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Recent content by RyokoYaksa

  1. RyokoYaksa

    Project M Social Thread Gold

    Those that found the article interesting will find the vlog of the directly affected even moreso:
  2. RyokoYaksa

    Sheik's Specials (Chain/Transform)

    Air to Ground Chain has validity (start the move in the air, but land before you gain control of it). It locks in the aerial version of the chain's hitboxes while swinging it on the ground, which is helpful for occasional walling as these hitboxes have nontrivial hitstun (around 25 frames on...
  3. RyokoYaksa

    Official Zelda Patch and Changes Discussion Thread

    Yeah, popping in to say that any fully charged variation of DownB can still be rolled/dodged out of after blocking the first hit. This includes Phantom Strike which does the most damage. I was looking forward to getting some shield breaks with fully charged Phantom Breaker, too... Also I'm all...
  4. RyokoYaksa

    Tier List Speculation

  5. RyokoYaksa

    What's the benefit of hitting with full charge vs one needle other than damage?

    More coverage for AtG needle cancels, which are a fundamental of Sheik's approaches. You also get more advantage on hit for hitting with needles thrown later in the animation (that is, more needles charged) which is very obvious with these same AtG needle setups. This is because Sheik is in the...
  6. RyokoYaksa

    3.6 Beta: Dedede Bug

    Amazing feature, imo.
  7. RyokoYaksa

    Wisdom's Weapons - Zelda Moveset Analysis/Discussion [Currently casually discussing~]

    Do people still fall out of the move the same as before?
  8. RyokoYaksa

    So a bit of a weird interaction with equipment effects causes reduced lag on Fair hits

    You need: +8-10 speed and a Smooth Lander equip. Short hop, buffer air dodge, then Fair so everything comes out on frame. On hit, you seem to land and get the hitbox out simultaneously, which means Fair's landlag ticks down during the attack's hitlag. The +8-10 speed is the exact range you need...
  9. RyokoYaksa

    Data The Great Fairy Fountain II : Zelda Data & Research Repository

    The data table makes me happy and yet so sad at the same time. At least I wasn't imagining that Fsmash was laggier in this game.
  10. RyokoYaksa

    Zelda Amiibo Growth Pains (Haaalp me)

    I could send you a WiiU replay (I can't record it) containing rather egregious examples of me getting bodied by the exploding shield. Jab is blocked, take 22 damage. Critical hit triggers, take 70 damage from their perfect shield. Critical and Lifesteal proc at the same time? Rage quit.
  11. RyokoYaksa

    Zelda Amiibo Growth Pains (Haaalp me)

    My Zeldiibo grabs too much... but only because I gave her the "Explosive Perfect Shield" effect (ridiculous on amiibos) which led me to using grabs on her a lot to not get blown up every five seconds trying to damage her.
  12. RyokoYaksa

    The Custom Laboratory -Nayru's Rejection

    Phantom Strike killing at low damage by gimping with its low launch angle + set KB isn't inconceivable, though.
  13. RyokoYaksa

    Changes in 1.06

    I had him use two Zeldas in training mode with Phantom Slash and an alt Phantom with the L slow down feature to ensure they went off at the same time. No one else was testing it.
  14. RyokoYaksa

    Changes in 1.06

    It doesn't look like it. At least not the marginally reduced endlag portion.
  15. RyokoYaksa

    Changes in 1.06

    Just popping in to say that Mario can still be thrown out of the Usmash sideways. I had a CPU dummy set to Jump right next to Zelda, and whenever I Usmashed when his feet were around her waist level, he flew out. It's pretty specific spacing for that to happen, but I did get it to happen 5 times...
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