Kadano
Magical Express
SDI cannot be used to transition from ground to air (“Forbidden Smash DI”) on attacks with horizontal or downward knockback.
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Wow, I never knew that applied to SDI upwards. Now that you mention it, how exactly is SDI downwards into the ground forbidden? Does it not let you move your hurtbox within a certain distance of the floor? How does it determine if you are allowed to SDI downwards or not?SDI cannot be used to transition from ground to air (“Forbidden Smash DI”).
Sorry for not replying until now; somebody at the German Smash Boards asked the same questions and I got confused.So wait, you just did a moonwalk from a dash instead of from a walk/WD like most Falcos do? Does the momentum have anything to do with the ledgecancelled aerials? Would you have had a lot of backward momentum if you didn't reach the edge of the platform first?
The projected ECB does leave the ground on SDI up / move below the ground on SDI down, but it’s corrected to ground height. I guess the game runs an internal query whether the character is grounded and accordingly prevents downwards SDI. Upward SDI is only prevented if the victim is grounded and the colliding hitbox has a knockback angle of [180,0]°.Wow, I never knew that applied to SDI upwards. Now that you mention it, how exactly is SDI downwards into the ground forbidden? Does it not let you move your hurtbox within a certain distance of the floor? How does it determine if you are allowed to SDI downwards or not?
Thanks!SDI cannot be used to transition from ground to air (“Forbidden Smash DI”) on attacks with horizontal or downward knockback.
Jumping doesn’t carry any horizontal acceleration and has the same traction as the Turn (“pivot”) animation, so there is no difference between sliding in Turn and sliding in Kneebend.Is there any merit to pivoting into a jump to pivothog more easily? Normally you have to pivot the frame before you fall off, but if you jump that would mean you have a 5-frame window with Marth (but idk if you can maintain enough momentum to still fall off by the time you reach the last frame of jumpsquat so maybe it's less).
Yeah, but wouldn't the extra jumpsquat frames give your momentum more time to carry you off the edge? Like with Falco, I shinehog by doing a shine turnaround and then sliding off in jumpsquat. I figured that could work the same with a pivot instead of a shine turnaround so I don't have to be as precise with my dash spacing relative to the edge.Jumping doesn’t carry any horizontal acceleration and has the same traction as the Turn (“pivot”) animation, so there is no difference between sliding in Turn and sliding in Kneebend.
Well I feel like if I don't get the pivot perfectly, I begin dashing. I was hoping jumping would make it easier to pivot because I wouldn't have to release the stick to neutral.Those are two different things. Turn can edge cancel by itself, shine cannot.
Maybe I should have clarified in my last post that I ran a few tests and can confirm that there is no merit to interrupting Turn with Kneebend.
Well I feel like if I don't get the pivot perfectly, I begin dashing. I was hoping jumping would make it easier to pivot because I wouldn't have to release the stick to neutral.
Ah, didn't get that this was your intention. It does work like you assumed.Well I feel like if I don't get the pivot perfectly, I begin dashing. I was hoping jumping would make it easier to pivot because I wouldn't have to release the stick to neutral.
"Farthest dash" is not decisive. It can either mean holding strong forward for 15 frames (holding longer would prompt Run) and then pivot fsmash or instead hold weak forward for another 12 frames before the pivot fsmash. Both are outright beaten by wd fsmash and run-cancel fsmash, respectively.Hey Kadano, can you make a gif of the farthest dash>immediate pivot fsmash? I'm curious about how far it reaches.
Hm, when you say beaten do you mean beaten in speed or beaten in range?"Farthest dash" is not decisive. It can either mean holding strong forward for 15 frames (holding longer would prompt Run) and then pivot fsmash or instead hold weak forward for another 12 frames before the pivot fsmash. Both are outright beaten by ad fsmash and run-cancel fsmash, respectively.
Which one do you want a gif of?
In range. And speed if speed is understood as movement speed (Δx/Δt). If you refer to “speed” in the sense of startup lag, pivot is faster because wd has a minimum duration of 14 frames (more if you dash for at least 1 frame to move during Kneebend so that you maximize the former interpretation of speed) , while pivot has only 5 (Dash 4 + Turn 1).Hm, when you say beaten do you mean beaten in speed or beaten in range?
And could I have a gif of the first one? (dash for 15 frames>dash back>immediate pivot fsmash)
http://smashboards.com/threads/kada...-data-application.337035/page-8#post-16084304so, does marth have an actual uptilt combo on sheik off of a low percent upthrow (15% was it?) on away DI? considering PP got an entire stock off of it i would like to know if it's guaranteed. I have hit that sequence before myself as well. but i've also dropped it a lot. Don't know whether i should just go for it or not
Small step fsmash was not used in any of these. For pivot fsmashes, small stepping is not possible and for wavedash fsmashes, small stepping eliminates the sliding momentum and thus decreases the hitbox reach. In all three scenarios, maximum horizontal movement per frame was the goal, so small step would not have contributed to that.Great post Kadano. Did you use the small step forward smash for any of these or are they all maximum range?
Unless the attack has innate momentum modifiers (for Marth, all special moves), attacks don’t change your movement from what it would have been like if you hadn’t done an attack. If you intercept an animation with innate movement – Dash, most notably – there is a difference, though.Also, out of curiosity, are there any nuances to how momentum is transferred to attacks? Do certain attacks carry less or even stop prior momentum? I imagine that dtilt travels with less momentum as a result of requiring a downward input; can dsmash circumvent a problem like this if the input is performed with c-stick?
I want to use rising SH uairs, but it's hard to tell how low it goes. Is there a significant difference between uairing on the first airborne frame vs. the second+?
Get-up attack is possible even if you are jab-reset. Your A or B button input needs to be within a 4-frame window, though, so it’s much harder than forcing a knockdown-roll on a jab reset.In some scenarios where they can still roll out of GUA, the only option you eliminate is GUA.
Sorry, I guess I should have clarified that I'm trying to get the lowest hitbox possible to pick people up off the ground. Could you do the same thing but with pics of the initial hitboxes (maybe put another Marth next to the hitbox as a reference)? :D
Yeah, I knew GUA was sometimes possible, but I thought it was pretty rare, at least for spacies. I saw some Magus post about it. Honestly, a 4-frame window isn't too bad if you can spam A, B, and Z.Get-up attack is possible even if you are jab-reset. Your A or B button input needs to be within a 4-frame window, though, so it’s much harder than forcing a knockdown-roll on a jab reset.
I think "Beat!" posted it. Search through his posts in the Dr. Peepee thread.i dont know where to look for this, so can someone link me to that post that tells you how to use marth cg on fox to up-tilts to kills perfectly. it had it based on %'s and told you step by step what to do
thanks, I will look for itI think "Beat!" posted it. Search through his posts in the Dr. Peepee thread.
Not sure how good it is at 0%, but spaced dtilt should be hard to punish if you dash away immediately.I am looking into safe options against a crouching shiek while she is at 0% (or slightly higher) damage. Grab seems to miss, and pretty much all my attacks get crouch cancelled into a tilt or grab.
Sounds like the Dream Land wind glitch, but idk what the specifics of it are.I noticed with marth that there is this weird thing where he starts an attack, but doesn't follow through with it. When it happens, he basically does the regular attack animation, but as soon as the hit boxes would come out, he does a weird, slow-motion swing that doesn't leave the blueish trail behind it, and there are no hitboxes. I've only noticed it with his up-tilt, dash attack, and jab (not 100% sure on the jab though). I was wondering what causes this.
I am looking into safe options against a crouching shiek while she is at 0% (or slightly higher) damage. Grab seems to miss, and pretty much all my attacks get crouch cancelled into a tilt or grab.
Hmmm I am not 100% sure, but it did seem to happen on dreamland and not any other stage. I didn't consider that it could be stage related. Gonna google around a bit.Sounds like the Dream Land wind glitch, but idk what the specifics of it are.
Dash grab should reach her crouch (check the hitbox thread so you know where to aim). You can probably also get away with late tipped fair dashback. If you can get behind her, you can also just run up and shield. Good DDing will actually cause most people to CCC preemptively, so try baiting that as well.
Of course I remember. I just figured out how you can get “true” turns:hey kadano, remember when we were doing that sheik stuff and you were having trouble getting the wd->turn to grab the ledge. would you consider doing a video/writeup of why that's difficult, what the inputs are exactly, etc.
just to clarify, when you say "after the wavedash" do you mean after LandingFallSpecial has ended?Of course I remember. I just figured out how you can get “true” turns:
2. Wavedash turn edgehog: faster than pivot edgehog if you stand a bit farther away from the ledge. Can also be done straight out of Run. If it takes less than 5 frames to slide off the stage after the wavedash, you can only turn around by pressing backwards strong enough to trigger a dash if you kept pressing for more than one frame. So for this technique to work, you need to either choose your wavedash angle depending on the distance to the ledge so that you slide for at least another 5 frames after the wavedash or be able to make very precise single-frame dash inputs.