Lavani
Indigo Destiny
- Joined
- Oct 24, 2014
- Messages
- 7,256
I have not seen a perfect pivot with different lengths....
Well, now you have.
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I have not seen a perfect pivot with different lengths....
This looks so sleek
Well, now you have.
Is it okay if I borrow the Gif?
Well, now you have.
Go for it.Is it okay if I borrow the Gif?
Do you mean 12 frames to be airborne? And are you saying the only ledge jump vulnerability is the start-up of air dodge (so usually 2 frames)? That doesn't sound right.
- Ledge jump is 12 frames and fully invincible, but being that one can't shield while airborne and airdodges have startup, they're still briefly punishable.
Not 12 frames airborne, 12 frames from when you start the ledge jump animation. Your character spends most of that time on the ledge still, with invuln wearing off just slightly above floor height.Do you mean 12 frames to be airborne? And are you saying the only ledge jump vulnerability is the start-up of air dodge (so usually 2 frames)? That doesn't sound right.
Interesting... it seemed a lot riskier. I'll take your word for it because even with google translate I couldn't find the ledge stuff for each character.Well that's an awkward looking merge. I should probably edit that post for clarity.
Not 12 frames airborne, 12 frames from when you start the ledge jump animation. Your character spends most of that time on the ledge still, with invuln wearing off just slightly above floor height.
You're invincible the entire time you're committed to the ledge jump animation though, yes.
If it's buffered, yes.Wait wait wait, if ledge jump is fully invincible and it's AD startup lag that's punishable, does that mean that Ryu could ledge jump -> TSRK and be fully invincible until the attack comes out?
I mean obviously it would lose to shield but that could still be pretty big...
I haven't really looked into it myself but apparently you're limited in what you can buffer out of ledge jump. TheReflexWonder would know more about it than me, but I remember him making a video mentioning this awhile back.Wait wait wait, if ledge jump is fully invincible and it's AD startup lag that's punishable, does that mean that Ryu could ledge jump -> TSRK and be fully invincible until the attack comes out?
I mean obviously it would lose to shield but that could still be pretty big...
I like this. The Monado Shield art doesn't change Shulk's weight value, but it does reduce the knockback Shulk receives, which in ties reduces the amount of hitstun. So whatever Mega Man's Dthrow frame data for the hitbox activity & the FAF is when performed on another Mega Man, that should be the same for Shield Shulk since they both share the same weight value of 102. We'll see though!On to the good stuff, weight dependent throws:
Conditions: Mega Man in training mode on omega Gaur Plains
Using Foxy's frame advance method, it seems like heavies have a better frame advantage vs weight dependent throws because there is more time between the moment of being thrown (when damage happens) and the thrower's FAF.
Example: Mega's dthrow.
Full numbers will eventually be recorded for each character weight and all of Mega's throws, but I'm on mobile/don't have WiFi setup at my new place and wanted to share. I think it's very close to linear... But the numbers on dthrow on dedede (weight 119) mirror the numbers on MK (weight 80) while the numbers on ZSS (weight 81) are a frame different.
- On Lucario (weight 99) it hits on f16, and has an FAF of 40. I will use this as a baseline as it follows @Ffamran 's data.
- On Bowser (weight 128) it hits on f19 (+3), and has an FAF of 48 (+8).
- On Dedede (weight 119) it hits on f18 (+2), and has an FAF of 45 (+5)
- On Marth (weight 90) it hits in f15 (-1) and has an FAF of 38 (-2).
- On ZSS (weight 81) it hits in f15 (-1) and has an FAF of 36 (-4).
- On Metaknight (weight 80) it hits in f14 (-2) and has an FAF of 35 (-5).
- On Puff (weight 68) it hits in f13 (-3) and has an FAF of 32 (-8).
Masonomace - because shield Shulk implications.
References used:
Foxy's frame advance method
Ffamran's throw data
Kurogane Hammer weights
Yeah, to my knowledge the only thing you can buffer out of a Ledge Jump is a Z-Drop. Because of that, you'd always have to wait a frame between Ledge Jump -> True Shoryuken.I haven't really looked into it myself but apparently you're limited in what you can buffer out of ledge jump. TheReflexWonder would know more about it than me, but I remember him making a video mentioning this awhile back.
this would be quite disappointing. How do you know of this? Do you have any source?Standard aerial autocancels don't work in a way that allows you to do that. I don't know why for sure, but my guess is that interrupting the aerial doesn't remove the flag for landing lag. At best you can throw out a less laggy aerial just before touching the ground (in Roy's case, nair has 13 frames of landing lag to fair's 15).
Airdodge and special move landing lag isn't handled the same way, which is why you can aerial autocancel things like airdodges and PK Fire.
Yeah the same goes for item throws. Link has the same thing going on with his SHAD.Interesting little quirk: if you land and use a special move on the same frame, the grounded special apparently takes priority over landing lag. Bowser can't aerial autocancel his SHAD, but he can avoid the landing lag by buffering a B move and the grounded version will come out, allowing him to SHAD into Fire Breath, Flying Slam, Whirling Fortress, or Bowser Bomb.
It does.Does this mean that those characters with vulnerable Z-Axis frames would be more vulnerable during their spot dodges on a stage without a Z-Axis plane, such as Duck Hunt and Omega Flat Zone?
Yeah I'm glad you brought that up actually. It occurred to me after I had gone to bed that I had at some point assumed that G&W's hitboxes would also be on a 2D plane for some reason, and I had intended to retest everything with a smaller hitbox if this wasn't the case. This is the first time I've tested z-axis stuff so mistakes will be made. I'll re-post results later when I get time to do the testing with a smaller hitbox, but for now, the information above can still be used and may, if anything, give people a better idea of what is likely to avoid being hit with an average hitbox.Is there a reason you did the testing with G&W's jab? It has a fairly large radius to it (particularly for a jab) and lingers more than one frame, so I would think it reaches fairly deep into the Z-axis.
's jab only lasts 1 frame (and is frame 1), has fairly small hitboxes, and isn't tied to any bones so it's center with the playing field. I think it would fail to hit some spotdodge frames that G&W's hits.
It does.
How would you reliably structure a lab test to test the Z-Axis frames on air dodges? Any ideas.Yeah I'm glad you brought that up actually. It occurred to me after I had gone to bed that I had at some point assumed that G&W's hitboxes would also be on a 2D plane for some reason, and I had intended to retest everything with a smaller hitbox if this wasn't the case. This is the first time I've tested z-axis stuff so mistakes will be made. I'll re-post results later when I get time to do the testing with a smaller hitbox, but for now, the information above can still be used and may, if anything, give people a better idea of what is likely to avoid being hit with an average hitbox.
The fact that G&W's Jab lingers for more than 1 frame doesn't actually matter though because my testing methods can narrow things down to 1 frame, and I adjusted by 1 frame at a time. If anything, having the 2 frame hitbox actually sped things up slightly.
Edit: I did a bit of testing with ZSS's Jab 1 just then, and the results at this point in time are certainly interesting.
For comparison,
G&W's Jab1, decent sized hitbox, misses:
Mario's back foot on frame 18. And that's all.
ZSS's Jab 1 however, small hitbox, misses:
Mario's back foot on frames 2, and 18 to 29; top of head on frames 2, and 18 to 22.
I want to do this properly, checking each part of every character's hurtbox on spotdodge frames that lack intangibility, so it may take some time to get the full results (which I'll eventually edit back into the old post alongside the old G&W results to give people a comparison).
Well I figured I'd cross that bridge when I came to it, but seeing as you're asking now, let me just think for a moment...How would you reliably structure a lab test to test the Z-Axis frames on air dodges? Any ideas.
http://kuroganehammer.com/GlossaryCan someone explain what BKB/KBG/FAF mean and how it's effective? It seems Lucas and Bowser got some buffs, but unless it explains damage or startup and endlag, I don't see how the numbers matter.
This is the right place.I have a question regarding something I discovered for the first time for myself personally, but I'm not sure if it's new or unusual in general. Is this still the right place for that sort of question? I'm really curious about it and I can't find a place to ask. I also can't find any sort of tech that matches what happened to me.
And does this have a specific animation for it?This is the right place.
Edit: if it's the walljump question then that's just a tech option, when you tech a wall you can choose to jump or not (I think it's just by hitting up/away on the stick, but I use tap jump so idk).
I'm not personally familiar with Rosalina's wall jump tech animation, but I can confirm that every character can do it. It does not waste your second jump.And does this have a specific animation for it?
I guess I'll just post the images anyway.
Basically I was Rosalina and I got hit by Cloud's Climhazard after a failed gimp attempt, but I teched off the wall. However, while I usually just end up double jumping from something like that, what happened here was Rosalina performed a very distinct front flip animation after the tech that I don't believe I could interrupt. She doesn't do this anywhere else in the game, and I've never done it before. Normally when I tech, I just use a second jump, or if the character has a wall jump, I use their wall jump. I've never seen Rosalina do this before, though, and never happened across it in all my time playing and watching Smash. It's also worth noting that Rosalina is performing her "single jump falling animation" at the end in the last image, not the one from a double jump.
At first, I thought I might have just been ledge trumped due to this happening around the same time Cloud grabbed the ledge, but I double checked and her animation for being ledge trumped isn't like that at all. You can also see from the process of images, that Cloud actually grabbed the ledge well before I may have had a chance to.
And while I did search for "wall jump tech", all I could find were videos of characters like Mario and Captain Falcon doing something similar, but it looked more like they were teching, and then wall jumping with two distinctly different animations, so it looked more like people were just being creative and combining teching with wall jumping to me, since those characters have wall jumps. That's something I would do with characters who have wall jumps myself (which is all of my mains/secondaries besides Rosalina and Yoshi).
Rosalina doesn't have a wall jump though (so the previous thing I described isn't possible with her) and this is one, very specific animation I've never seen her do before (meaning this is intentionally coded and not just me exploiting the engine), so it really caught me by surprise. It sounds like you guys already know what this, but people were saying in that other thread that it should waste your second jump, but in this case, I don't think it did (I can't confirm though since I used Launch Star to get back after going down anyway, since it's faster).
I haven't seen this mentioned in the tips either (did a CTRL + F search for the word "jump" on the SSBWiki page for tips and didn't find anything matching this, just saw the tip for plain old teching). But it's definitely not me messing with the engine like those other videos I have seen, and is a very distinct wall jump animation for a character that doesn't otherwise have one. I thought it was new since I have never seen this happen anywhere before, and any video I thought might be showcasing the same thing used characters who had actual wall jumps.
Oh OK, thanks! Weird that I couldn't find anything on this anywhere else though, or that it isn't even in the tips.I'm not personally familiar with Rosalina's wall jump tech animation, but I can confirm that every character can do it. It does not waste your second jump.
http://www.ssbwiki.com/tech#Wall_tech_jump.2FWall_jump_tech
From this GIF, Fox's Perfect Pivot seems to have 3 different Perfect Pivot lengths.
Well, now you have.
I only showed three lengths to prove the point, I haven't made an effort to measure how many different lengths you can get. That number would be the same as the number of frames into a dash you can perfect pivot for though, since longer slide = waiting longer before pivoting.From this GIF, Fox's Perfect Pivot seems to have 3 different Perfect Pivot lengths.
The first his hindleg is lined up perfectly with the 3rd block.
The second his hindleg is slightly up on the 4th block.
The third his hindleg covers most of the 4th block.
My question is though is that are these all of the lengths for Fox's Perfect Pivot, and can all perfect pivots have 3 different lengths?
As for foxtrots, I have the same question.
I am able to a maximum range foxtrot and a shortest ranged one but are there also length divisions for foxtrots also?
This information would be very helpful to me! Thanks!