• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Recent content by Magus420

  1. Magus420

    Zelda vs. Jiggylpuff Strategy

    Oh yeah! Forgot that non-tumble d-air to b-air is also a thing. I've sometimes used it as an up-b landing lag punish (more damage/KB than b-throw, and more damage/KB/doesn't send them back onstage like f-air) but never tried it for a rest punish. Works from 35-57 on Puff, though I wouldn't try...
  2. Magus420

    Zelda vs. Jiggylpuff Strategy

    Yeah, it's definitely a missed rest punish only thing so that there is time to roll and charge it. Important to note that you should be facing the same direction as Puff before rolling through them, and c-stick+Z/A charge the smash to get it consistently. Puff's hurtboxes don't stick out as...
  3. Magus420

    Zelda's Dtilt

    Unlike d-smash it hits a good amount below the stage (more than any other ground move I think), so only some DJ sweetspots and like G&W up-b can recover underneath it. It and a very well timed low kick are the 2 main onstage options that can hit a sweetspot, with d-tilt having the flexibility of...
  4. Magus420

    Zelda vs. Jiggylpuff Strategy

    I'm pretty certain fully charged single hit f-smash kills before kicks. Never tested the exact percents, but according to the IKneeData calc it's a 8-9 damage difference. With unstaled f-smash and kick it ranges from 49 f-smash/58 kick on the side of YS, up to 74/82 at the center of DL.
  5. Magus420

    Melee Gecko Codes + Guide and Discussion

    I'm unfamiliar with loading codesets with it, but yeah I just keep a 'Nintendont v3.305' folder and a 'Nintendont v3.371' folder in \apps. v3.305 doesn't have read rate limiting or something like that which sometimes causes game music to cut out after a second or 2 so I keep both on there.
  6. Magus420

    Melee Gecko Codes + Guide and Discussion

    Older versions of Nintendont likely work if it's the same issue as sending codes through USB gecko. I can test C2 codes in v3.305 but not in v3.371, because the code list is @800027D0 for the former and @93006000 for the latter (too far away to branch C2 hook<->Code list).
  7. Magus420

    Official Ask Anyone Frame Things Thread

    I get 19.6 (did you shield a frame early?), which would be 28 damage (18+10). Guessing it might apply the shield damage twice for some reason, possibly an oddity with being an article or the way the activation of the move works. Edit: Tried Falco's laser with shield damage and it also gets 2x...
  8. Magus420

    Why don't more Zelda's use her Aerial Interrupts?

    Looked into all ledge f-air AI timings and stages to see if I could find anything promising. These 2 sets of timings seem like they'd have the best chances of being usable: BF/DL/FoD Drop Frames|Jump Frames|AI Frame|Drop|FF|Jump|F-Air|Land|Action|GALINT|Stages...
  9. Magus420

    Why don't more Zelda's use her Aerial Interrupts?

    I feel like you're missing the point. Like how is a FF variation that has the Jump->Kick timing 11-13 frames apart tolerance for variations that have Jump->Kick 5 frames apart? You can have plenty of variations that work, but if they don't overlap anywhere you're not going to become consistent...
  10. Magus420

    Why don't more Zelda's use her Aerial Interrupts?

    I tried all possible timings of jump and f-air from the ledge after FFing for a similar AI to those 2 that uses the large downward ECB shift of frame 7 of f-air. Unless it's some awkward delayed FF (adding a 3rd input timing requirement) rather than drop+FF I don't think she can FF for those...
  11. Magus420

    Why don't more Zelda's use her Aerial Interrupts?

    If there is tolerance feel free to post alternate timings that work, but from what I can tell her ledge AIs need the DJ and f-air to be on those exact frames listed. All combinations of +1/0/-1 on the jump and f-air did not work. No combination that works with FF from ledge either. So yes, 2...
  12. Magus420

    New Up-B Diagonal extension tech discovered?

    I was confused by the description at first by saying it goes further than full horizontal but you mean compared to straight left/right from directly underneath the platform teeter position right (full horizontal from teeter you just go offstage and die)? From platform teeter with the 2 most...
  13. Magus420

    Shield Dropping being off?

    Shield drop in melee has 3 Y increments where it'll trigger platform drop but not far enough down to dodge. In PM there are 4 so the range is larger, but the average is further down (the idea being that an average unmodded controller is more likely to dodge on 1 or both notches in melee than it...
  14. Magus420

    Some Yoshi Information

    You're getting 1.185 instead of 1.2 because you aren't getting the full 1/-1 X input. You usually only get 0.9875/-0.9875 when holding full left/right/up/down due to the way it rounds when scaling the inputs (the analog Y needs to be exactly 0 to get 1/-1 horizontal). 1.2 * 0.9875 is where the...
  15. Magus420

    Official Ask Anyone Frame Things Thread

    Are you using 100 as the weight for throw KB? Throw KB is weight independent unless it's a hitbox after release that does the KB like Jiggs f-throw (though the hitbox can miss), Bowser klaw f-throw, and Falco d-throw on NTSC Fox.
Top Bottom