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X -> B is my preferred way of doing it and I can also reverse SHDL. However, it really just takes a lot of practice. I used to think that it was impossible to do, but now I pretty much don't miss it ever. Analog up is how my friend (who is better than me) does it, so I guess it boils down to personal preference. I don't see how you can reverse SHDL like that though.I LOVE playing Fox in friendlies. I may end up picking him up one day so I have decided I shall ask this question now rather than later
What is the most optimal way to SHDL?
I use x -> b, b but I pull it off 1/10 times. I heard that m2k does it that way as well but I'm thinking maybe analog up would be more efficient?
Yeah actually. I struggled a lot with hitting the DI away in the beginning. I dash and jump with the control stick and it makes it pretty easy. I practice uthrow-> follow up sometimes vs. Puff, peach, and esp falcon. Falcon weighs like x2 more than the characters I'm used to fighting lol and he's so deceptively heavy. It's all easy though, you just have to remember who you're fighting.Does anyone here practice up throw up airs in their tech skill routine? I've been having troubles nailing it against puffs lately because I don't jump fast enough. I know I can physically do it, because on the 20xx puff in training mode if I try like 20 times I'll eventually get an up throw up air at 70-80% that true combos (more than 2 hits). I'm just wondering if other people have this problem and if they practice it/how they practice it.
Also, if you guys do practice it, doesn't it affect your timing when you up throw heavier characters, like sheik or peach? I've found I can have a problem of doing charged up smashes because I press jump too early after playing against puff.
So the bolded part in your post is an answer to your question: staled damage is used and the amount of shield stun is rounded down.So the formula for shield stun is:
(x+4.45)/2.235 = shield stun in frames
where x is damage of the move staled and the shield stun frames is rounded down.
My question is if shine does between 2 and 3 % (9 shines in a row makes shine do 2% every 4 or so shines from what I've seen), how do these fractional percents relate to the shield stun formula? Do you round up or down on the fractional percent?
Wow! Thanks for the answer, I really appreciate it. My friend and I were super curious whether or not Hax was right, haha.So the bolded part in your post is an answer to your question: staled damage is used and the amount of shield stun is rounded down.
Staling works like this: There are 9 effectual stale slots in the stack, and moves are always added to the top of the stack( I've heard the game maybe tracks more, but they don't matter). The first slot reduces damage by 9% (not melee percents) if you hit with the same move as the move in the first slot. The second one reduces by 8%, third one by 7% and so on. If multiple slots have the move you hit with, the percentages are added together.
Fresh shine does 5 dmg, and so fully staled shine does (1- (0,09 + 0,08 + ... + 0,01))*5 = 0,55*5 = 2,75 dmg. 2,75 dmg yields 3,2217... shield stun rounded down, which is 3 frames. So almost no character can roll out of perfect doubleshine.
As an additional tidbit, apparently puff's forward roll is invincible from frame 2 onwards for who knows what reason, so she can forward roll out. Or at least that's what the puff frame data thread claims.
I'll add to the other replies, that if you go for ledge tech, which is imo most often your best bet, learn to sdi tech the fsmashes, because sdi tech works at any percent. Also ledge tech jump by pressing or at the same time you input your tech, so you can focus on getting the optimal A/SDI and don't have to worry about the jump.what do I do against with sidesmash marth edgeguards? :o
I've practiced with some people and the result is that it's pretty efficient, but sometimes it will trade with Marth's upB and kill meGrab him, throw him up, uair him a lot.
Don't get grabbed near the edge or anywhere on FD
To edgeguard: refresh invincibility then shine->bair from the edge to cover all options.
I could be more specific if you ask more specific
Tech or go high with firefox, if it's the only thing you can dowhat do I do against with sidesmash marth edgeguards? :o
yeah I remember this has very little leniency, is very difficult (p much entirely impractical), and generally isn't worth the extra % when you consider that and the stage you would have to finesse....I will go ahead and say this is impractical and probably shouldn't worry about it, rather than thinking about the answer
If someone else wants to chime in, go for it >_>
And here is a gif of this that Kadano postedI always thought waveshine with walks instead of dashes was guaranteed in NTSC on Marth. While I would like to just throw this in and see what the consensus is, it would probably result in two parties stating contrary claims, so I guess I better cut this and go straight to TAS tests. Sigh …
Angles assume Fox is waveshining Marth from right to left. Unfavorable factor, favorable factor, bad outcome, good outcome.
Shine 1
1.1 • No SDI by Marth, 197° wavedash, walkfast afterwards: 8 frame window for shine 2.
1.2 • No SDI by Marth, 197° wavedash, dash→run afterwards: 5 frame window for shine 2. Frame 5 of this window will be a reverse hit.
1.3 • No SDI by Marth, 225° wavedash, dash→run afterwards: 5 frame window for shine 2.
1.4 • 1SDI+ASDI with 180°, 197° wavedash, dash→run afterwards: 5 frame window for shine 2.
1.5 • 1SDI+ASDI with 180°, 225° wavedash, dash→run afterwards : 2 frame window for shine 2.
1.6 • 1SDI+ASDI with 180°, 197° wavedash, walkfast afterwards: shine 2 whiffs.
1.7 • No SDI by Marth, 225° wavedash, walkfast afterwards: shine 2 whiffs.
1.8 • 1SDI+ASDI with 180°, 225° wavedash, walkfast afterwards: shine 2 whiffs.
At this point, we can already establish that perfect wavedash to walkfast is not reliable because Marth can SDI out. Wavedash to dash→run, on the other hand, is perfectly reliable. Even if the wavedash is as imperfect as 225°, it will still connect on a SDIing Marth.
You might wonder about the risk of overshooting against a Marth who SDIs in as a sort of counter against your wavedashrunshine. I didn’t include this option in the list because it hardly changes anything – even if you do a 197° wavedash and then dash, you have 3 frames to hit him forward and 2 frames to hit him backward with your shine 2, so all his SDI in will do is add another frame at the end that will hit reversed compared to 1.3.
The hard part about the wavedashrunshine is that you need to have a precise timing on the dash. If you dash 5 frames later than possible, your run will start to late and Marth can shield.
Shine 2
2.1 • No SDI by Marth, 197° wavedash, walkfast afterwards: 8 frame window for shine 2.
2.2 • No SDI by Marth, 197° wavedash, dash→run afterwards: 5 frame window for shine 2. All frames of this window will be reverse hits if shine 1 hit out of run. If shine 1 hit out of walk, the first 3 frames will not hit reverse.
2.3 • No SDI by Marth, 225° wavedash, dash→run afterwards: 5 frame window for shine 2.
2.4 • 1SDI+ASDI with 180°, 197° wavedash, dash→run afterwards: 5 frame window for shine 2.
2.5 • 1SDI+ASDI with 180°, 225° wavedash, dash→run afterwards : 5 frame window for shine 2.
2.6 • 1SDI+ASDI with 180°, 197° wavedash, walkfast afterwards: ~5 frame window for shine 2 depending on the exact precurring action. If shine 1 was hit from a walk, it will whiff.
2.7 • No SDI by Marth, 225° wavedash, walkfast afterwards: ~5 frame window for shine 2 depending on the exact precurring action. If shine 1 was hit from a walk, it will whiff.
2.8 • 1SDI+ASDI with 180°, 225° wavedash, walkfast afterwards: ~1 frame window for shine 2 depending on the exact precurring action. If shine 1 was hit from a walk, it will whiff.
Shine 2 (after frame 5 of 1.2)
Because reverse hits make you move left while Marth is moving to the right, only dash→run will reach him in time. Walking out of the (backwards) wavedash is not possible because it requires the entire turn animation (11 frames) to complete before it can start. Turning around earlier during shine takes way too long.
Waveshining Marth indefinitely
1. Start the waveshine with 1.2.
2. Continue with 2.3 to ensure you don’t hit reverse.
3. Repeat 2.3 until your next waveshine is the last that ends before the edge.
4. Do 1.2 again and hit the shine quite late during your shine to force a reverse hit.
5. Do a backwards wavedashrunshine and repeat steps 2-4 to the other side.
6. Repeat forever and finish with an upsmash.
This is inescapable. Marth can’t even change hit orientation by SDIing away from you when you need to hit reverse.
Edit: Because I tested this with debug mode’s frame advance, damage staling might make a difference.
Edit2: It seems move staling only changes the amount of hitlag and the damage of Fox’s shine. Hitstun and knockback are unaffected.
A completely stale shine has 1 frame advantage from electric hitlag opposed to 2 when fresh. This should reduce the frame window for wavedashrunshine from 5 to 4 – nothing dramatic.
Shine is a 3-frame move minimum (see hitbox/frame data thread). Whenever you want to calculate shield stun, remember to google "KirbyKaze frame advantage" or just bookmark THIS PAGE.haha, I guess I'll just have to practice on puff and adapt when I try to uthrow uair other people.
This is a question geared to bones or kadano, but if you're knowledgeable on the shield stun formula or move damage staling feel free to chime in.
So the formula for shield stun is:
(x+4.45)/2.235 = shield stun in frames
where x is damage of the move staled and the shield stun frames is rounded down.
My question is if shine does between 2 and 3 % (9 shines in a row makes shine do 2% every 4 or so shines from what I've seen), how do these fractional percents relate to the shield stun formula? Do you round up or down on the fractional percent? The reason why I ask this is because I want to know if you can roll out of doubleshine (between the two shines) given the shine is completely staled. The difference between 2 and 3% from what I've calculated is literally an entire frame.
shine does 3-4%
1 shine
2 hitlag
3 hitlag
4 hitlag
5 shield stun
6 shield stun
7 shield stun (JC)
8 jump squat
9 jump squat
10 shine
shine does 2%
1 shine
2 hitlag
3 hitlag
4 hitlag
5 shield stun
6 shield stun
7 jump cancel
8 jump squat
9 jump squat
10 shine
So as you can see, a 2% shine only has 2 frames of shield stun rounded down, so there's 3 frames where someone can act out of shield. All rolls are invincible on frame 4 (when the shine comes out). A 3% shine only has 2 frames where they can act out of shield, so they can't viably roll.
If any of my calcs are wrong let me know, I went through it fairly quickly.
just curious,I use grounded shines out of dashes all the time vs. Marth. Seems unreliably difficult as a damage-building infinite, but it is perfectly feasible as a means for pushing characters closer to the ledge before finishers. You can effectively go for shine spikes from anywhere on the stage (though most people can FF to the ledge these days), or simply use it so that when you end your waveshine with usmash they go further off stage and have fewer DI options (more restricted by the horizontal blast zone than when at center stage). One downside is that that they will usually SDI waveshines away because they are expecting an up smash in the first place. Of course, you can be tricky and run cancel dsmash instead, but that's in my vault so I'd appreciate it if no one uses it. kthx
FYI: That Kadano gif doesn't have any jumping before the shine. Fox is directly shining out of run (not even crouching first). I think if the Marth SDIed inward, Fox would still be in dash by the time he reached Marth and would have to jump into a grounded shine (but I'm not sure).
Shine is a 3-frame move minimum (see hitbox/frame data thread). Whenever you want to calculate shield stun, remember to google "KirbyKaze frame advantage" or just bookmark THIS PAGE.
(I'm pretty sure you have to reverse this constantly because of your dash cancel length unless you want to go for perfect JC running shine->waveshines lol. That'd have more leniency and be easier minus the fact that you'd have to constantly hit 1 frame links to keep this going. But that'd be sickkkkkk)
short answer, yeah the frames line up but no one is doing this (and I don't think this will ever become a common thing.)