As far as reflecting with Sspecials goes, charge doesn't matter at all. It reflects boomerangs, shuruken, and phantoms, but doesn't reflect pills, turnips, or Villager's projectiles, for example. We've determined it's been randomly preset. To make things even more complicated, it shoves bombs and thrown Pikmin out of the way with a windbox or something...
''Randomly preset'' sounds oxymoronic lol. The developers have determined which ones the move deflects (it's DEflect and not REflect, because the trajectory of the projectiles does not pursue an inverse path) and which one it doesn't; this is predetermined selection and not random. It would be random if it the effective deflection vis-a-vis a particular projectile would alternate. Arbitary predetermination is not the same as ''a random preset''.
It's super armor. You can punch your way through a stack of Bob-ombs with ease. The inconsistency comes in because the armor cuts out during the uppercut. The weird part is that it'll consistently not work on certain moves, like Mac's Ftilt.
The actual punch itself does not have super armor, only the gliding component. The former part only has a minor degree of (heavy) armor.. And yes it will work consistently, the window is just not so generous. If, in this instance, the Mac F-tilt is released during the gliding window (post frame entry) then it will warrant the sustenance, until the frame window for the punch ensues. The inconsistency lies within
your wrong timing / input; this is not random.
As I said before, his recovery reacts differently depending on the stage's underside. Not even Omegas are all that similar. For Pit, Omega Brinstar and Omega Lylat Cruise are two completely different stages just because of the undersides. It's yet another thing to learn that most other characters don't need to.
Yes but this knowledge does not elevate the skill ceiling nor the learning curve. It would affect the learning curve marginally at best. In fact I think that Lylat is still a troll stage for a myriad of other characters because of the iffy ledge it's got. Many recovery moves are defied by Lylat's ledges, not just
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- Dolphin Slash, Phantom, Extreme Speed, Mac's up-B (lol gg Mac), (Dr) Mario up-B, PK Thunder, Air Slash.. they all get trolled by the oscillating stage.
even have an auxiliary recovery move, a tad more situational and unsafe, but side-B could work wonders on Lylat. But that's just a bonus)
You're talking to a player with jump set to L and a functional C-stick.Performing instant Dairs and Uairs is a short order for me.
Hahahahahhahahah
I'll admit I lied about the Dair autocanceling though, it simply ends before hitting the ground. There's indeed enough time to fastfall and save yourself some time. Play on half speed and see for yourself.
Yes you lied, because one cannot short hop -> fast fall -> insert any aerial with
and expect any ''autocancelling''. From laggiest to smoothest; D-air > U-air > N-air > F-air. Shorthopping with rising D-air will incur no additionally lag upon landing with
(same as the lag he would incur during an aerially executed D-air), doing so with a fast falling manoeuvre in there will induce additional lag,
at all times. None of his aerials will cause additional lag upon landing when used with a shorthop and timed properly, without any other movement affecting factors present. The move that would come closest to a 'clean landing' while fast falling after inputting a short hop -> aerial would be F-air. I have to verify whether it incurs absolutely no lag or just a minor bit; I had to examine it incidentally during some FG matches yesterday, but didn't really investigate meticulously.
If you still not comprehend; try to investigate
's N-air. Fast falling while going for a short hop -> N-air will radically affect the lag window upon landing. If you input it at the right time, you can have a virtually lagless landing and a hitbox comprising a vast range (under neutral circumstances, or with Speed / Buster / Smash or so live). It conveys more unambiguously how fast falling affects the lag.
When I hear "Character with the highest skill cap?" I interpret that as "Which character is the hardest to master?" There's actual room for debate in that. But if it's actually "Which character is the best in a TAS environment?", then it's basically just whoever is the best character, with no real debate to it.
You're contaminating my previously stated arguments.
Also, if you say that the recovery is something that ''one needs to learn'', it would sooner refer to the steepness of the learning curve than the skill ceiling of a character. The recovery move is not something that players can scarcely master, it might just take 'a little while'. The discrepancy between the 2 premises lies within how hard it is optimise the use of a move. And this, once again, lies within the hands of the PLAYER, not the CHARACTER.
Now back to the TAS-part. If you have an objectively higher ranked character versus an objectively lower ranked character, operated by TAS-programming, then the better character wins, quite obvious. The point I'm trying to make is that the fact that characters are operated by humans allows for the player that either approaches or reaches TAS-execution will beat the player that does this to a lesser degree. That's why high tier characters get their ass zerged by lower tier characters operated by a better player. This can be extended to the highest level of gaming, and the player that emulates TAS execution will win with any character against other human players that do this to a lesser degree. So this signifies that human skill in a game as Smash is so pristine and dominant. Remove items, choose flat stages, 2 characters to rival each other, and the one player that emulates the execution of a superdroid will win. Don't underestimate this and ascribe everything to characters, it's dumb -.-
The debate is that the game is still early in its development, and we don't know which character has the highest POTENTIAL. Sure, Diddy looks strong now, but does another character hold the potential to, if used to the best of their abilities, be better? That's the question.
Sure there is room for debate, just like Lancer pointed out himself. But I'm trying to exemplify how people need to distinguish 'the difficulty of playing a character' from 'what makes someone playing a character a good player playing that character' or 'a player that extracts the most rewards from a character because he plays it so well'. I mean everyone just adduces; 'omg all dis move stuffz zo unique and wtf is dis strange movez'; a great variety of moves (or move affecting properties; see Shulk Monado palette) does not mean that it's 'difficult' to master (skill ceiling), maybe the learning curve is affected because it might take a while to do a complete research in this respect. Characters that have a more restrictive moveset could be just as hard if not harder to master. The devil is in the detail after all.
It's just superficial how some people, like Lancer, approach this stuff, especially when they are advocating their own alleged primary characters..