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I know, I've done it plenty, but now the game registers it as a true combo. Fair will pop the characters up unless you land on one of the frames that spike. I often had cpu's shield FF fairs into an attack, now landing on the ground is guaranteed to link into dtilt, and ftilt is guaranteed for both. I said before that it won't have any big impact probably, it's just guaranteed now, which is nice. FF fair on shield is actually better now which is more important than tilts.Pikachu could always FF Fair > dtilt/grab/jab/dash attack/reverse utilt (reverse utilt maybe too hard). I made a post about it a week ago in the character competitive impressions, the key was it had to be fast falled. He can also FF fair > usmash under the right conditions.
I guess its good that the landing lag on his aerials is better but for some reason im skeptical, i feel either there was a mistake before on the frame data at some point or theres something up now.
I meant either the ones tested now, or perhaps they weren't correct in the initial version or werent updated after the last patch. If any of those 3 are wrong itd be off, although they could all be right too.I know, I've done it plenty, but now the game registers it as a true combo. Fair will pop the characters up unless you land on one of the frames that spike. I often had cpu's shield FF fairs into an attack, now landing on the ground is guaranteed to link into dtilt, and ftilt is guaranteed for both. I said before that it won't have any big impact probably, it's just guaranteed now, which is nice. FF fair on shield is actually better now which is more important than tilts.
By that do you mean that I made the mistake? I'm pretty sure i didn't any huge mistake, the frames are less for sure. But this can be checked...
That's interesting.I meant either the ones tested now, or perhaps they weren't correct in the initial version or werent updated after the last patch. If any of those 3 are wrong itd be off, although they could all be right too.
Ive been able to register FF fair into dtilt and dash attack as a true combo before, I tested it using slow speed and buffering the attacks so Im sure it was right. Usually I hit the opponent first, then fast fall. Also even if theyre popped into the air, they usually dont have enough time to do anything until they land which is why sometimes you can usmash them, but all the other follow-ups should work too.
I tested the old version earlier when I was testing out SH options. I just tested 1.05 at the time of the first post.Relevant double post.
@ C CarbuncleHero
I just noticed that you tested the old and new version together right? I thought you were using data for the old one. Interesting. By the way is this just the 3ds version?
Im just confirming that the 3ds and wii u version are different.I tested the old version earlier when I was testing out SH options. I just tested 1.05 at the time of the first post.
This is the 3ds version, did the wii u get an update yet?
Ah, okay.Im just confirming that the 3ds and wii u version are different.
I'm no pro. Which is why I need someone who is to make sure this is correct.Actually, while we're on the subject, frame testing is another subject I was curious on...perhaps overly ambitiously so, but still.
Any resources on how I might learn?
Not confirmed yet. I tested it, but no one else has so don't take it as an absolute fact.Is the landing lag reduction confirmed or just speculation?
Small target, can combo, Quick Attack, has projectiles, can edgeguard, can rack up damage easily and has the tools to beat top tier characters.is Pikachu really top 5?
http://www.eventhubs.com/images/201...ins-why-his-super-smash-bros-wii-u-tier-list/
I have heard this from other topplayers like Zero too. what makes him so good or what makes other people that he is so great?
I dunno much about him so I would like to know why he is rated so high.
oh no I'm not taking it as a fact. I was wondering.Not confirmed yet. I tested it, but no one else has so don't take it as an absolute fact.
Yes, Very complicated! Especially when pushed to his limits. He can be sooo tricky and hard to keep up with.I think Pikachu is one of the best characters in the game, as Top 5 because Pikachu has a versatile arsenal for every situation
But I do not think it's the best, being a light character and without extensive ability to kill in ground
Nevertheless, pikachu is a complicated enemy to defeat
This has been my favorite way to approach since Brawl's inception. Just don't use it every time.Here's a very common approach I use as Pikachu (and one that's super annoying for opponents lol): ...
... Well, there's plenty of options at this point (after opponent getting hit by jolt) tbh.
- Run (towards opponent) >>
- Jump (towards opponent) >>
- Use "neutral B" (thunder jolt) midair >>
- Once landing, chase the thunder jolt (as closely behind it as possible) as it moves along the ground >>
- Then... (1) if opponent blocks the jolt, use "grab"; (2) if opponent jumps over the jolt, use "N-air", "F-air" or "U-air"; (3) if opponent gets hit by jolt, use "dash attack" or "grab" or...
Enjoy!
Mid range to long range. If the opponent is aggressive on their own, or likes to remain close to you before pouncing then you're better off using a SH approach.I know at least one needle-happy Sheik that despises this approach.
I feel like anyone who camps fears this, but I do have concerns about its use in close quarters. How much distance would you be looking at, minimally, to be sure it's a safe approach?
Pikachu's QA loses lag?Sorry for bringing this up again, just a small update to the lag thing.
I tested the aerial landing lag of ver. 1.0, since i don't know how to revert back to ver. 1.04. and retested 1.05 and additionally tested default Quick Attack and airdodge for both.
Here is the frame data for both 1.0 and 1.05:
ver. 1.0
Nair:1-16, act on frame 17
Fair:1-10, 11
Bair:1-18, 19
Uair:1-16, 12
(i skipped dair again...)
QA:1-10, 11
AD: 1-14,15
ver. 1.05 (retested no change from my prev. test)
Nair: 1-12, act on frame 13
Fair: 1-8, 9
Bair:1-15, 16
Uair:1-12, 13
(No dair)
QA: 1-8, 9
AD: 1-11, 12
A few things to take note of: I made a few mistakes in the 1.04 data, but the 1.01 is more accurate and I made it clear when pikachu can move. QA loses lag, as well as landing airdodge in the update! Quick attack's ending lag is the lag after the attack animation stops and the smoke appears, the actual lag is ~8 frames more. I only tested these moves, so if any other moves are shorter I wouldn't know. Keep in mind that I am new to testing frames, so there are probably mistakes here; I had honest trouble with 1.0's bair, i don't know why. But pika obviously some loses landing lag, so for now this is about the amount that pika loses.
Are you jumping straight up immediately before hitting down+b? If not, you'll just fast fall to your death.Hi, dumb question, I can't seem to use pikachu's down b as a recovery option, for some reason, I seem to drop a lot faster than esam when he does it, what am I doing wrong? Thanks for your responses.
I think I was waiting a bit too late, thanks for clearing that up.Are you jumping straight up immediately before hitting down+b? If not, you'll just fast fall to your death.