Dr. Tuen
Smash Lord
- Joined
- Apr 26, 2009
- Messages
- 1,396
- 3DS FC
- 0559-7294-8323
Hello All!
I was pointed to an interesting phenomenon via @Fox Is Openly Deceptive and the Toon Link Boards. Their character has the ability to frame sync their up air after an air dodge. That has some pretty awesome combo implications, so I looked around at all the other characters in the game. First, a short review:
In principle, a frame sync* requires a hitbox to come out on the frame before landing. This forces the landing lag and the attacker hit lag to overlap, shortening the overall landing time for the attacker. While this does not work on shields, the potential for additional combo options is pretty great. The mechanics of frame syncing aren't 100% understood. For instance, I can't get Falco's down air to work in frame advance mode, despite it being the Case Zero example in Izaw's original video. I bring this to you all to encourage testing. If I get the time, I'll confirm the results myself.
Here's the important data for us!
Zero Suit Samus:
Short Hop Time: 38 Frames
Air Dodge Time: 30 Frames
Difference: 8 Frames
Back Air First Hitbox: Frame 8
I have not extensively tested this yet, and will endeavor to the next time I'm at home, since this will hopefully be a short testing period.
What combo options will this create if true? Who knows! Back air to flip kick? This makes me wonder...
Cheers and happy researching!
I was pointed to an interesting phenomenon via @Fox Is Openly Deceptive and the Toon Link Boards. Their character has the ability to frame sync their up air after an air dodge. That has some pretty awesome combo implications, so I looked around at all the other characters in the game. First, a short review:
In principle, a frame sync* requires a hitbox to come out on the frame before landing. This forces the landing lag and the attacker hit lag to overlap, shortening the overall landing time for the attacker. While this does not work on shields, the potential for additional combo options is pretty great. The mechanics of frame syncing aren't 100% understood. For instance, I can't get Falco's down air to work in frame advance mode, despite it being the Case Zero example in Izaw's original video. I bring this to you all to encourage testing. If I get the time, I'll confirm the results myself.
Here's the important data for us!
Zero Suit Samus:
Short Hop Time: 38 Frames
Air Dodge Time: 30 Frames
Difference: 8 Frames
Back Air First Hitbox: Frame 8
I have not extensively tested this yet, and will endeavor to the next time I'm at home, since this will hopefully be a short testing period.
What combo options will this create if true? Who knows! Back air to flip kick? This makes me wonder...
- Can specials with landing lag (i.e. the attack of flip kick) be frame synced?
- Is it possible to rise from under the stage and land the last hit of boost kick near the ground?
- If flip kick can be frame synced, are there guaranteed setups for it using move timings, platforms, or both?
Cheers and happy researching!