Ray_Kalm
Smash Master
Jump Lag USmash Cancel.
USmash out of shield has 28 frames of lag, but with this little AT USmash starts up a bit faster.
To do it: Instead of regularly USmashing OoS (not that anyone does it), jump first, then quickly USmash. Since jumping cancels shield drop lag, Ganon will go straight into his jump animation, and, then cancel 1/3rd of it with USmash. So, instead of the 7 frames of jump lag, Ganon only gets (roughly) 2.33 frames.
The 28 frames of start-up tones down to around 23 frames. Which is actually quite good since there are some moves in brawl which players will use against you in competitive play that will lag about that long on shield. Though, it would've been a even better OoS option if it weren't for the fact that it has no range at all.
I think this is also possible with DSmash, but I'm not really sure. Someone should test it. If it turns out to work, we'll have a 18 frame attack with incredible range OoS (the airdodge out of the second hit will be a huge drawback though).
USmash out of shield has 28 frames of lag, but with this little AT USmash starts up a bit faster.
To do it: Instead of regularly USmashing OoS (not that anyone does it), jump first, then quickly USmash. Since jumping cancels shield drop lag, Ganon will go straight into his jump animation, and, then cancel 1/3rd of it with USmash. So, instead of the 7 frames of jump lag, Ganon only gets (roughly) 2.33 frames.
The 28 frames of start-up tones down to around 23 frames. Which is actually quite good since there are some moves in brawl which players will use against you in competitive play that will lag about that long on shield. Though, it would've been a even better OoS option if it weren't for the fact that it has no range at all.
I think this is also possible with DSmash, but I'm not really sure. Someone should test it. If it turns out to work, we'll have a 18 frame attack with incredible range OoS (the airdodge out of the second hit will be a huge drawback though).