Vipermoon
King Marth's most trusted advisor.
The video says error occurred
I found a thing :3
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The video says error occurred
I found a thing :3
https://www.youtube.com/watch?v=oyf6evqU2GYThe video says error occurred
I don't know, it was on mobile. But it works on desktop.
Seems you can also do it by simply letting go of the control stick at the right time after turning around from your run, but it allows you less control over the sticky slide.I don't know, it was on mobile. But it works on desktop.
And wow this is very interesting. Too bad I can't live without attack stick.
C-stick momentum stop is just a variation of something that was learned in the 3DS era to around December when people saw that there was a larger boost at the edge of the stage/platform..Seems you can also do it by simply letting go of the control stick at the right time after turning around from your run, but it allows you less control over the sticky slide.
It is indeed. However no one had made a video exploring just how extensive this 'variation' was, since most people just used the ledge slide for dsmashes, upsmashes, etc.C-stick momentum stop is just a variation of something that was learned in the 3DS era to around December when people saw that there was a larger boost at the edge of the stage/platform..
It's just a footstool. Look up the tloc "tech of the week" footstool video. They explain it in there.Um, I'm not very good at explaining things but, I think I found something that I now do by accident. It usually happens when my opponent is near the ledge and when they do an attack. If I'm close to their hurtbox, I can jump very high, kind of like a footstool with no effect on the opponent. It started when I was training with my friend. I can't go any further with it right now because I'm on my phone. If any of you have encountered this please let me know.
Yeah, that's happened to me before. It's basically a phantom footstool that doesn't cause the opponent to tumble down after you jump on them.Um, I'm not very good at explaining things but, I think I found something that I now do by accident. It usually happens when my opponent is near the ledge and when they do an attack. If I'm close to their hurtbox, I can jump very high, kind of like a footstool with no effect on the opponent. It started when I was training with my friend. I can't go any further with it right now because I'm on my phone. If any of you have encountered this please let me know.
I think the most amount of frame advantage you can get is 27 frames. To get that you'd have to grab the ledge at the frame as they do. The least amount is probably about 4 frames. The character and where you grab the ledge from can change this a little.Does anyone have an idea of how frame advantage after a trump works? How long it is vs how quickly you trump?
When you grab the ledge you are forced to hang on the ledge for 24(?) frames. This is true for trumping as well. If you hang on the ledge and your opponent grabs the ledge after you, you leave the ledge on the first frame that you could've dropped the ledge.Does anyone have an idea of how frame advantage after a trump works? How long it is vs how quickly you trump?
Unrelated to ledge trumping, but were you correct about Yoshi's shield being frame 1?When you grab the ledge you are forced to hang on the ledge for 24(?) frames. This is true for trumping as well. If you hang on the ledge and your opponent grabs the ledge after you, you leave the ledge on the first frame that you could've dropped the ledge.
So assuming you hang on the ledge for a long time already and your opponent grabs the ledge later, you immediately get trumped (because the forced ledge frames are over) but they are stuck for 24 frames on the ledge getting no advantage of it.
If your opponent grabs the ledge the frame after you they can basically immediately leave the ledge the frame after you, getting much more advantage. You can calculate from there how much advantage you get. But I'm not sure how long the trumping animation is right now.
The trumping animation for Pikachu is 28 frames. I'm not sure if it's the same for everyone else though. Also the forced ledge hold is 20 or 22 frames for most characters. I think you get the 20 frames if you grab from above the ledge and the 22 frames is from recovering from the side or below and it also has the 2 frame ledge grab vulnerability. If you want to ledge get up or ledge drop, you have to hold the ledge for an extra 2 frames before you can leave it using those options.When you grab the ledge you are forced to hang on the ledge for 24(?) frames. This is true for trumping as well. If you hang on the ledge and your opponent grabs the ledge after you, you leave the ledge on the first frame that you could've dropped the ledge.
So assuming you hang on the ledge for a long time already and your opponent grabs the ledge later, you immediately get trumped (because the forced ledge frames are over) but they are stuck for 24 frames on the ledge getting no advantage of it.
If your opponent grabs the ledge the frame after you they can basically immediately leave the ledge the frame after you, getting much more advantage. You can calculate from there how much advantage you get. But I'm not sure how long the trumping animation is right now.
It's an extension of that, but instead of using c stick down or up, or back, you use c-stick forward, which in itself has plenty of applications not seen in that videoxDhttp://youtu.be/jtMBrKq_iCE
Just out of curiosity, how is that different than this? Not to be a buzz killington but I'm pretty sure that this has been around for a while.
Of courseUnrelated to ledge trumping, but were you correct about Yoshi's shield being frame 1?
use "smash attack = a+b" on. that way when you pivot you just press both a and b to initiate the reverse fsmash. new mechanic for smash 4 they added in a few patches back.how tight is the window for a reverse Fsmash? like when you're running in one direction and then then around and reverse Fsmash. the window seems ridiculously tight and even in training mode I can only get them half the time..
how tight is this window compared to normal Fsmash? and is there any tricks to getting this more accurately?
no way... LOL ima go test this right now.. if this works dude I love youuse "smash attack = a+b" on. that way when you pivot you just press both a and b to initiate the reverse fsmash. new mechanic for smash 4 they added in a few patches back.
yeah on regular controls it's not consistent for me so i switched Y to 'special' and that's solved it for me.I've found that I can't consistently press A and B at the same time. It all depends on my thumb position. That has to be perfect.
Only a few characters actually put good use to B-Reversing after a walljump, then you have the following characters that can walljump:Tried searching this page, found nothing so...
Is B-reversing wall jumps a documented tech to land back on stage? seems situationally useful.
Not to mention B-reversing or Wavebouncing after wall-tech-jumping.Only a few characters actually put good use to B-Reversing after a walljump, then you have the following characters that can walljump:
& .
There's also Wavebouncing, which is far more useful for characters such as Lucario due to his Aura Sphere charge hitbox behind him as you're wavebouncing toward the stage facing toward the blast line. Lucario also has the best walljump to boot. Then again, there's characters like Mewtwo B-Reversing or just doing a turn-around Confusion command grab after walljumping to beat out shielding near the ledge.
I'll take that as a yes then. XD.Only a few characters actually put good use to B-Reversing after a walljump, then you have the following characters that can walljump:
& .
There's also Wavebouncing, which is far more useful for characters such as Lucario due to his Aura Sphere charge hitbox behind him as you're wavebouncing toward the stage facing toward the blast line. Lucario also has the best walljump to boot. Then again, there's characters like Mewtwo B-Reversing or just doing a turn-around Confusion command grab after walljumping to beat out shielding near the ledge.
I don't really see the utility, why not just drop down without pressing B?New tech recently discovered by lego5502 and Pacentali.
Performed similar to a shield-drop (for all you melee players out there), for those who are not familiar with the concept, you slowly push the control stick down, and during this, input b, so that you perform a down-b. It will cancel on the platform and you will drop through.
Enjoy! ;3
Discovered by Meebo, a member of WNE Smash
https://www.youtube.com/watch?v=wzhgb58V3AQ
One Smash posted a video detailing this recently: https://www.youtube.com/watch?v=uEjcrlk-u8sNew tech recently discovered by lego5502 and Pacentali.
Performed similar to a shield-drop (for all you melee players out there), for those who are not familiar with the concept, you slowly push the control stick down, and during this, input b, so that you perform a down-b. It will cancel on the platform and you will drop through.
Enjoy! ;3
Discovered by Meebo, a member of WNE Smash
https://www.youtube.com/watch?v=wzhgb58V3AQ
dropping shield incurs a 7 frame penalty where you can't do anythingI don't really see the utility, why not just drop down without pressing B?
Ty, the one smash vid was good. I didn't realise this was a shield dorpping alternative as the ganon vid didn't show any shielding, I understand now.One Smash posted a video detailing this recently: https://www.youtube.com/watch?v=uEjcrlk-u8s
it does not have to be down b, you can cancel with a or b moves, watch the video for details
dropping shield incurs a 7 frame penalty where you can't do anything
shield dropping bypasses this penalty, and since you cancel and are still on the platform, you save yourself 7 frames
Yeah this is all old news from past games. Though they forgot to mention that it can also be used to do anything out of a run (if you're on a platform) by shielding directly out of the run, immediately dropping through the platform OoS, then cancelling the drop-through with an attack (or else not cancelling it and doing anything else).One Smash posted a video detailing this recently: https://www.youtube.com/watch?v=uEjcrlk-u8s
it does not have to be down b, you can cancel with a or b moves, watch the video for details
dropping shield incurs a 7 frame penalty where you can't do anything
shield dropping bypasses this penalty, and since you cancel and are still on the platform, you save yourself 7 frames