dragontamer
Smash Ace
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- Mar 29, 2008
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- dragontamer5788
Somebody needs to explain this. Can anybody read the moonrunes?
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Somebody needs to explain this. Can anybody read the moonrunes?
If I'm not mistaken, this was done with perfect pivoting. The trick here is, how did he stop midrun without any lag, to be ABLE to P.Pivot?
Perfect Pivots put you into the neutral state. Its the safest way to stop midrun... and maintains your momentum in the direction of the dash.If I'm not mistaken, this was done with perfect pivoting. The trick here is, how did he stop midrun without any lag, to be ABLE to P.Pivot?
After your Dash becomes a Run, you can cancel your run animation with any special and carry a bit or the momentum.
It is not necessary to B-stick for wavebouncing. In fact i find it easier to not use the C-stick except for side-B, Side-B is insanely easy with B-stick controlsI think this is how you do the marth thing:
Set your C stick to Special attacks, then go into training and pick big battlefield. Then from the left side of the stage, run to the right from the left ledge and and hit the C-stick diagonally away from you (i.e hit the c stick either to the top left or bottom right when running left to right OR hit the C stick top right or bottom right when running from the right ledge to the left ledge of B.BF)
This how I did it. I managed to do it twice and I'm pretty sure its how you do it cause when I compared it to the video/ vine, it looked pretty much the same.
It's a 'wave bounce', just on the ground.
https://www.youtube.com/watch?v=_wpax41DC_YI heard something about characters having 1 frame of vulnerability while on the ledge. is this true? or is this just some rumor.
any info/videos would be helpful
Couldn't it be useful for basically not having to time a run to do a dash attack on a recovering foe?I'd be very surprised if this is new, but it hasn't been mentioned in the thread yet so why not:
After starting a run, you can let back on the control stick a bit and transition into a "slow run". You're still in the running state, just moving more slowly than a standard run, and interestingly if you try to run off a ledge you'll run in place on the ledge. I don't think there's any practical application for it, but it's amusing.
Yeah, this was in Brawl as well. I guess if you wanted to slightly mix up your approach speed you could use it for that.I'd be very surprised if this is new, but it hasn't been mentioned in the thread yet so why not:
After starting a run, you can let back on the control stick a bit and transition into a "slow run". You're still in the running state, just moving more slowly than a standard run, and interestingly if you try to run off a ledge you'll run in place on the ledge. I don't think there's any practical application for it, but it's amusing.
You can do an instant dash attack by sliding the control stick down immediately after starting the dash and pressing A (or just flicking down on the C-stick), so it doesn't even have that as a niche.Couldn't it be useful for basically not having to time a run to do a dash attack on a recovering foe?
I know that's a thing, but it IS a failsafe for not sliding off the edge while literally being as close as you can TO the ledge. I can see someone like Link getting use out of it.You can do an instant dash attack by sliding the control stick down immediately after starting the dash and pressing A (or just flicking down on the C-stick), so it doesn't even have that as a niche.
@ Kofu @ Fox Is Openly Deceptive figured as much, thanks for the confirmation!
I ran into this back in Brawl but I believe it predates that game as well:I'd be very surprised if this is new, but it hasn't been mentioned in the thread yet so why not:
After starting a run, you can let back on the control stick a bit and transition into a "slow run". You're still in the running state, just moving more slowly than a standard run, and interestingly if you try to run off a ledge you'll run in place on the ledge. I don't think there's any practical application for it, but it's amusing.
@ Lavani has already explained what this is and how to do it, but I'll give my (somewhat limited) translation anyway.Somebody needs to explain this. Can anybody read the moonrunes?
What uses can this have?@ Lavani has already explained what this is and how to do it, but I'll give my (somewhat limited) translation anyway.
"Grounded yonshiki? (I believe yonshiki is the Japanese term for wavebounce?) with neutral B discovered by heihei-san. Method: first, set the C-stick to attack. During a running animation (NOT an initial dashing animation, at least that's what I think they mean) do a neutral B move. Then quickly press the analog stick in the direction that the character is facing while hitting the C-stick in the opposite direction. You can do an aerial yonshiki? (wavebounce) the same way too."
I managed to do it with the method that they described a few times, so yea.
Tap x or y quick, without letting your finger linger.Hey all, I feel kinda dumb to ask this, but is it possible to SH with the gamepad without using tap jump? I haven't been able to pull it off. Thanks!
Pretty sure its just a matter of certain having a certain characters having a large grab range, while some don't.Hello quick grabbing question. When I play online I notice people are grabbing me from much further than their hands are able to reach and so fast too. They seem to be able to run across the level and grab almost at blinding speeds like megaman/mario. In my mind they arent close enough to grab but they do anyway. I think they are doing a special grab right? Boost grab? I mainly use toonlink but was wondering do you all use boost grabs on a regular basis for every grab? It seems little unnatural to hit attack before a grab for me at the moment but is that the secret to all these super unatural grabs people are doing from far away?
so its just the character's dash grab? People arent constantly using boost grabbing then you think? The botton setup seems alittle awkward to constantly boost grab to me at atleast. Pressing attack and then grab.Pretty sure its just a matter of certain having a certain characters having a large grab range, while some don't.
Are you sing Attack and shield? Just use Z instead, or something like that.so its just the character's dash grab? People arent constantly using boost grabbing then you think? The botton setup seems alittle awkward to constantly boost grab to me at atleast. Pressing attack and then grab.
I'd like to update my post about the buffering system as I have a better understanding of it now.If anyone is still confused about the buffering system, I'm here to clarify.
1) New buffering now limits the amount of buttons inputs to 1. In brawl you used to be able to do stuff like BDACUS or simple stuff like buffer a double jump > Aerial.
In this game you can't buffer DJ > aerial which can be frustrating, frame perfect Aerial > DJ > aerial is now very difficult.
You also can't buffer multiple directional inputs, So this inhibits the ability to buffer Dash attacks since an instant dash attack is
>(+)
Also because of this, if you attempt to buffer multiple inputs, different inputs have different priority,
Zair > specials > Zcatch/item toss > airdodge > attack > jump
Google Translate:通常3つの技しか用意されていませんがチートを使って4つ目の技を出してみました
マリオ以外のキャラに攻撃判定などが付いていないので試作段階で取り止めにしたのでし
ょうか、
にしてもファイアボールが氷属性、ポンプが雷属性なのは謎。
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Usually not only provides three tricks , but I tried to put out the four eyes of tricks using a cheat
Do Will was to ceased at the prototype stage because there is such judgment attack in character other than Mario does not have ,
Mysterious fireball ice attribute , pump thunder attribute is given to be set to .
Continue to Part II -2/2 , and Subscribe please
I'm pretty sure that's accurate. The amount of lag an opponent suffers after clashing moves is equivalent to the amount of percent that move would've dealt had it connected successfully.My theory is that the length of time a character is in their grounded clank animation depends on how much damage the opponent's move would have dealt. If frame advantage is significant toward the high end (if your move deals 6% or 7% more so you both clank), it might be pretty useful for considering risk/reward in close-range situations. Maybe tilts would become a more viable method of fighting potential Jabs and such.
So clanking with a move that does 6% more than normal would give you +6 frame advantage?I'm pretty sure that's accurate. The amount of lag an opponent suffers after clashing moves is equivalent to the amount of percent that move would've dealt had it connected successfully.