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Recent content by Saykrd

  1. Saykrd

    The time it takes for an attack to be performed.

    I disagree actually. Frames are a more useful unit of measurement than milliseconds because more visual and also more coherently tied to the game itself rather than your personal interpretation of how long something will take. We may use time everyday, but can you actually picture in your head...
  2. Saykrd

    Patch 1.1.5

    https://twitter.com/saykrd/status/710114094884495360?s=09 Yeah, FSmash is still jank guys.
  3. Saykrd

    Patch 1.1.5

    Nah I tested that specifically. I can assure you that is still a thing sadly.
  4. Saykrd

    Patch 1.1.5

    Alright re-confirming this. Just updated my 3ds to 1.1.5. Unless they changed the blastzones of 3ds battlefield this is most likely confirmed. Ftilt kills 30%+ earlier So far these are my findings at least: Jab1: Possible angle/knockback change to make it link into jab 2 better. Jab2...
  5. Saykrd

    Patch 1.1.5

    Ah I see, that might be placebo then.
  6. Saykrd

    Patch 1.1.5

    [Probably placebo, pls test on one system to confirm] Ftilt might have also gotten some KBG changes as well. It kills at least 30% earlier. (167% > 135% on Mario from the edge of battlefield)
  7. Saykrd

    Samus Hitbox Visualization

    I know right? Seriously. What's worse is Samus' whole leg hurtbox is just poking out unprotected.
  8. Saykrd

    Social The Gates of Hell: Bayonetta Social Thread

    Is it really 4 frames? It seems more lenient than that to me. It's definitely easier to land at low %, and it helps if you b-reverse WT so that they start behind you and get knocked into the second one. It seems to stop working at like 70%+ on midweights tho, or maybe I'm just bad. ...But...
  9. Saykrd

    Meta Secrets of the Umbra: Bayonetta Metagame Discussion

    The second WT should be double jump canceled, so after the whole combo finishes you should still have your double jump
  10. Saykrd

    Meta Secrets of the Umbra: Bayonetta Metagame Discussion

    It should be doable in training mode just fine. Make sure you ABK right after WT ends as opposed to interrupting it.
  11. Saykrd

    Meta Secrets of the Umbra: Bayonetta Metagame Discussion

    I do, I was just lazy :P. Here you go: https://www.youtube.com/watch?v=_D2lIlT_Qk4
  12. Saykrd

    Meta Secrets of the Umbra: Bayonetta Metagame Discussion

    There's also another variant of this combo that goes Dtilt-WT-ABK-WT-ABK-UAir that's slightly more reliable since ABK-UAir is harder to DI out of than ABK-ABK-Uair. I'd post a video but I don't have recording tools :/
  13. Saykrd

    BOOST BLADE~ Item Toss/Glide Tech For Mega Man

    Yeah, that's just Donkey Kong's UpB windbox that moved him. Edit: Got ninja'd
  14. Saykrd

    BOOST BLADE~ Item Toss/Glide Tech For Mega Man

    I thought so too, yet every time I try a forward input that isn't close to an upthrow input it doesn't end up canceling the dash throw. It's probably some inconsistency in the logic that checks whether you're trying to perform an upthrow and the actual logic to perform an upthrow. Oh its also...
  15. Saykrd

    BOOST BLADE~ Item Toss/Glide Tech For Mega Man

    If I'm facing right, It's pretty much: :GCR: Dash -> :GCA: (hold) Dash Throw -> :GCB: + :GCUR:(but about a tenth of the distance between the NE and E groove lower) For the backthrow input, practically it would be: :GCR: Dash -> :GCN: + :GCA: (hold) Dash Throw -> :GCB: + :GCUL:(but about a...
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