Morin0
Smash Lord
I guess if they're smart they could clone the sheep so that they each have a sheep to eat and they all become sheep after eating their sheep so now nobody has to eat each other but grass and other plants.
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well, yes, but if there are 79 wolves and 1 sheep then a wolf will eat the sheep^The wolves don't eat the sheep because they don't want to get eaten themselves?
if there are 80 wolves and 1 sheep, nothing happens.wut
he's saying the wolves wont eat the sheep
So it looks like I was right.**** it, they all die of starvation.
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ok here's the full answer:I really don't see the link between even/odd number of wolves and whether they eat the sheep or not.
Based on this, Fox's shine, and a few other things I found, I'm pretty sure it's just based on your falling speed. If you're falling over a certain speed, the 4 frame landing animation occurs. Which sort of makes sense from an IRL perspective - the faster you fall, the harder impact you'll have.Are there any situations where landing lag is zero frames? I know if you shine cancel with Fox, you can move instantly, but are there any other scenarios?
DK's shorthop now comes into question. There's some weird **** here. It looks like a basic shorthop (no attacks) is just high enough to land on Dreamland platforms. There also appears to be zero lag. Does this suggest that barely jumping high enough to land on a platform eliminates all lag? What is actually happening here? Why?
Um, I don't know where you got this from because I tried all aerials while shorthopping onto Dreamland/Hyrule platform and I got no landing lag. You z-canceled them right?However, perform any attack while shorthopping, and you get landing lag. The only exception to this is Uair, which will not only give you zero landing lag, but it also autocancels. Another constraint: the uair must be performed "soon" after you jump. If you try to do the uair too late, you'll get landing lag.
Nope.Why is this? I suppose it's got something to do with DK's hurtbox as it approaches the platform and neutral and early uairs are the only movements that allow for this autocancelling.
Nope.It would make sense that these two movements lower DK's hurtbox to a point that it just barely scrapes the platform, whereas his other attacks elevate him too high above the platform to benefit from the autocancel.
Autocancels are just frames of an aerial move where you can land and not get the additional non z-cancel landing lag. Like, if you land in the earlier frames of DK's fair and don't z-cancel you still won't get the laggy landing animation. So I don't think that's what you're thinking of.Okay, makes logical sense, but what about Dair? Dair should lower DK's hurtbox the most out of all his aerials, yet that move doesn't autocancel?
Yeah. Autocanceling is just an automatic z-cancel, and has the same rules:Okay, so you're saying that if moves with autocancel frames land on a platform with low enough falling speed, you will get zero frames, as opposed to the normal four frames that come with autocancelling?
Probably not, 64 community sucks with its frame data. And TBH it seems like pretty much all the aerials in this game have at least some, it's just that most aren't very significant. I find some in all of Fox's aerials in the very early parts (like first few frames, used 1/4 training mode and used the aerial RIGHT BEFORE I landed).Do we have a list of what moves have autocancel frames?
Meh, you can sideways C jump with Mario, Kirby, Jigglypuff, Pikachu near perfectly onto the platform. Also insta-double jump with Link and double jump lands with Yoshi and Ness. Also can shorthop with many characters from lower left part of Hyrule to middle part.The low falling speed scenario is very difficult to replicate with other characters on console (can easily be done by adjusting range on emulator), but it's feasible that other moves have autocancel frames that can take advantage of the low falling speed thing.
Okay, I gotcha now. This was all a little unclear to me, but thanks for clearing it up.Yeah. Autocanceling is just an automatic z-cancel, and has the same rules:
-0(?) frames landing lag if < x falling speed
-4 frames landing lag if > x falling speed
-8 frames if fastfalled
And you saying "other moves have autocancel frames that can take advantage of the low falling speed thing" makes me think you aren't really understanding, cause it implies you need the autocancel frames. Autocanceling has no advantage over z-canceling. The low falling speed thing can apply to both z-canceled and autocanceled aerials.