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Recent content by RSQ

  1. RSQ

    Smash Melee Ledge Occupancy Frame Data

    For anyone curious, the data for your character can be found using SDM's Frame Data Page on Angelfire. In his ledge options info, the total animation length will be the same as the ledge occupancy time, EXCEPT for ledge jump where it ~equals the invulnerability length instead. For Puff, this...
  2. RSQ

    Fox 89ers

    It refers to the wavedash angle used in super long waveshines. 89 degree angles aren't actually possible (I think ~73 is the best that doesn't get rounded to straight left/right), but the name is still sometimes used.
  3. RSQ

    Game&Watch Grab Flowcharts vs Spacies

    Thanks! And yeah CG practice is a long way from the most fun part of Melee. To extend the initial post, I did a bit of testing with platform stuff. There are four ways I describe here: Dair TC: FHFFL down-air to cover in-place options, then regrab rolls on reaction, as described in the first...
  4. RSQ

    Game&Watch Grab Flowcharts vs Spacies

    NOTE: this information has been tested, but by hand in UnclePunch. I'm also a dunce with messy writing. So, basically, I'm pretty sure this is all correct but you shouldn't take it as gospel. Notes On Throws: I think it's wisest to assume that the enemy knows your throw animations. Mix-up...
  5. RSQ

    ICs Techchase on reaction

    This is pure theory but: -Dthrow with popo -During the throw animation, use CStick + A to charge FSmash with Nana -Walk in the direction of DI with el popo -Nana will slide after you, still charging. -Jump with Popo and release A on frame 17 of tech animation -Input grab for TiP or miss tech on...
  6. RSQ

    Carefully Ask Forrest (MrLz) about the Tiara Guy

    Hey, I see you use a lot of reverse fair in combo videos. Is this for style points or does it work in situations where no other moves would? Also, dair regrabs when?
  7. RSQ

    Unreactable movement range diagram

    Hey all! I don't know if something like this already exists, but I took data from Schmoo's Movement thread and made a display of how far from the centre of FD (red line) Marth can move within 20 frames. I consider 20 frames to be the amount of time it will take most people to react in a...
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