• 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 Synnett

  1. Synnett

    Grab Release Followups and Kill Confirms

    As @GimR pointed out over a decade ago, Bowser has a pseudo-chaingrab on most of the cast. However, there's much more to it that's been overlooked - let's take a look at my favorite obscure Melee mechanic. Grab Release Mechanics A grab release puts both opponents in a special animation that...
  2. Synnett

    Bowser's Psuedo Chain Grab

    I will expand on this, hold my beer
  3. Synnett

    Social The Social Thread 3.2.1

    I'm having a bout of nostalgia for forums out of the blue. I'm in the process of deleting all of my social media and I just recall how cozy this format is. No over-stimulation or pings, you're not actively trying to catch someone's attention or manipulate the algorithm and you can just take...
  4. Synnett

    Shield Drop frame data question

    You need at least one frame of shield to be able to shield drop. So on frame 2 of shield you will be able to input a shield drop. However, you can buffer a shield drop input for up to 5 frames (4 frames in landing lag + the shield frame) before the shield drop frame.
  5. Synnett

    Buffer Mechanics in Melee

    Thank you! I reworked the entry, if there's anything else don't be shy
  6. Synnett

    Shellshocks, Bowser's Parry

    Ohh that's super interesting, thanks for sharing! I shared some stuff about Samus' up B in the Samus discord server, where you could trade with Sheik's needle instead of shielding them. They weren't very responsive to the idea because both Samus and Sheik recover from hitlag on the same frame...
  7. Synnett

    Buffer Mechanics in Melee

    Smashers are too lazy to read all this lol. I appreciate the compliment tho I'd have to get some videos done to showcase the most relevant buffers to spread that info around
  8. Synnett

    Short hop controller mod?

    As far as I know there are no mods to really make short hops "easier". In my personal controller I perforated the button pad on my X button so there's no click - I just have to do a quick tap to get a short jump input. Maybe that could be an option for you? Search for point 2.10 in Kadano's...
  9. Synnett

    Smash Melee Ledge Occupancy Frame Data

    Great idea, would be fun if you could complete the data for every character!
  10. Synnett

    Add 1 character to melee

    Definitely Ridley, he even has a full model shown in the intro of the game.
  11. Synnett

    Buffer Mechanics in Melee

    As an extra, here's a mechanic that acts similarly to a buffer during normal gameplay, but in fact is more akin to a multi-input. Pseudo Buffer: - C-stick aerial
  12. Synnett

    Buffer Mechanics in Melee

    Here is an attempt at documenting every buffer mechanics in Melee. If I'm missing anything, or anything is wrong or inaccurate, feel free to let me know! This is considered complete. 🐢 First of all, what is a buffer? It is a mechanic that lets you "successfully input actions before they can...
  13. Synnett

    Shellshocks, Bowser's Parry

    Shoutouts to Rognut for labbing this tech. "<🐢>" What is a Shellshock? It is basically a mix of Yoshi's parry and Doc's Up B cancel, but more versatile and more lenient than both. Usually, when landing a grounded Up B, you get 13-17% and most often a neutral reset, since the move has a...
  14. Synnett

    Wavebird vs Wired?

    They are not tourney legal, because there are only 16 channels, and in the case of a tournament, someone in the audience could just switch to your channel and mess up with your inputs / play for you. There's also a bit of lag, but I couldn't tell you how much.
  15. Synnett

    Bowser's Second Jump Shenanigans

    Bowser's second jump is the only jump in the game to have invulnerability. When he double jumps, his head and limbs retracts inside his shell, and they turn intangible. However, like Link's nair hitbox, the invulnerability lingers until the animation ends. That means that for a period of 12...
Top Bottom