AMKalmar
Smash Ace
I've read several times in the past that tap jump is needed to properly meteor cancel... Why? What's different about inputting left analog up rather than a button?
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What happens if you input jump with Y/X before frame 15 ? Can you input it again and still meteor cancel at frame 26 ? Or do you get the penalty everyone is talking about ?Last time I checked Lucas' double jump doesn't have 10 frames of startup but you obviously know better.
Let me make this a little more clear. I tested this over a dozen times. When I inputted jump anywhere from frame 15 to frame 25, Lucas jumped on frame 26. That means If I mash up on the analog stick, Lucas jumps on frame 26. If I press jump on frame 25, Lucas jumps on frame 26. If I press jump on frame 15, Lucas jumps on frame 26. You can buffer a jump out of hit-stun.
Moreover, you can buffer anything that you can normally buffer while airborne out of hit-stun.
You receive a penalty:What happens if you input jump with Y/X before frame 15 ? Can you input it again and still meteor cancel at frame 26 ? Or do you get the penalty everyone is talking about ?
I suppose I could have phrased that more clearly.Fresh Ganon stomped Lucas at 0%, input jump as early as 15 frames after hit-lag ends, jump occurs 26 frames after hit-lag ends. Inputting jump with a button before frame 15 extends hit-stun. Input side-b after inputting jump but before frame 26 = wasted jump and useless side-b. Input side-b on frame 26 = zap jump.
Frame 0 is the last frame of hitlag
Enter = Enter Hit-Stun (milliseconds on timer : frame equivalent)
Exit = Exit Hit-Stun (same as above)
MC = Meteor Cancel (Exit - Enter = total frames in hit-stun)
Move Enter Exit MC
Ganon Dair 60:24 18:49 25
Ness Dair 85:9 45:33 24
Lucas Dair 68:19 28:43 24
Lucas Bair 110:54 68:79 25
Samus Dair 53:28 13:52 24
DK Fair 43:34 03:58 24
DK Dair 120:48 80:72 24
DK sideB 60:24 20:48 24
Ike Dair 63:22 23:46 24