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YESYESYES! It sounds really neat. o_o;Makkun, I've made a video displaying Lucario's SJR with D-air, where I DJ>D-air on the way up>SJR> D-air on the way up to SJR about 7 times, creating a "Wall of Pain" with his D-air. It looks extremely useful. Does this seem worth uploading to YouTube?
I don't think Bowser's side B necessarily has the same thing happening. Klaw can be SJC'd at any point in the animation, as I recall. SJR only works at the end of a move's animation.Also, how come you don't have Bowser's Side-B listed in the Specials that can be ISJR'd?
I tried it for myself; I don't believe that Ike can ISJR with any of his aerials. I may be wrong though; it should work, seeing that you can short-hop his BAir and auto-cancel it, and given that his double jump is higher than his short-hop. Maybe the auto-cancel portion of the attack is much earlier than the ending animation, hence you don't have enough time to buffer the second BAir after the initial SJR?why do you say Ike's aerials would not work for this it works with snake
He isn't recovering his jump by using side B. He can cancel the sideB animation w/ a jump if he's near the ground at any point unlike anybody else so its considered as a character specific glitch and not part of the ISJR AT. Also if grab attacks made moves ISJRable at any point then ganon should receive the same abilities w/ his sideB. Of course he doesn't *laughs* right? *laughs nervously*Yes, but, technically Bowser is recovering his second jump whenever he uses Side-B to do it. It's essentially the same thing but, Bowser's Side-B is special probably because it's a grab attack rather than a normal attack with a hit-box.
Maybe he does... nobody has tested it after all... The vertical momentium is probably gonna be a bit more difficult.He isn't recovering his jump by using side B. He can cancel the sideB animation w/ a jump if he's near the ground at any point unlike anybody else so its considered as a character specific glitch and not part of the ISJR AT. Also if grab attacks made moves ISJRable at any point then ganon should receive the same abilities w/ his sideB. Of course he doesn't *laughs* right? *laughs nervously*
Yeah, we got that, BUT it does mean that the move ends before he hits the ground, so if you do it in just the right location (say, cancel the jump into an over-b) then you should be able to do it.About Ganon: Well I don't know if it's been tested but Ganon probably couldn't do like Bowser because his Side-B makes him move in a straight line across. He doesn't continue momentum like Bowser does.
Yeah but I'm going back to the arguement where you said Bowser's klaw jump should be the same as ISJR'ing. But it shouldn't b/c although they work on the same concept Bowser's is unique in that you can cancel at any time. No other ISJR or SJR has this and is a unique AT meant for Bowser only.But, Bowser IS recovering his jump by using Side-B, you don't NEED to use your second jump to be able to SJR. What Bowser's Side-B is, is one massive box of cancel that allows you to SJR every time you get near the ground within its duration
Besides, that's the only way he could infinite jump with it is if he was recovering his second jump every time he did it. If you watch my video that I posted, and that is on the first post of this thread, you'll find that. Especially near the end when I do the D-airs, I do a second jump -> Dair -> Side-B SJR.
That kind of mentality is exactly why it took so long to find out about this. Nobody bothered looking at the cause. Maybe Bowser's klaw can be written down as an exception that is similar to the ISJR due to properties of the attack. But its not an ISJR and should not be considered as such.What I'm considering is the effect and what you're considering is the cause.
I don't think it really matters what causes something to happen if the effect is the same in the end. *coughplayingtowincough*
Why should the result be what matters as opposed to the cause in terms of classification?I'm not talking about experimenting, I'm talking about classification.
When classing a move or technique the result is what matters most over the cause. Just because someone can do a tech a different way from another character doesn't mean you should make a completely separate class for that one character.
A char that needed a more esoteric methodology for doing the equivalent to SJR, yes, different methology, different tech, unless it still fits under the tech's core definition.What if we found out that a character had a HARDER time doing SJRs instead of an easier time like Bowser? Would you give it a different class then?
Koopa hopping, that's what we should consider it, as should we consider any other move that can be canceled into an additional 2nd jump any time during the animation. If we can find one that is.So Bowser's ISJR with the Klaw move isn't a true ISJR? What should it be considered then?
And the fact that Bowser (and possibly some other characters) can do this with one of his B moves should spark some sort of experimentation with other characters' B-moves.
I feel Yoshi's match-ups changing... inexplicably... to advantageous.Makkun, all of yoshi's aerials can be fastfalled.
For one the cause/method of performing is what defines a tech/glitch not the effect. If this were the case then luigi's wavedash and samus' super wavedash would be put under the same category although they are two different things. Also Bowser's koopa jump is only easier not faster.What I'm considering is the effect and what you're considering is the cause.
I don't think it really matters what causes something to happen if the effect is the same in the end. *coughplayingtowincough*
Bowser has a move that lets him do something that everyone can do but, faster. The effect in the end is still the same. It's not like he gets TWO jumps when he does it, or something crazy to that effect, he only gets one just like everyone else.
A Universal Tech doesn't HAVE to be performed the EXACT same way for every character.
Just look at L-canceling in Melee. It wasn't performed EXACTLY the same for every character. Every character had their own timing for each one of their moves. Same goes for wavedashing, every character had to perform it slightly differently to achieve the SAME result.
According to this thread, it can be done with a vast majority of aerial attacks except Dairs with auto fast fall like Sonic's, ZSS's, and Mr. Game and Watch's.I can't do this with TL for the life of me. Can someone please make a video of it with Toon Link, or maybe find out if it even CAN be done with Toon Link?
Snake has a couple of vids up of him doing it in the first post. Just look at them closely if you want an idea of how far off the ground you need to be.can anyone pm on how to do it with snake and wolfs timeing please
Dustclouds should not appear. You should not get any visual indication of landing (Dustclouds, landing/falling lag). You are jumping before touching the floor, except that the game registers you as touching the floor because you are very close to it.Do dustclouds appear if you do it right? If so, I've got the timing for most characters' nairs. I jump, attack, land and then with practically no lag, jump and do the attack again. Is that right?