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Recent content by Doval

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    All about Stick Sensitivity

    It doesn't. Tap Jump doesn't require you to press a button in conjunction with the stick, and there's no second action mapped to just tilting the stick up gently. Tap Jump just doesn't pose the same kind of precision and timing problems that tilt/smash attacks and rolls do; just smash the stick...
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    Important Ultimate Buffering System

    Assuming that by "iDA" you mean an instant dash attack, no. Other than the Simple Short Hop Attack, which seems to be a really special case, there's no way to buffer 2 actions to execute back to back. You can buffer a dash, but it's on you to manually follow that up with a dash attack.
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    Important Shield and Parrying

    Reaction time can be improved slightly with a lot of effort but it's going to stay higher than the startup of most moves no matter what you do. Top players don't react better; they predict better and make also make better decisions, only committing when the odds of guessing wrong are lower and...
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    Important Ultimate Buffering System

    Nope. In my opinion the most practical solution is to just map the right stick to Tilt. Doing tilts manually and quickly is relatively hard, while doing smashes with the left stick is easy anyways. Having the right stick mapped to Smash is a waste. If you still want to do it manually, you still...
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    Important Ultimate Buffering System

    Thanks! I can't resist the pull of a new Smash game. Speaking of which, it turns out you can buffer turn-arounds too, with lower priority than dashes. They use the same 6-frame window but you can start holding it beforehand; it doesn't matter when you first started holding the stick. Initially...
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    Important Ultimate Buffering System

    Thanks for this thread. I've been playing around with this as well, so we can compare notes and combine our findings. For whatever it's worth I think "timed buffering" would be more intuitive than "hit buffering". Two things worth pointing out here: You can't hold-buffer dashes. Whether you...
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    How do I stop myself from Smashing instead of Tilting?

    Tap Jump Off isn't a band aid scrub solution. It's strictly superior to Tap Jump On assuming you're coming at the game with a clean slate and don't have years of muscle memory of stick jumping to unlearn. Tap Jump Off lets you Up B in mid-air without the possibility of an accidental double jump...
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    How to do tilts out of run with smash stick

    I checked for that but couldn't find a difference in how far you need to move the stick on neither my GameCube controller nor my Pro controller. I wrote a short thread with the details but it hasn't been approved by the mods yet.
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    Modding Your Gamecube Controller Triggers to Be More Like a Pro Controller

    If you don't feel comfortable modding but still want digital triggers, the Gbros Wireless Adapter from 8BitDo will let you plug in a GameCube controller and present it to the Switch as a Pro controller. I own two of them and it maps the digital L/R press to the shoulder Pro's shoulder buttons...
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    All about Stick Sensitivity

    The description of the Stick Sensitivity setting is vague so I did some testing to figure out exactly what it does. The short version is that it changes how much time you have to push the attack button after moving the stick and still get a "stick flick", which is what the game calls making the...
  11. D

    How to do tilts out of run with smash stick

    It is sensitivity dependent. At low sensitivity, pressing the A button on the 2 frames after you moved the stick downwards will still result in a Smash Attack, assuming the stick was moved sufficiently far down on the frame you pushed the button. (If the stick was only moved a little, the result...
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    Important Shield and Parrying

    That's mentioned in the Tips menu. It's intentional.
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    Important Shield and Parrying

    You're right. I later realized those 3 frames during which hit freeze seemed to be over but my character still couldn't act was actually the normal shield stun of the move.
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    Important Shield and Parrying

    The animation for parry is a bit misleading. While the defender unfreezes 3 frames early, they still can't do anything during those 3 frames; they're only able to act on the same frame the attacker unfreezes. So there's no 3 frame advantage there.
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    Cloud Strife Announced For Smash 4!

    Oh, I see what's going on. You're not an FF7 hater, you're a Nintendo fanboy. Nintendo crippled itself when they abandoned their plans for a CD-based console and instead went with extremely expensive cartridges to prevent piracy. The console prototype they abandoned went on to become the...
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