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6. Developments!
- Things to Test/Add
- Shine to Laserlock
- Double Shine
- Inconsistency of Physical and Reflective Hit Hypothesis
So we have this idea of a "sweetspot" of the shine which has guaranteed trip, but at 2/3 of the distance.I'm about 95% sure that the shine trips 100% at a fixed distance at about 2/3rds of the full physical hit box out. It's a really tight spacing for it.
I see. Well that debunks my idea (which is a good thing such there would be a lot of individual frame analysis to do). So basically the reflective hitbox hits the bomb in the path of the physical hitbox. The reflective hitbox hits it first since it is larger than the physical.To answer the question about the bombs and grenades at the end, I believe that it has both reflective properties and physical properties. It hits the bomb/grenade with the reflective part of the shine, making the flash, and then hits with the physical part causing it to explode. It all happens really fast. It hits Falco because he's sticking his leg out when he kicks the shine.
Wow. I never tried that. (When I read the first line I was like " as if!")Ok well this is probably known by everyone, but there is a way to cancel the reflector. It may not be very practical, but I thought I'd just share this anyway to add to your guide.
To cancel the reflector just use it, and before the animation is finished land in water. That's right, water. Everyone probably already knows about water over-riding whatever you were previously doing and you start swimming. So yes, when your reflector is coming back and you hit the water, you've cancelled it
This also applies for springs. I know that there are springs on pictochat and flatzone 2. Pictochat is legal, although I don't know many falco mainers that would choose this stage. But if you're versing sonic, you can land on his spring while in the reflector animation to cancel it. Of course, this could also be used in doubles if you had sonic as your partner.
2 extremely situational ways of cancelling the reflector.
I am liking the possibilities of the cancelled reflectors on the spring. With cancelling the bounce in the springs you could follow up with an aerial attack maybe Dair? I will try that out the next time I get the chance.For water-cancelling Japes comes to mind, although you can't do repeated shines. This will definitely occurr more often than using a spring, especially when it's falco's counterpick. But your method of keeping opponents in the water sounds ideal, but only in still water (delfino and pirate ship). I was thinking on Japes you could knock them off the platform into the water, jump in, let the water carry you to the far ledge and edgehog, etc.
The spring works, although it is EXTREMELY situational and will probably only have a tiny chance of ever occurring, even with the right conditions. But yes the spring almost has the same properties as water. When you bounce on a spring you end the animation you were previously doing and then you go into the 'spring-bounce' animation.
But I tripped countless times at the very start and beginning as well.I think it's just 100% at the sweet spot and 0% everywhere else. People have just been hitting the sweet spot 50% of the time to give off the illusion of tripping 50% of the time.
I said about 2/3rds but do some testing. It might be a little after or a little sooner.
I think so too, but I can't do it since I don't have the equipment/software. I barely can get a vid up about stuff myself as well.I really think we need frame data in order to confirm all this stuff regarding tripping. It just seems near impossible to accurately gauge distance without it. Besides most of the tests have been against standing targets I bet.