MidnightAsaph
Smash Lord
Advanced Flash Tactics
A guide covering lightstep, scar, telestepping and more...
Check the To-Do-List and see if there's anything you'd like to help me with.
II. Lightstepping
III. Telestepping
IV. Air Release Flash
V. Flash Cancelling
VI. Frame Data
Extra. The To-Do-List
*NOTE! If there are anymore, and I'm too much of a prick to remember it, just tell me.
*NOTE! If you are interested in helping with this project, please take a look at the To-Do-List and [highlight]let me know if there is anything you can help me with[/highlight]. For more details, see the bottom of post or ask me.
I. Scarring&Semi-Scarring
Now that we've gone over the how, let's go over the what. This thing is called a scar, and what you are doing is called scarring. Amazing, isn't it? The effect you get from doing the said actions is appearing on stage, usually close to the middle, depending upon the stage you've just scarred.
"Like, what's so amazing about this?" you might ask. Well, sadly brainless individual, it's a way to get passed an opponent or surprise them. Unfortunately, Wolf's ability to bypass the ledge and ostensibly teleport to the middle of the stage is well known, so, you'll probably be punished. However, you can also use the scar to punish them. A million times I've seen some idiot thinking, "lyk, omg, imma hit him!" and they charge a fsmash or something else with simply beautiful lag. I whiff the scar (or stall it by jumping or something), they are forced to attack, and then I actually go through with it.
So, there you go. That's a scar and how to do it. Amazing, right?
No.
You can't scar every stage, silly. There are a select number of stages that you can scar, and they all have some kind of similarity around the edge. "What might that be?" you'd ask. Well, let's look at a couple of nice pictures, eh?
Battlefield
Smashville
These two stages here are scar-able. Why? I don't know, they just are. The shape of the edge of a stage has a lot to do with whether it can be scarred or not, and I'm no game physicist, so I don't know why the aforementioned stages can be scarred; however, I do know that their shape, the edge, both are simlar to the one side of an upside-down trapezoid. I even included a little link to a picture for those who don't know what shapes are. I'm so nice. But don't think it has to be a trapezoid-like shape. Yoshi's Island can also be scarred, and it's sides fall straight down.
In other words, when scarring, make sure you're flashing into something. For example, Lylat Cruise: yeah, nothing there to scar, so don't try it. Anyway, I'm not going to do this talking any longer. Next section deals with the list of legal stages that can and cannot be scarred.
I.I Scar Stage List
Starter
Battlefield
Final Destination
Smashville
Yoshi's Island
Starter/Counter
Castle Siege
Halberd
Lylat Cruise
Pokémon Stadium 1
Counter
Brinstar
Delfino
Frigate Orpheon
Jungle Japes
Pictochat
Pirate Ship
Pokémon Stadium 2
Rainbow Cruise
Counter/Banned
Distant Planet
Green Greens
Luigi's Mansion
Port Town Aero Dive (only one platform, the circular tower)
Yoshi's Island (Melee)
Norfair
*NOTE! Some of the stages have certain objects or structures on stage that can be scarred. This includes only two levels. Structures that can be scarred are as follows from their respective stages:
Pokemon Stadium 1
• the tree - this can be scarred by rolling against the edge of the level on the left side when the stage is currently in the fire appearance. Simply use the flash, and you will appear under and over the tree, having scarred it.
PictoChat
• the end of the whale's tail
• the boxes
* All these objects are easier to pass through using the flash, and don't require as much as a precise angle as does the tree on Pokemon Stadium 1, but I thought it was mentionable at the least.
*NOTE! Frigate Orpheon's first level of the stage can only be scarred on the right side. On the second level, after it flips, both sides can be scarred.
Now past scarring, you'll need to know about semi-scarring. Like the scar, [highlight]it allows you to bypass the edge of the stage, but on every, single level[/highlight]. It is very simple to do. [highlight]Initiate the Wolf Flash and hold down on the control stick[/highlight]. As long as the end of the flash is beyond the edge, you'll bypass the edge and land. Because you don't have to be in the same position as a scar, you have more flexibility with your options on returning to the stage, whether it be to attack or slip past your opponent.
Also note that some stages like Lylat Cruise make the semi dangerous; you could miscalculate the right angle to use it and end up cruising under the stage to your doom.
I.2 Scarring Strats
First, I'd like to thank everyone that contributed to the discussion, albeit short. So, for both the scar and the semi-scar, I will give the strats on using them correctly.
So let's get a few things out of the way. There are several hitboxes involved with the flash, the first being a weak hit that does 3% damage. Then, at the tip of the attack, you have your sweet spots that to 10% damage and 15% respectively, the paramount damage usually accompanied by a spike. With this in mind, you should try and nail them directly for that sweet 15% damage.
The next thing I'd like to get off my chest is that the scar is easily punished. Do not use it unless you're sure it will connect with the opponent or you cannot be punished (say the opp. was gimped or is returning to the stage and you're trying to get up faster). Those are the scar's uses. I wouldn't want to see many of them at all in a match, that way you'll have another factor supporting the "Doesn't want to be punished" campaign. I can see a smart DDD landing an fsmash on the idiot using the scar like an idiotic pansy. Rarely use this move, unless you're punishing someone.
Now, those are the basics as far as the scar goes. Let's get into more detail here. I'll create a match mirroring one I've probably had in the past:
I'm on the ledge, it's battlefield, and I have a really aggro Ike standing near where my scar would end up. He's wondering what I'll do, and if I'm like any scrub Wolf, I'm gonna flash and think "It's an AT, so I'm gonna be alright." No, you're not going to be alright, you pansy. You're going to get screwed, cause that Ike is thinking "I'm going to forward smash him in the face." So, this is what I do.
I DI away from the stage, but I whiff the scar. As I predicted, the opp. Ike raises his sword and strikes. I jump over the ledge and laser him in the face. Yeah, I didn't even use the scar, did I?
Point here is that the scar can be used even when not used. It's an asset of mindgames, so use it. Why didn't I use the scar in the example? Ike was out of range and I didn't have enough time to use the scar again. What would I have done in another situation? I'll make this one short.
I played a Peach once - they know who they are - and I watched his frames start-up for a foward smash. I instantly scarred. Now, there's something wrong with this: I scarred. However, I did nail him, and that's probably due to the fact I don't scar a lot (into an opponent), and he hadn't expected the scar to hit as fast as it did. What else what I have done in that situation?
Watched for his forward smash to finish and then scarred. It probably would have been safer (unless I wasn't fast enough to punish).
So those are two things you can do with the scar. Bait and punish.
I view the scar more as a tool not for attacking, but for controlling the opponent. The more tools you have against the opponent, the more control you have over their reactions. Rvkevin had a perfect example of such a tactic. He mentioned that blaster planking may force the opponent into a position where you can use the scar (or semi) to hit their shield and push them onto the ledge, successfully switching positions with them. He also noted that, if the opp. is smart, they'll completely back off, and you can DI down/away and double jump back onto the stage safely.
There are other utilizations of scarring, probably more than I know, but something I like to use quite often really helps out. If the opponent is directly near the ledge, I find that using a semi (but farther away so you don't land on stage) will hit them or their shield, forcing them away or just giving them damage. From here, you can let go of the control stick and grab the ledge (and then follow up in whatever way depending upon how they react).
Had you not semi-scarred, you would have just grabbed the ledge. And to be honest, not many wolves I've seen will take advantage of the ability to negate the ledge grab. Use that ability to your advantage. But make sure you let go of the control stick, or you'll ignore the ledge too long and simply free fall to a free KO on your opp.'s part).
Another strat you can utilize is blaster planking. Using this strat, you can manipulate your opp. into coming closer or actually letting you get back onto the stage. If they attempt to stop you from blastering, you can then use that chance to scar (I advise you to use semi-scar to better control your position and landing lag). If they don't, and choose to walk away, you can get back onto the stage safely.
II. Lightstepping
III. Telestepping
IV. Air Release Flash
V. Flash Cancelling
VI. Frame Data
Everyone, thank perfectedidiot2 for this contribution. Wouldn't have been able to do it without him. But onto business, I can't say entirely what this frame data means. I understand visuals more than words, so hopefully we'll have some videos for these advanced tactics soon as well.
Details. In order to help me with this project, you must be more than capable of carrying out tests, looking beyond the box and possibly having the correct technology (such as perfectedidiot2 had) to squeeze as much information as possible out of the Wolf Flash. You must have proven yourself an experienced player in general and/or a long time Wolf user to warrant my trust of your findings. You must also be an active member of SWF. If you meet these expectations, you are qualified.
Note there are exceptions. There are definitely very intelligent members around here who are able in carrying out tests that might not fill some of these attributes. If you think you are one of those, and think hard about it, then contact me. Don't get pissy if I reply with "No".
Now, here are the things I have yet to do...
My Thread's Super-Important and Necessary Log-Book
[Update 8/22/09]: Began building thread. Will update after a bulk of information is gathered.
[Update 8/24/09]: Partially filled out the details on the scar.
[Update 8/31/09]: Outlined frame data relating to the flash; detailed my To-Do-List.
[Update 9/2/09]: I wrote the strats section.
[Update 9/18/09]: I edited blaster planking into the strats section.
A guide covering lightstep, scar, telestepping and more...
By now, most of you should know that the Flash — Wolf's side special — is beyond ********. All of Wolf's ATs, or the bulk of them, are from the Flash. I think you can take a look at it and realized why that might be: the special moves at an angle. Maybe that's just me, but, well, it's glitched anyway.
So, without further ado, I'm going to begin the basic structure of this thread, and links, utilizations, variations and what-not will begin to build up. In no particular order, here are the ATs and following sections.
I. Scarring/Semi-ScarringSo, without further ado, I'm going to begin the basic structure of this thread, and links, utilizations, variations and what-not will begin to build up. In no particular order, here are the ATs and following sections.
II. Lightstepping
III. Telestepping
IV. Air Release Flash
V. Flash Cancelling
VI. Frame Data
Extra. The To-Do-List
*NOTE! If there are anymore, and I'm too much of a prick to remember it, just tell me.
*NOTE! If you are interested in helping with this project, please take a look at the To-Do-List and [highlight]let me know if there is anything you can help me with[/highlight]. For more details, see the bottom of post or ask me.
I. Scarring&Semi-Scarring
DI [highlight]away[/highlight] from the stage whilst holding the edge and flash directly into the stage [highlight]immediately[/highlight] after...
Uh, yeah, the key word here is 'away'. Don't do what I do for the first couple tries – I fast-fell my way straight down and died. When I say away, I mean, you know, go horizontally "away". In fact, I remember watching a Wolf ditto, I think it was Lucien vs. Germ, and Lucien tried to scar by fast falling. While it was probably a mistake, as Lucien is a beast, he died. Point being, do it right, or I'll laugh at you.
Now that we've gone over the how, let's go over the what. This thing is called a scar, and what you are doing is called scarring. Amazing, isn't it? The effect you get from doing the said actions is appearing on stage, usually close to the middle, depending upon the stage you've just scarred.
"Like, what's so amazing about this?" you might ask. Well, sadly brainless individual, it's a way to get passed an opponent or surprise them. Unfortunately, Wolf's ability to bypass the ledge and ostensibly teleport to the middle of the stage is well known, so, you'll probably be punished. However, you can also use the scar to punish them. A million times I've seen some idiot thinking, "lyk, omg, imma hit him!" and they charge a fsmash or something else with simply beautiful lag. I whiff the scar (or stall it by jumping or something), they are forced to attack, and then I actually go through with it.
So, there you go. That's a scar and how to do it. Amazing, right?
No.
You can't scar every stage, silly. There are a select number of stages that you can scar, and they all have some kind of similarity around the edge. "What might that be?" you'd ask. Well, let's look at a couple of nice pictures, eh?
Battlefield
Smashville
These two stages here are scar-able. Why? I don't know, they just are. The shape of the edge of a stage has a lot to do with whether it can be scarred or not, and I'm no game physicist, so I don't know why the aforementioned stages can be scarred; however, I do know that their shape, the edge, both are simlar to the one side of an upside-down trapezoid. I even included a little link to a picture for those who don't know what shapes are. I'm so nice. But don't think it has to be a trapezoid-like shape. Yoshi's Island can also be scarred, and it's sides fall straight down.
In other words, when scarring, make sure you're flashing into something. For example, Lylat Cruise: yeah, nothing there to scar, so don't try it. Anyway, I'm not going to do this talking any longer. Next section deals with the list of legal stages that can and cannot be scarred.
I.I Scar Stage List
Starter
Battlefield
Final Destination
Smashville
Yoshi's Island
Starter/Counter
Castle Siege
Halberd
Lylat Cruise
Pokémon Stadium 1
Counter
Brinstar
Delfino
Frigate Orpheon
Jungle Japes
Pictochat
Pirate Ship
Pokémon Stadium 2
Rainbow Cruise
Counter/Banned
Distant Planet
Green Greens
Luigi's Mansion
Port Town Aero Dive (only one platform, the circular tower)
Yoshi's Island (Melee)
Norfair
*NOTE! It is not detailed on the stages where you can scar, so make sure you know beforehand [highlight]what part of the stage is scarrable and what is not[/highlight].Legend: ■ Can be Scarred ■ Cannot be scarred
*NOTE! Some of the stages have certain objects or structures on stage that can be scarred. This includes only two levels. Structures that can be scarred are as follows from their respective stages:
Pokemon Stadium 1
• the tree - this can be scarred by rolling against the edge of the level on the left side when the stage is currently in the fire appearance. Simply use the flash, and you will appear under and over the tree, having scarred it.
PictoChat
• the end of the whale's tail
• the boxes
* All these objects are easier to pass through using the flash, and don't require as much as a precise angle as does the tree on Pokemon Stadium 1, but I thought it was mentionable at the least.
*NOTE! Frigate Orpheon's first level of the stage can only be scarred on the right side. On the second level, after it flips, both sides can be scarred.
Now past scarring, you'll need to know about semi-scarring. Like the scar, [highlight]it allows you to bypass the edge of the stage, but on every, single level[/highlight]. It is very simple to do. [highlight]Initiate the Wolf Flash and hold down on the control stick[/highlight]. As long as the end of the flash is beyond the edge, you'll bypass the edge and land. Because you don't have to be in the same position as a scar, you have more flexibility with your options on returning to the stage, whether it be to attack or slip past your opponent.
Also note that some stages like Lylat Cruise make the semi dangerous; you could miscalculate the right angle to use it and end up cruising under the stage to your doom.
I.2 Scarring Strats
First, I'd like to thank everyone that contributed to the discussion, albeit short. So, for both the scar and the semi-scar, I will give the strats on using them correctly.
So let's get a few things out of the way. There are several hitboxes involved with the flash, the first being a weak hit that does 3% damage. Then, at the tip of the attack, you have your sweet spots that to 10% damage and 15% respectively, the paramount damage usually accompanied by a spike. With this in mind, you should try and nail them directly for that sweet 15% damage.
The next thing I'd like to get off my chest is that the scar is easily punished. Do not use it unless you're sure it will connect with the opponent or you cannot be punished (say the opp. was gimped or is returning to the stage and you're trying to get up faster). Those are the scar's uses. I wouldn't want to see many of them at all in a match, that way you'll have another factor supporting the "Doesn't want to be punished" campaign. I can see a smart DDD landing an fsmash on the idiot using the scar like an idiotic pansy. Rarely use this move, unless you're punishing someone.
Now, those are the basics as far as the scar goes. Let's get into more detail here. I'll create a match mirroring one I've probably had in the past:
I'm on the ledge, it's battlefield, and I have a really aggro Ike standing near where my scar would end up. He's wondering what I'll do, and if I'm like any scrub Wolf, I'm gonna flash and think "It's an AT, so I'm gonna be alright." No, you're not going to be alright, you pansy. You're going to get screwed, cause that Ike is thinking "I'm going to forward smash him in the face." So, this is what I do.
I DI away from the stage, but I whiff the scar. As I predicted, the opp. Ike raises his sword and strikes. I jump over the ledge and laser him in the face. Yeah, I didn't even use the scar, did I?
Point here is that the scar can be used even when not used. It's an asset of mindgames, so use it. Why didn't I use the scar in the example? Ike was out of range and I didn't have enough time to use the scar again. What would I have done in another situation? I'll make this one short.
I played a Peach once - they know who they are - and I watched his frames start-up for a foward smash. I instantly scarred. Now, there's something wrong with this: I scarred. However, I did nail him, and that's probably due to the fact I don't scar a lot (into an opponent), and he hadn't expected the scar to hit as fast as it did. What else what I have done in that situation?
Watched for his forward smash to finish and then scarred. It probably would have been safer (unless I wasn't fast enough to punish).
So those are two things you can do with the scar. Bait and punish.
I view the scar more as a tool not for attacking, but for controlling the opponent. The more tools you have against the opponent, the more control you have over their reactions. Rvkevin had a perfect example of such a tactic. He mentioned that blaster planking may force the opponent into a position where you can use the scar (or semi) to hit their shield and push them onto the ledge, successfully switching positions with them. He also noted that, if the opp. is smart, they'll completely back off, and you can DI down/away and double jump back onto the stage safely.
There are other utilizations of scarring, probably more than I know, but something I like to use quite often really helps out. If the opponent is directly near the ledge, I find that using a semi (but farther away so you don't land on stage) will hit them or their shield, forcing them away or just giving them damage. From here, you can let go of the control stick and grab the ledge (and then follow up in whatever way depending upon how they react).
Had you not semi-scarred, you would have just grabbed the ledge. And to be honest, not many wolves I've seen will take advantage of the ability to negate the ledge grab. Use that ability to your advantage. But make sure you let go of the control stick, or you'll ignore the ledge too long and simply free fall to a free KO on your opp.'s part).
Another strat you can utilize is blaster planking. Using this strat, you can manipulate your opp. into coming closer or actually letting you get back onto the stage. If they attempt to stop you from blastering, you can then use that chance to scar (I advise you to use semi-scar to better control your position and landing lag). If they don't, and choose to walk away, you can get back onto the stage safely.
II. Lightstepping
III. Telestepping
IV. Air Release Flash
V. Flash Cancelling
VI. Frame Data
Everyone, thank perfectedidiot2 for this contribution. Wouldn't have been able to do it without him. But onto business, I can't say entirely what this frame data means. I understand visuals more than words, so hopefully we'll have some videos for these advanced tactics soon as well.
Extra. The To-Do-ListFrame data, To whom it may concern
HF: Hit Frames
D: Duration
HL: Hitlag
BS: Blockstun
BHL: Block Hitlag
BD: Base Damage
Wolf Illusion (grounded)
Forward B (non-sweet spot, partial sweet spot, full sweet spot respectively)
HF: 19 (non sweet spot)
Sweet spot frame: 21
Short-cancel frame : 18
Mid-cancel frame: 19
D: 73, 90 .96
HL: 0, 19, 24
BS: 6, 11 ,14
BHL: 0, 19, 24
BD: 3, 10, 15
Knockback (no sweet spot, semi-sweet spot, sweet spot)
Angle: 80, 45, spike
Base: 2530.16, 1511.5, 1014.95
Growth: 9.28, 29.85, 32.87
*aerial version is 2 frames slower
Frames to Lightstep (running off the ledge and DI away)
12-15
Frame to Telestep Cancel
21
Telestep Duration + BS lag
37
Semi Scar/scar sweet spot Frame
23
Frames to scar after ledgedrop (normal)
1-9
Frames to regrab after ledgedrop (normal)
10-11
Frames to scar after ledgedrop (fastfall)
1-4
Frames to regrab after ledgedrop (fastfall)
5
Details. In order to help me with this project, you must be more than capable of carrying out tests, looking beyond the box and possibly having the correct technology (such as perfectedidiot2 had) to squeeze as much information as possible out of the Wolf Flash. You must have proven yourself an experienced player in general and/or a long time Wolf user to warrant my trust of your findings. You must also be an active member of SWF. If you meet these expectations, you are qualified.
Note there are exceptions. There are definitely very intelligent members around here who are able in carrying out tests that might not fill some of these attributes. If you think you are one of those, and think hard about it, then contact me. Don't get pissy if I reply with "No".
Now, here are the things I have yet to do...
More may be added to this list as this thread moves on. Until then, these are the things that need to be taken care when the time comes that we move onto new sections.
- A list of stages [including only those legal from the official SBR stage list] that can be lightstepped.
- A list of stages [including only those legal from the official SBR stage list] that can be telestepped (even if a stage is usually banned, but still on the Counter/Banned list, it should be included).
- A very detailed and precise list of Air Release Flash combos with removed margin of error (frame advantages here would be very much appreciated).
My Thread's Super-Important and Necessary Log-Book
[Update 8/22/09]: Began building thread. Will update after a bulk of information is gathered.
[Update 8/24/09]: Partially filled out the details on the scar.
[Update 8/31/09]: Outlined frame data relating to the flash; detailed my To-Do-List.
[Update 9/2/09]: I wrote the strats section.
[Update 9/18/09]: I edited blaster planking into the strats section.