Mighty_mo76
Smash Apprentice
one question, what is ASDI? i mean how do you do it? Do you hold the analog stick, or tap it, or is it the c-stick, or what? plz clarify.
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Use Marth's f-smash on another Marth's jab (space it so that neither Marth gets hit).Is there really a such thing as "intrinsic priority" in any game?? I'm not so sure.
I think its all a matter of super armor and hitboxes.
It is currently believed that attacks that do approx 8-9% more will cancel the other move, as that is how it was done in melee.Is there really a such thing as "intrinsic priority" in any game?? I'm not so sure.
I think its all a matter of super armor and hitboxes.
You're actually confirming a 9 move queue, as when you swing for 13, there are 0 fsmashes in the queue, and when you swing for 5, there are 9, and it doesn't decay any more.The Attack Queue actually goes to 10
Here is an examples: Ike's Fairs base damage is 13-12-10-9-9-7-7-6-6-5 and it will not dimish any more because the Attack Queue only goes to ten also if I keep using it all it does is make it do 5 damage over and over again.
This is also true for his Bair= 14-12-11-10-9-8-8-7-6-6-6-6-6
No. for instance, DK's fhtrow doesn't decay. however, this might just be an exception and i haven't looked into a consistent rate. In Melee, all moves decayed at the same rate though.Very interesing...
But do all attacks decay so much?
Some specials can clank with aerials. Specials don't need to follow the rules.
I'd like to see some info on teching. I've teched the first hit of Wolf's fsmash, and Lucas' dsmash, on level ground. Such a skill would be very useful to have.
I can't really post any prove since most of the techs on the ground I did have been online and were over the 3 minute mark so I couldn't record it. But especially when lag occured I found that just like in melee pressing the shield buttons you can still tech and roll the other direction. From hits at like 100% I hardly moved a meter or something and it saved me from possible KO's. All I did was tap L a few frames before the hit.Well, this can't be done by using grounding methods in melee to my knowledge, but unfortunately, i'm unable to test stuff further at the moment, as I don't own a wii, and don't have ready access to the game. If you do find out why this occurs, please let me know though.
to use normal DI, just be holding the direction you want before you're sent flying from an attack. It doesn't need to be input during a certain window, it just checks what direction you're holding the frame you're sent flying.so, to perform DI, do i just move the stick in the direction i want?
or is timing extremely important?
hmmm,sorry i am a bit of a n00b.
can someone please help?
I know that you can ground tech if there is a slope involved, and i've seen other weird ground techs. I just stated you can't do it the same way as in melee.First of nice guide.
I can't really post any prove since most of the techs on the ground I did have been online and were over the 3 minute mark so I couldn't record it. But especially when lag occured I found that just like in melee pressing the shield buttons you can still tech and roll the other direction. From hits at like 100% I hardly moved a meter or something and it saved me from possible KO's. All I did was tap L a few frames before the hit.
Is there any proof that edge teching is impossible? Cause it happened to me quite often and you can find a few examples on youtube aswell . I really didn't find the system much different. All I did was tap L just before I got hit.
I've actually Edgeteched a ganondorf's Dair with Snake. It was lower on the wall, but a ledge is just a wall anyway. Since the Dair doesn't hit you sideways into the wall, it pretty much proves edgeteching is still in, albeit pretty much useless because of the sweetspotting (Unless your friend likes to suicide spike like mine lol)to use normal DI, just be holding the direction you want before you're sent flying from an attack. It doesn't need to be input during a certain window, it just checks what direction you're holding the frame you're sent flying.
I know that you can ground tech if there is a slope involved, and i've seen other weird ground techs. I just stated you can't do it the same way as in melee.
Also, i would like to see the youtube video's you've seen w/ edge teching, because, although it might be possible, all the vids of "edge teching" i've seen have been walltechs, not edgetechs (where they were hit into the wall).
the differentiation made between ledge teching and wall teching is if you're hit into the wall after the attack, vs teching on the wall while being hit (during hitlag), typically if you're sent away from the edge.I've actually Edgeteched a ganondorf's Dair with Snake. It was lower on the wall, but a ledge is just a wall anyway. Since the Dair doesn't hit you sideways into the wall, it pretty much proves edgeteching is still in, albeit pretty much useless because of the sweetspotting (Unless your friend likes to suicide spike like mine lol)
I can't remember the name. You might be right about edge techs now that I think about it some more. If you really can't tech during hitlag then it rules it out obviously. But If you can just buffer the tech to happen after the hitlag then DI'into the stage should be enough to tech right?I know that you can ground tech if there is a slope involved, and i've seen other weird ground techs. I just stated you can't do it the same way as in melee.
Also, i would like to see the youtube video's you've seen w/ edge teching, because, although it might be possible, all the vids of "edge teching" i've seen have been walltechs, not edgetechs (where they were hit into the wall).
Yeah, that's exactly what I thought edgeteching was in the first placeI can't remember the name. You might be right about edge techs now that I think about it some more. If you really can't tech during hitlag then it rules it out obviously. But If you can just buffer the tech to happen after the hitlag then DI'into the stage should be enough to tech right?
press it repeatedly, or if you're using the control stick, you can roll it 1/4 circle around the direction you need to go, and that's most effective.scotu i have so many questions on smash di
you know how like on halberd it shoots this lazer. well when u get stuck in it i cant get out of it yet i use the c stick to get out and it works. do i have to hold it in the direction i want to go or keep tapping it.
another thing is does using both sticks help you survive? i rmemeber pros in melee would survive ridiculous attacks and live to high %s, what do you do like as soon as you get hit, smash the c stick the right directions and then DI accordingly?
i think thats about it for now. thanks bro
This seems... important. I'd appreciate seeing whatever sources you have for Brawl priority; projectiles, aerials, specials, tether-attacks like Samus' z-air, etc. There's a lot of misinformation all over the place.aerials can clash. i thought i updated that. If not, whoops i did on AiB.
Okay. Generally, Brawl discussions talk about Priority as if, every attack is given a special Priority Number, that is used to compare which attack wins in a contest. So now, I see that this does not exist; it's just the damage that would be caused by the attacks that is compared. This seems quite important; all the whining about Sonic's "low priority" actually just amounts to Sonic not causing enough damage to win very often. I recommend you add this damage-based-priority info to the OP.well what i know from priority is (for at least ground attacks) worked like in melee (except with different numbers): if two attacks have hitboxen that collide, if the damage they would deal are within 10% of each other, they'll clash, otherwise the one that does more damage will out prioritize the weaker attack.
I think you're wrong about that, although I'm not sure how you mean it. I think your OP is right when it indicates that aerials will not clank with other aerials. From my own tests, if two aerial hitboxes overlap, there's no problem; neither is interrupted. If an aerial overlaps your hurtbox, you get hit, and if two characters each have aerial hitboxes over the other's hurtbox, they "trade hits".I'd assume atm that areails work the same way as ground attacks, and same for tethers.
Thank you for finding that! I think you're exactly right, the yo-yo is treated as a projectile, and so you can clink with it; even an aerial will cause it to clink. The aerial will not be interrupted, and I don't think the Yoyo will either (can it sometimes be interrupted, or never?), but you'll get a clink-bubble. Most of Olimar's attacks behave like this; waving around those little Pikmin, they will all clink against lots of things, which doesn't necessarily interrupt them, although afaik they can be killed from it. So Olimar is very exceptional in that most of his Aerials will clink against other Aerials!! But this is not typical of how Aerials work.Ness' nair clanked with his u-smash.
Does Ness u-smash have weird projectile properties (it just can't be reflected?).
Getting more info on projectiles, and their different types etc. would be great. But I have not been very impressed with allisbrawl from my (admittedly few) attempts to find useful information there. It seems like they have more n00bs than smashboards but maybe I'm just better at avoiding them hereAs for Projectiles, I don't have much info on it, But Simna (over at Allisbrawl; join there if you haven't ) either started working on types of projectiles, or was trying to get it started.
Well, the article might contain false or misleading information that has not kept current with the general understanding of how Brawl works. There's still lots that hasn't been figured out IMO. That being said, your guide has served me great for a whileone more thing: this will never be "out of date" You'll always need to know this stuff.