Teh Brettster
Smash Master
^
Kirk wins Smashboards.
Forever.
Kirk wins Smashboards.
Forever.
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Lol, I sometimes use Bowser too, almost enough to consider him a secondary I guess. Maybe it's an Ike main thing?Kirk is also using Bowser like me? :o
If you read a spot-dodge, you can confuse your opponent by running past them and pivot grabbing them out of the spot-dodge.after watching that movie my question is: why would you even WANT to pivot grab? -.-
haha brett does that to me sometimes online lol it pisses me off lolIf you read a spot-dodge, you can confuse your opponent by running past them and pivot grabbing them out of the spot-dodge.
Fsmash them.If you read a spot-dodge
For the record, EVERY single pivot grab outprioritizes the mach tornado.If you read a spot-dodge, you can confuse your opponent by running past them and pivot grabbing them out of the spot-dodge.
I'm not so sure of this, but can Ike's pivot grab be used to counter MK's Tornado? IC can do it (3:55), so why not Ike? We do have moves that out-prioritize it like FAir and FTilt, but knowing that we have another tool in our arsenal is always a plus.
Yes, Ike can Pivot Grab out of Tornado. The timing's really tricky though.If you read a spot-dodge, you can confuse your opponent by running past them and pivot grabbing them out of the spot-dodge.
I'm not so sure of this, but can Ike's pivot grab be used to counter MK's Tornado? IC can do it (3:55), so why not Ike? We do have moves that out-prioritize it like FAir and FTilt, but knowing that we have another tool in our arsenal is always a plus.
Lol yup.Fsmash them.
Fsmash is for rolls.Fsmash them.
You can fsmash in front of you, you know.Fsmash is for rolls.
I'm just saying it's easier for me to time an Usmash to someone's spot dodge. It's just what I use.You can fsmash in front of you, you know.
Wait...WHAT!?!?!You can fsmash in front of you, you know.
ROFLsauce on fail cake. *Goes to buy a dazzle*Wait...WHAT!?!?!
*tests in debug mode*
Not sure to take that as a compliment or a insult.I lost to a Pokemon Trainer who was no better than I am.
It's because Jerm was making it out no matter what and my matches against you were a little closer.. and they more or less decided which of us made it into the bracket, since we had both lost to Jerm.well alright then, i just found it odd that you would mention me instead of the other losses you got in pools. You took 3rd in pools correct?
lmfao!!!! you got jerm too!!!! ahaha i had him in my pool at Whobo... did he go marth? or all out TL? no matter i didn't like him very much lol him and ozzIt's because Jerm was making it out no matter what and my matches against you were a little closer.. and they more or less decided which of us made it into the bracket, since we had both lost to Jerm.
Wow. Okay that is amazing. So like... now I want to see that kind of analysis for every move, lol. It may not be 100% necessary but adding that kind of info to Ike's moveset analysis in the new guide would definitely be interesting. And along with images demonstrating the hitbox bubbles we would have the most in-depth guide of life.Down Smash:
-Charging starts on frame 5(if applicable).
-First hitbox appears on frame 13.
-This hitbox lasts for 4 frames (13-16).
-There are 4 collision bubbles with this first hit. Each bubble has the same damage and knockback.
-Damage given is 13%.
-The trajectory changes with each bubble. The tip of the sword sends opponents at a trajectory of 65 degrees above the horizontal(picture 0 degrees being a Line going East). -The second bubble sends them at 70 degrees, the third 75 degrees, and the closest bubble to Ike sends them at 82 degrees.
-Second hitbox appears on frame 32.
-This hitbox lasts for 13 frames (32-44).
-Has the same 4 collision bubbles. The bubbles seem to be tied to Ike's sword.
-They have the same direction values as the first hit(the trajectory the opponent gets sent). Because the trajectory values are the same, and the opponents get sent the opposite way, this leads me to believe these values are relative to the position of Ike's sword.
-Damage given is 16%.
-The collision bubbles are slightly larger than those of the first hit.
-There appears to be a second set of collision bubbles. What shows is what I described above in the second hit is present for 4 frames, then another set of bubbles replaces that first set, having the same statistics, but they do 8% damage instead of 16%. Interesting...
-----EDIT: I just tested this hitbox, and it is correct! If they dodge the first set of collision bubbles of the second hit, they get hit by the 8% attack. Neat!
-IASA frame is on frame 69.
It will take a while, but I plan to make a complete shield stun frame list that can also be used in the guide... we can't be outdone by the wolf boards, now can we? :]Wow. Okay that is amazing. So like... now I want to see that kind of analysis for every move, lol. It may not be 100% necessary but adding that kind of info to Ike's moveset analysis in the new guide would definitely be interesting. And along with images demonstrating the hitbox bubbles we would have the most in-depth guide of life.
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Yah I was gonna say, could this new hacking thing be used to get exact frame data on other things too like jumps/dodges/shield mechanics/etc? I mean there's huge potential in this if it can.It will take a while, but I plan to make a complete shield stun frame list that can also be used in the guide... we can't be outdone by the wolf boards, now can we? :]
So does this new application allow you to actually *see* hitboxes/hurtboxes? Also, where can I find this app? I can't find it in the Smash Workshop.So, if anyone has been following the hacking scene, one would know Phantom Wings has released his little application last night that allows you to edit character's movesets.
What I've come to see, as well as many others, is that this program lets you see MANY little details about each and every attack.
What does this mean? ...perfect frame data anyone? But not limited to this by any means.
Example of what one can figure out:
Down Smash:
-Charging starts on frame 5(if applicable).
-First hitbox appears on frame 13.
-This hitbox lasts for 4 frames (13-16).
-There are 4 collision bubbles with this first hit. Each bubble has the same damage and knockback.
-Damage given is 13%.
-The trajectory changes with each bubble. The tip of the sword sends opponents at a trajectory of 65 degrees above the horizontal(picture 0 degrees being a Line going East). -The second bubble sends them at 70 degrees, the third 75 degrees, and the closest bubble to Ike sends them at 82 degrees.
-Second hitbox appears on frame 32.
-This hitbox lasts for 13 frames (32-44).
-Has the same 4 collision bubbles. The bubbles seem to be tied to Ike's sword.
-They have the same direction values as the first hit(the trajectory the opponent gets sent). Because the trajectory values are the same, and the opponents get sent the opposite way, this leads me to believe these values are relative to the position of Ike's sword.
-Damage given is 16%.
-The collision bubbles are slightly larger than those of the first hit.
-There appears to be a second set of collision bubbles. What shows is what I described above in the second hit is present for 4 frames, then another set of bubbles replaces that first set, having the same statistics, but they do 8% damage instead of 16%. Interesting...
-----EDIT: I just tested this hitbox, and it is correct! If they dodge the first set of collision bubbles of the second hit, they get hit by the 8% attack. Neat!
-IASA frame is on frame 69.
I hope that was clear enough. :o Needless to say, one can find out a lot with this app. It just takes some time to understand it all.
One other thing I randomly looked at: Ike's Dair --- The Meteor hitbox(the one that spikes them downwards) lasts for only 2 frames. Neat!
EDIT: Now what I'm trying to understand, those 2 different sets of collision bubbles of the second hit of Dsmash...They have the same base knockback and the same knockback growth, yet the 8% hit appears to be considerably weaker in terms of the distance a character gets knocked back. Could this be proportional to the damage an attack gives?
EDIT-EDIT: Nevermind...I just figured out my own question. The knockback growth is the amount of distance a character is launched proportional to their damage. So it's only natural they get launched not as far with 8% as opposed to 16%.
Cool stuff!!