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i wish i had reflexes like you young kids. heh heh heh
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No-impact land occurs if your SCDQ’s vertical shift (Δy) is below a certain very low threshold while the SCDQ’s lowest corner collides with a platform. This most commonly happens when a character spins around during his rejump as the SCDQ alternates frequently between short and wide vertical extension here.What about on YS or DL? I figure you probably you won't land much faster (if at all) so you'll have about the same number of vulnerable frames, but idk how no-impact lands really work, like if there is a window of frames with varying speeds.
Not for reverse ledgedashes.I'm particularly interested in doing it on Yoshi's because of how far out the platforms stick. I can actually do it without DJing forward at all. Does the slant affect how you can or should airdodge at all?
Easily. Invincibility stays out longer than the hitbox.Can you do the same sort of movement as the no-impact land, but get a fair hitbox out before your invincibility runs out instead?
That makes no difference at all.Is it harder or easier to no-impact land from Marth's DJ back as opposed to his DJ forward or straight up?
Yes, you can. It’s strangely even possible to dj back but move forward (without using previous momentum). That’s because JumpAerialF and JumpAerialB take their Δx directly from the control stick’s X value on the frame of the jump input. X values in the range of 156-255 (sometimes this range is a bit larger) trigger JAB (assuming facing left). For 156, the actual Δx induced is very little; for 217¹ it’s many times as much.Also, completely unrelated, can you DJ backwards when ledgestalling and still grab the ledge as fast as possible?
Finding this out would require huge amounts of work for me, so I first searched for Magus420 posts about this. And tadaa, I found one:This isn't exactly Marth specific, but Kadano is my dude, so I thought I'd ask it here:
Is there any detailed documentation on how getting hit by attacks while grabbed / held work? How is the mash formula checked [my gut tells me its on every frame of no hitstun. Is this true?], why do some moves knock you out and not others, and is the hitstun calculation the same as normal?
When you hit someone being held in a grab it does 1/2 damage. If the hit then does less than 6.00 damage it won't break the grab. The knee does 18% fresh, so it'd need to be staled to 0.66x or weaker to do less than 6 damage after 0.5x grab multiplier and not break the grab.
Good stuff. Some of that makes sense intuitively, I guess. I do utilt on a held opponent in 2v1 a lot (late fair too), since I can react if they are hit out, and it covers both the air and ground release. Utilt does like 8-12 damage typically iirc (the lowest hitbox is usually...9? it takes an ultra tipper to hit 12) so it should always fall below the 6.00 threshold.Finding this out would require huge amounts of work for me, so I first searched for Magus420 posts about this. And tadaa, I found one:
They probably moved the stick or inputted their movements for a split second after getting grabbed. If you're at 0% or generally low, you can accidentally mash out of grabs quite easily by following through with L-cancel + shine or inputting a second aerial.Why is it that sometimes when a person is grabbed, they're instantly released without them mashing out?
How’s that for starters?Kadano, I was wondering how the hitboxes on fair work. I feel like there are like 4-5 different hitboxes, but I am having trouble pinpointing exactly where they are and how they work. I found your utilt diagram immensely helpful and I was wondering if you had anything of the sort for fair? Thank you based frame-data god.
Reverses are decided by which side of their hurtbox collides with the hitbox. It doesn't affect the KB angle or strength at all. A reverse sourspot fair will have the same angle as a forward sourspot fair though, for example.Thanks a ton Kadano! I am a bit confused though. Doesn't the angle change over time? (Hence the reverse fair hitbox?)
Isn't AceDude talking about what happens when you grab people near edges sometimes?
And I'm also interested in the fastest way to mash out of a grab.
Leffen uthrows Shroomed onto the top plat, and when he DJ nairs through the plat to hit him, he immediately lands. The same thing happened to me a few days ago when a Sheik player DJed through a top plat with a bair. I've seen platform cancelled aerials happen as people drop through, and I've seen a few particular rising ones like Mario's uair, but that happens all the time while these seem to only happen because of the opponent getting hit.@Bones0: What exactly is there to explain? I didn’t notice anything weird around 5:20.
Alright, I got it. Sorry it took me so long, I’ve been hosting a 64-man tourney this weekend on a local anime convention so I’m still somewhat tired.Leffen uthrows Shroomed onto the top plat, and when he DJ nairs through the plat to hit him, he immediately lands. The same thing happened to me a few days ago when a Sheik player DJed through a top plat with a bair. I've seen platform cancelled aerials happen as people drop through, and I've seen a few particular rising ones like Mario's uair, but that happens all the time while these seem to only happen because of the opponent getting hit.
I did that. Marth still turns around (reverse Dolphin Slash).Up-b to the right and hold that direction.
Have any character offstage hit you at 0% from the left with a weak aerial/fox shine so it turns you around without putting you in tumble state so you do not walltech or get stagespiked through out the entire hitstun phase.
Try inputting just the b-button without having to input any direction change since the first up-b. See if you still turn around if you were inputting it right before you exit hitstun. (As, long as it's before you're completely back at aerial neutral state. I don't know if up-b's buffer like double jumps do, but whenever the first frame/frames you're able to input it.)
Awesome. Is this possible/feasible with any character/move? Do certain moves make it easier or harder, or is the whole thing based around being in hitlag at a certain spacing above the plat? I could imagine a lot of crazy stuff being possible if you could do this consistently. Think rising fair onto a plat as a tech chase comboed into fsmash.Alright, I got it. Sorry it took me so long, I’ve been hosting a 64-man tourney this weekend on a local anime convention so I’m still somewhat tired.
SCDQ update routine seems to be the cause. What I have found so far suggests that every airborne action gets its SCDQ updated to the current substate roughly 10 frames afterwards. These 10 frames also count during hitlag. So Fox used his second jump and thus started the SCDQ update timer, naired, and then the substate update occured while his Δy was still halted during hitlag. Thus he went into landing lag while Dr. Mario was still in hitlag.
I did that. Marth still turns around (reverse Dolphin Slash).
No, that phenomenon is limited to certain (probably very few) scenarios. The aerial needs to have a longer downward SCDQ extension than the neutral air state. For Marth, this is only the case at the very end of his second jump. But at that point it hardly takes any longer for him to land regularly, so the benefit is negligible.Awesome. Is this possible/feasible with any character/move? Do certain moves make it easier or harder, or is the whole thing based around being in hitlag at a certain spacing above the plat? I could imagine a lot of crazy stuff being possible if you could do this consistently. Think rising fair onto a plat as a tech chase comboed into fsmash.
It's called a flicker because you actually flick the control stick and let it return to neutral. I think it's three frames because of the turn around? Basically you are just pivoting into the standing animation instead of a move. The timing to tilt rathern than smash feels tight just because of the difficulty of how gently you have to press the joy stick right after the pivot I believe.http://www.youtube.com/watch?v=WuCCmymFpMU&t=46s
The flicker pivot. You dash to the right as normal, then flick the stick left and let go immediately. Is it a 1-frame window for letting go of left to avoid dash dancing?
Can you merely tilt left as if doing an ftilt rather than fsmash?
Is the timing less strict if you were to tilt rather than smash left?
Yes, no, no.http://www.youtube.com/watch?v=WuCCmymFpMU&t=46s
The flicker pivot. You dash to the right as normal, then flick the stick left and let go immediately. Is it a 1-frame window for letting go of left to avoid dash dancing?
Can you merely tilt left as if doing an ftilt rather than fsmash?
Is the timing less strict if you were to tilt rather than smash left?
Yes, grabbing the ledge is possible after the last airdodge (EscapeAir) frame. Fox has 0,23 gravity, Falco has 0,17 and Falcon only 0,13, so Falcon accelerates considerably slower than the spacies.What determines grabbing the ledge from an airdodge? Does your airdodge animation have to be completely over or something? I've always wondered why it seems so impossible to grab the ledge with Falco/Fox, but even a FFer like Falcon seems to have a much easeir time grabbing it so I didn't want to chalk it up to fall speed.
What do BK/KG stand for?How’s that for starters?
You’re welcome. Both x and y go from 0-255, but the hardware cuts this range down to approximately 23-232, with the exact borders varying from controller to controller.I see. Okay thanks.
What is the maximum/minimum X value? I'm assuming 0 is the leftmost input possible.
BK = Base Knockback, KG = Knockback Growth.What do BK/KG stand for?
Oh whoops, I should have realized Sheik was going sideways by her tag's movement anyway.I looked at the individual frames and to me, it looks like the Sheik went for a 180° angle and thus lost her intangibility before she grabbed the ledge.
I reproduced the situation and when Sheik uses a downward angle, she always grabs the ledge while intangibility even if Marth’s counter activates from her ↑B.
why is it that when I do a move from the same positioning, even more stale than before, they pop out? Did they mash out of the grab? It doesn't feel like it, because I don't see the grab release animation, but I guess I could just be misreading the first few frames of the animation.
I'd be interested in knowing if Marth has any true wobble in 2v1 scenarios. Doubt it. Dtilt does like 10 fresh so maybe that but your teammate would have to time the pummel perfectly. idk
I'm pretty sure how the mash formula is checked is completely uncharted territory though. That seems very difficult to test.
You can't wobble with multijabs?
Why is it that sometimes when a person is grabbed, they're instantly released without them mashing out?
Issue 1: Utilt breaking a grab after repeated use – You probably hit the opponent when CaptureCut started. During CaptureCut, attacks hit just like normal without the grab-specific 6% threshold, damage halving and the 20 frame CaptureDamage animation.I'm also interested in the fastest way to mash out of a grab.
I wouldn’t say that. Umbreon certainly would, though.ELI5 : Never ever try it ?