always be punished. Try to quickly backdash to avoid
@@EEFYofficial don’t forget the front dash method can be mixed up so you will have your opponent guessing
@@Vpawz ill try it in duels
I like to call the NMFB
Foul Trick, as people think that because of lag, they'll just get grabbed and then the animation starts
but in reality, we just didn't wanna move because we're lazy.
also for your way of using these skills, I'd like to think that you're a passive player, but it's a good way to ensure that your opponent doesn't escape
normally, I'd use the moves this way;
Homerun:
Main combo extender
- Always use downslam
- Make sure to NEVER user Grand Pounce right after, it's just a waste
-After they land, Uppercut when they least expect it
-After they land, Downslam when they do expect it
-Best for using Foul Pass (not using foul ball as a grab, but as a projectile, which makes them get knocked back as a combo extender)
-Virtually skill issue if you can't use this skill to catch front dashes.
Beatdown:
-Use AFTER doing Foul Ball, no side dash, just immediately use it after your animation ends.
^ This is to tell the ping difference between you two, and if you can catch them easily.
-Best used when they don't have their ragdoll cancel
-NEVER use to catch people off guard.
-Use it like a front dash
-Take advantage of its range
Grand Slam:
-Use after the opponent its the ground
-Use this to bait counters
-Your second combo extender
-High risk, High reward
Grand Pounce (Aerial version, I just call it that because "air" or "aerial version" just sounds like trash, bro.):
-Use RIGHT AFTER doing the Jumping Uppercut tech
^ This is to make sure that if they use their ragdoll cancel, they'll still be stunned and can be punished.
-NEVER use this when using Homerun, waste of potential damage.
-High Risk, High reward.
-Best used near the end of the combo
Foul Ball:
-Best used before using beatdown
-Use this as a way to dodge or bait side dashes
-Immediately catch the opponent off guard by getting in side dash range, if they block, then use Foul Ball.
-If your opponent is lagging, or can't block buffer, front dash right after.
^ You can tell if you can front dash by using beatdown and determining whether you can front dash to combo extend or not.
Foul Pass (Projectile Version, I just call it that because the knockback passes the opponent towards you or puts your opponent in the range of your front dash.):
-Free and Easy damage
-No punishment + Free damage
^ This is if you use Homerun, and then do Foul Pass away from the opponent so that they get hit.
-If they don't get knocked back, and get ragdolled instead, you can easily catch with front dash
^ You can also Downslam if you aren't sure.
-Best way to bait Ragdoll cancel.
Remember, this is how I play, so just play the game and have fun. That's what really matters.
Nice video. If you don't know, the reason why brutal demon is easier for doing the uppercut dash extend tech it's because his uppercut sends the enemies higher in the air compared to all the other uppercuts from the other characters. (Some people may not have realised this like me)
@@Invasor_profissional Genos uppercut is the highest, but I think metal bat has normal uppercuts I’m not sure
@Vpawz oh I forgot to check genos uppercut, but brutal demon has a higher uppercut compared to saitama for example
I have one tech of mine that is called "jumpscare" or simply "bonk!" Where i use side dash+jump+foul ball and is very effective
(Im xbox btw)
i hardly use metal bat but when i do (if my opponent wasted their rdc),
i sometimes go for the 4 m1, side dash, and foul ball projectile variant- aiming for the center of the opponent on the floor allowing for a combo extended due to the fact that it will launch the player into your direction if you do it right
its kinda inconsistent tho
probably will see this since you're underrated, but instead of using that use the foul ball extender with the projectile. If you do it correctly it cannot be punished and does 49.9% dmg
metal bat m1 extender 👅
Bro actually made another metal bat video? Subbed
(I hate metal bat and i think its unnecessarily cheeks)
im pretty sure the no move foul ball tech works the same as the 3 m1s no move front dash so i'd guess it'd have the same reliability as that
I will be honest, I'm a metal bat main, and it's basically my last resort to dealing with teamers, and trust me, IT ALWAYS WORKS
theres like no point unshifting for that foul ball tech
@@Fluvvy_0 it’s how it makes you stay in place
amazing work keep it up!
More metal bat videos 🙏
tysm im a metal bat main tyms ilysm mannn
“Meow” fr fr
hey bro can u tell what ur keyboard and mouse is
Try making a Metal Bat combo video 🗿
Look at the end of the video
@@Vpawzokeh
yes
You forgot to say hold S then press q 2 at same time
That’s what backdash is
Metal Bat lowkey underrated
Exactly
@@Vpawzdo you know that metal bat has more front dash range than any character?? also do homerun into 2 m1s (3rd m1 cancelled by a dash) then mini uppercut into grandslam/beat down or into 4 m1s then foul ball
does ANYONE remember what happens to furrys when their around sigmas? they get 200 pumped..
Is this comment fr
this comment has to be ai generated bro
@@trinity31231 its satire dawg
Furry youtuba
BOOSTED CHUD