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Unfortunately, I haven't found a way to do that. There might be a way to, but I haven't found it.is there anyway to make them not tiny but still keep them as spoilers/something similar?
Yo. Godlike. Thanks manhttps://www.youtube.com/watch?v=4IVuou4GtqA&feature=youtu.be
added dash attack walljump tutorial B^>
Cool. I'll be at Disney this weekend (about time, last time I went was New Year's 2003-04), so I'll probably not be available at all times, but I'll look at it as soon as I can. I'm excited for what you accidentally found this time!i found something kind of newish and ill make a video of it this weekend
stay tuned boys
Disney Spring Break hype!Cool. I'll be at Disney this weekend (about time, last time I went was New Year's 2003-04), so I'll probably not be available at all times, but I'll look at it as soon as I can. I'm excited for what you accidentally found this time!
Space Animal Mountain broke down right before I could ride it for the second time. They couldn't handle the single-hit Nair into grab.Disney Spring Break hype!
Have fun at the Space Animal kingdom
Challenge people in line to Space Animal Mountain to moneymatches for their fastpass
I checked out 20XX and it doesn't display hitstun accurately. Those startup frames you are talking about are just hitstun frames, idk why 20XX doesn't turn them blue. 20XX does not tell you when they can jump out and instead will keep them blue before they transition into Fall or land.idk how you are getting these results, what im doing is counting frames when P2 is blue (using 20xx) and startup frames (NOT freeze frames)
im not including landing lag tho
i also finished the spreadsheet https://docs.google.com/spreadsheets/d/1L6H4UnvPINZ727Zj67u7vqDCpDOGuLZaRCdGENR0NLM/edit?usp=sharing
theoretically yes, but I don't know exactly how melee translates a knockback value to a velocity value and how it decreases each frame. it'd be easier to just test each character manually.youre a god
edit: is there a way to calculate when/if they will land and be actionable?
Eh. I don't see why falcon players are focusing so much on running, spending time on things like cactuar dash and CC'ed tilts/jabs/pivots etc. I don't see falcon players spending a lot of time in the run state. Almost everything I do in a game is out of a dash.im thinking about making a dash/run speed comparison video next
thoughts or ideas?
Gotta go fastEh. I don't see why falcon players are focusing so much on running, spending time on things like cactuar dash and CC'ed tilts/jabs/pivots etc. I don't see falcon players spending a lot of time in the run state. Almost everything I do in a game is out of a dash.
But what do I know? I hardly ever run in games, maybe someone should explain to me why its a good thing.