• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Recent content by Badge

  1. Badge

    Data Lucas: Hitboxes and Frame Data [3.6]

    I notice you don't mention (grounded) multimagnets. Any particular reason why not? Just execution requirements? On paper they seems easily strong enough to be able to stay on shield with no window for shield grabs, disjoint and tons of mixups. (You also obviously read my shield pressure post, so...
  2. Badge

    3.6beta Mewtwo changes

    @InfinityCollision This is going in a direction I didn't intend, so more detailed responses collapsed. Essentially, I can understand why the PMDT made the changes, but I disagree with the underlying philosophy.
  3. Badge

    3.6beta Mewtwo changes

    That I know. But if it doesn't work without delaying the fastfall you have to manually input down instead of just abusing C-Stick mechanics + smash input buffering. All of these methods are either much slower or get hit by hitboxes at the ledge. Anyway, the nerf is small, but the detriment to...
  4. Badge

    Any PM 3.6 Beta Lucas tips?

    inconsistent technically != bad. If somebody were to train playing an instrument to the beat until he would time every note perfectly, his music would sound boring and artifical. This is a similar situation. If you always get perfect PKFs when you want them, I get the chance to pick up on your...
  5. Badge

    3.6beta Mewtwo changes

    I couldn't get that to work. If I wanted to get a fastfall out of fh->immediate float->FAir->immediately hold down again, I had to delay the FAir by 2 frames. (probably different for sh, but I'm usually not shorthopping in practice, so I didn't test that). I can retest later, when I'm home...
  6. Badge

    3.6beta Mewtwo changes

    You don't have to be frame perfect for the sh. You can either Tap jump->hold down&hold jump button (4 frame window for the jump input/6 frame window for pressing down) or retap the jump button during jumpsquat (4 frame window to release and repress). I can do both methods consistently. They are...
  7. Badge

    3.6beta Mewtwo changes

    That's strange. I am definitly able to fastfall the HC FAir in 3.5, which also causes it to land frame 15 from a sh. But from further testing it seems like the ff has to be frame perfect on frame 13 or it doesn't come out, which is strange. If that is true, though, I'd agree that (low) hc were...
  8. Badge

    Any PM 3.6 Beta Lucas tips?

    To me the main utility for perfect PKFs was them making powershielding PKF a 50/50 because the opponent had to guess at what speed the PKF would come in. Now for characters with good shield to hurtbox ratio it is very possible to powershield 95% of Lucas' PKF attempts in neutral and cancelling...
  9. Badge

    3.6beta Mewtwo changes

    This is wrong. In 3.5 letting go of the jump button during hover already reduced the time until landing, as did fastfalling (i.e. a smash input downwards while falling and not in hover as opposed to just holding down). HC FAir even got worse due to the animation change and now lands a bit later...
  10. Badge

    jigglypuff's rest cannot seem to hit CPU standing Fox.

    The hitbox of Jiggs rest is really small. You usually can't hit opponents that are standing right next to you on the ground, because you get pushed away too far. Instead you have to either run or jump into them before resting. This is intended behaviour and not a bug. Try hitting Bowser with...
  11. Badge

    Most Efficient way to Double Jump Cancel?

    The ideal methods are different, yes. In Melee you can't do maximum distance DJCs with tap jump among not having rising aerials or ZAir. The latter, otherwise you won't get the benefits I mentioned. Buffering your first jump doesn't help you that much, because you will probably still do the...
  12. Badge

    Most Efficient way to Double Jump Cancel?

    Perfect DJCs retaining full mobility are pretty much impossible to do with any other method. You could bind a shoulder button to jump, but that's still harder. There are 3 main reasons you want to use tap jump+C-stick: 1) Using any other jump input for the DJ, you will perform a rising aerial...
  13. Badge

    Proposed Standardized Ruleset

    They usually aren't and I didn't want to imply that they are or should be. Just that you could have them so if you wanted.
  14. Badge

    Proposed Standardized Ruleset

    Making counterpicks stronger helps the player who wins game one. Assuming both players have an equal chance p of winning on their counterpick, the chance to win after losing the first game is p*(1-p), which has its maximum at p = 0.5. If one player is better prepared for counterpicks than the...
  15. Badge

    Proposed Standardized Ruleset

    Stage selection is optimized to balance the match in the way we want it to be balanced: Mostly even, but with a slight advantage to the loser of the preceding match while promoting stage diversity. Character selection is completely unregulated (obviously, we don't want to bar people from playing...
Top Bottom