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Recent content by Jehtt

  1. Jehtt

    Q&A SSBU Mechanics & Techniques General

    Does anybody know what the clank threshold in this game is? That is, do attacks still win if they do 9% more than the attack they collide with? Also, does the threshold consider multipliers? Yep, this was known, though I don't think it's common knowledge.
  2. Jehtt

    NorCal / South Bay

    If you ever want to come out to a tournament, you should. Every tournaments has friendlies before bracket starts and after bracket has progressed far enough, so you don't need to worry about not getting to play. I still encourage you to enter the brackets, though, since it's a great learning...
  3. Jehtt

    Q&A SSBU Mechanics & Techniques General

    I did some research on using Directional Air Dodges as a recovery option. Every air dodge I tested (a lot) can snap on frame 25 after beginning. This is true regardless of when the Air Dodge's i-frames begin. Most air dodges have 19 frames of invulnerability, and no air dodge has i-frames going...
  4. Jehtt

    Official v1.2.0 Patch Discussion Thread

    "I found an inconsequential bug. If Pac-Man begins advancing with his Side B just as the pellet is hit, the original intended trailing effect from Side B will continuously come out. When I used side B once more, it returned to normal. It's like an F91. Cool, yeah?"
  5. Jehtt

    Official 4BR Tier List v2.0 - Competitive Impressions

    The orange sparks are exactly what a phantom hit is. It happens when your hitbox is less than 0.1 units inside of the opponent's hurt box. It causes no damage, just a spark and a quiet sound. In Melee is was similar, except it was 0.01 units and it still did damage. Officially, it is called a...
  6. Jehtt

    Official 4BR Tier List v2.0 - Competitive Impressions

    I'll fully admit I missed about 4 pages of this thread and was skimming to catch up. My apologies, I'll read more thoroughly next time. However... This supports the point I was trying to make. All those options will work in different scenarios, but there is no catch-all. There are plenty of...
  7. Jehtt

    Official 4BR Tier List v2.0 - Competitive Impressions

    Mega Man is going to start hitting you with sweet spot nair if you do this. Aside from just mixing it up with a forward jump nair, F-tilt lemon > f-tilt lemon > nair lemon combos. You're back to square one again. In fact, that can even put you off-stage which is worse than being back to square...
  8. Jehtt

    Official 4BR Tier List v2.0 - Competitive Impressions

    It's surprisingly difficult to zone Mac. You must be careful about where you jump, or you could be eating an f-smash. His Dash Attack can also power through lemons with its good burst speed. Combined with good ground speed and long reaching Cannot Rebound f-tilt, Mac can force his way to where...
  9. Jehtt

    Official 4BR Tier List v1.0 - Competitive Impressions

    Your standings for Don't You Dair 2 are incorrect. Rice got 2nd and Mudomo got 4th, you have it backwards.
  10. Jehtt

    Official 4BR Tier List v1.0 - Competitive Impressions

    Meta Knight's dash attack is a great tool against Mega Man. It can safely clank with his projectiles and can get underneath Mega Man's shorthop. The move also leads to juggles, of course, which Mega Man is very susceptible too. Additionally, Meta Knight can do nasty things to Mega Man off-stage...
  11. Jehtt

    Official 4BR Tier List v1.0 - Competitive Impressions

    There are some matchups Kameme put as "5:5" that surprise me. Ryu and Ness stick out. Both characters suffer from a similar problem against Mega Man of having a very hard time closing the gap and getting damage. This is on top of both characters getting exploited very hard off-stage while not...
  12. Jehtt

    Official 4BR Tier List v1.0 - Competitive Impressions

    This technique has been around for a long time.
  13. Jehtt

    Official 4BR Tier List v1.0 - Competitive Impressions

    I've always preferred using words (Slight [dis]advantage, [dis]advantage, considerable [dis]advantage, etc...) to describe MUs since ratios tend to mean different things to different people. To me, 6:4 would be "disadvantage" but that might be "slight disadvantage" to someone else.
  14. Jehtt

    Official 4BR Tier List v1.0 - Competitive Impressions

    Kamemushi started adjusting in the second set, but it was a little too late at that point. In the first set against Ally, there were multiple times were he tried to use triple pellets right in the range of Mario's SH nair approach. That basically gave Ally free damage. He also kept using Leaf...
  15. Jehtt

    Official 4BR Tier List v1.0 - Competitive Impressions

    I think Mega Man's lack of good CQC is more of a weakness than his recovery. The lag on his recovery can be somewhat mitigated by landing with a lemon (allowing you to jump again immediately) but jumping is still a commitment that can be punished. Be able to save his double jump before he Up Bs...
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