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An in-depth look at Brawl's buffering system

teluoborg

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teloutre
2-3 frames is not that punishable. The only reason air dodging as you land is punishable is the because the time they start airdodging until the time the reach the ground is greater than 2-3 frames. A 2-3 frame window is still pretty ********, when you consider MOVES have much more lag, and they don't MAKE YOU ****ING INVINCIBLE. So instead of spacing an aerial to protect yourself, it makes much more sense to just mash air dodge.

[...]

So the best spot dodges in Melee had 8 frames of ****ing lag. Man, Brawl IS all about defense...which makes me sad...
There's something you're forgetting. Airdodge invicibility lasts a few 20 frames, that means if you want to land while invincible you must be pretty **** close to the ground before starting your airdodge.
That means you'll eat a Nair if you start your airdodge too late. And a Dsmash if you time it too early. Kind of a guessing game.

And yes, Brawl is a defensive game. Deal with it.


Gheb_01 said:
A turnaround and a Dash are two entirely different moves - they just have almost the same inputs [The only thing that varies is the timing of the input. Everything else is the same]. That means that you can't buffer a "turnaround dash". You can only buffer a turnaround and then immediately follow with a dash because they are two different moves, of which each requires its own specific input.
You can buffer a turnaround dash. Just flick back once during the buffer window.

So the first flick buffers the turnaround dash and the second flick is performed after the buffer window and just keeps you running.
 

Yikarur

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You can buffer a turnaround dash. Just flick back once during the buffer window.

So the first flick buffers the turnaround dash and the second flick is performed after the buffer window and just keeps you running.
like I said you have hold the stick at least 2 frames in the opposite direction for your character to run.
If you look right and want start dash your character will do the following:
F1: turnarround
F2: start dash

if you hold the tap the stick for one frame in the opposite direction only the turnarround will occur, if you tap the Stick for 2 frames the turnarround will accure with an instant dash start the frame after.
 

Lord Chair

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Cheeseland, Europe
Why do people have difficulty understanding that a 2-4 frame vulnerability window is not that hard to handle if you see it coming from miles away :X
 

teluoborg

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teloutre
like I said you have hold the stick at least 2 frames in the opposite direction for your character to run.
If you look right and want start dash your character will do the following:
F1: turnarround
F2: start dash

if you hold the tap the stick for one frame in the opposite direction only the turnarround will occur, if you tap the Stick for 2 frames the turnarround will accure with an instant dash start the frame after.
Yup. And ? I'm talking about practical stuff.
 

Sliq

Smash Master
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Jan 13, 2006
Messages
4,871
There's something you're forgetting. Airdodge invicibility lasts a few 20 frames, that means if you want to land while invincible you must be pretty **** close to the ground before starting your airdodge.
That means you'll eat a Nair if you start your airdodge too late. And a Dsmash if you time it too early. Kind of a guessing game.
That's a good point. At worst, you have 13 frames to punish someone airdodging into the ground. Man. looking at the air dodge frame data...why the **** didn't they make roll and spot dodges similar? Holy ****.

And yes, Brawl is a defensive game. Deal with it.
I do, by not playing it.
 
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