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Ask a Qusestion. Get an Answer.

Choice

Smash Champion
Joined
Apr 28, 2010
Messages
2,578
Do we get the weird landing lag glitch that happens when you land after using a special recovery move?
if you land after using side b or up b, no. its only when you don't land right after that you get it. this includes the situation in which you never leave the ground (side b on the ground) caz you never left the ground so then you cant land.
 

teluoborg

Smash Otter
Joined
Mar 12, 2008
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Paris, France
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teloutre
i know everytime i press jump and try and uair at the same time i just up smash

who duz 1 d0 eet?
You have to tilt your Astick up just a little bit and then press jump and A.
If you tilt it too much you'll Usmash,
if you don't tilt it enough you'll Nair,

Or you can wait till you left the ground to input your Uair (like 7 frames or so).
It's more practical because it's about the time for you thumb to travel from your jump button to your Cstick.
 

BleachigoZX

Smash Master
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@legendarybleach
if you land after using side b or up b, no. its only when you don't land right after that you get it. this includes the situation in which you never leave the ground (side b on the ground) caz you never left the ground so then you cant land.
I'm not sure thats corerct.

I think the landing penalty occurs when you grab the ledge with a special recovery. (Both Firebird and Phantasm with Falco :( )

omg this times x1000

wish more people followed this advice instead of trying to be "overly" technical/fancy
Having a retarted amount of control over your character is very important.

AT > Zoning.
 

Choice

Smash Champion
Joined
Apr 28, 2010
Messages
2,578
I'm not sure thats corerct.

I think the landing penalty occurs when you grab the ledge with a special recovery. (Both Firebird and Phantasm with Falco :( )
if you're using firebird, get hit after falco says "Fire!" and then grab the ledge or land, you will have landing penalty.

if you get hit during side b and same as above, you will have penalty. those are the only other situations i was referring to i guess.

this is why wolf can shine -> dsmash when he hits someone out of side-b.
 

Boofy!

Smash Champion
Joined
May 10, 2007
Messages
2,241
Location
Parsippany, North NJ
I'm not sure thats corerct.

I think the landing penalty occurs when you grab the ledge with a special recovery. (Both Firebird and Phantasm with Falco :( )



Having a retarted amount of control over your character is very important.

AT > Zoning.
Well tech skill and AT's are vital to competitive play lol.. but alot of people see players that are technical and fancy and neglect the basics and good fundamentals. Like trying to cross people up in basketball without being able to do a lay-up.
 

Gamegenie222

Space Pheasant Dragon Tactician
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Gamegenie222
3DS FC
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Camp and CG like a bi*ch. Jab like a bi*ch. Run like a Bit*h and beware of his jab, F-smash, u-smash, bair, dair and d-tilt. I tried hope that helps.
 

Gamegenie222

Space Pheasant Dragon Tactician
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I sorry that's all I can for info. I played Mr.Doom in tourney before but he used his D3 on me and not Ike so yeah.

Edit: I hate D3 with a passion.
 

Choice

Smash Champion
Joined
Apr 28, 2010
Messages
2,578
keep ike out, don't try to mess with his jab imo. his reward is greater than ours.

edit: also recover safely caz him predicting your recovery right once could be a KO
 

Niala

Smash Ace
Joined
Oct 1, 2010
Messages
794
Location
Amelia won't let me say
I have no idea if this is known or even useful for that matter, but if you run off the side of a stage that has an upward ledge at the end (e.g. Pictochat or Yoshi's Island) and Phantasm towards the stage you actually go upwards off of the stage and land as if you had done an IAP. As I said, donno if it's useful, so people who are better than me should see if it serves a purpose or not.
 

Choice

Smash Champion
Joined
Apr 28, 2010
Messages
2,578
I have no idea if this is known or even useful for that matter, but if you run off the side of a stage that has an upward ledge at the end (e.g. Pictochat or Yoshi's Island) and Phantasm towards the stage you actually go upwards off of the stage and land as if you had done an IAP. As I said, donno if it's useful, so people who are better than me should see if it serves a purpose or not.
what? i've never seen this or maybe am not sure what you're referring to. do you have a video of this?
 

Niala

Smash Ace
Joined
Oct 1, 2010
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794
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Amelia won't let me say
I don't have a video of it, I just noticed it for the first time playing around tonight, just go try it for yourself, it's really easy to do on Yoshi's Island, and the angle is more prevalent.

EDIT: Doesn't do a real IAP landing on Yoshi's Island, but it does on Pictochat. I just wanted to point out that you don't stick to the stage like I expected you would, odds are it's a useless discovery lol.
 

Ohmu

Smash Apprentice
Joined
Apr 8, 2010
Messages
77
Location
Hwacheon county, South Korea
Jab cancelling question:

Is there any advantage to jab cancelling things out of a single jab? I only see a noticeable decrease in wait time if I jab cancel from a double-jab.

For instance, jab>throw seems just as fast as jab>crouch>throw

On the other hand, jab>jab>throw does indeed seem noticeably slower than jab>jab>crouch>throw

And on that note, repeating the double jab (jab>jab...jab>jab...etc.) seems like it can be made to be just as fast as jab>crouch>jab>crouch...etc.

I tried to figure this out from the frame data thread, but I didn't find any information on how much cooldown there is on a jab vs a cancelled jab, or double-jab vs a cancelled double-jab.
 

Boofy!

Smash Champion
Joined
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Parsippany, North NJ
The ending lag off of jab2 is smaller than jab 1 iirc so it would make sense to always continue the combo to jab2.. Only time i really see jab1 by itself is intercepting linear recoveries to knock them out and put them in a bad spot

sorry i couldn't be more help lol
 

SN Viper

Formerly 9th in FL PR
Joined
Mar 31, 2010
Messages
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Lake Alfred Florida
Jab cancelling question:

Is there any advantage to jab cancelling things out of a single jab? I only see a noticeable decrease in wait time if I jab cancel from a double-jab.

For instance, jab>throw seems just as fast as jab>crouch>throw

On the other hand, jab>jab>throw does indeed seem noticeably slower than jab>jab>crouch>throw

And on that note, repeating the double jab (jab>jab...jab>jab...etc.) seems like it can be made to be just as fast as jab>crouch>jab>crouch...etc.

I tried to figure this out from the frame data thread, but I didn't find any information on how much cooldown there is on a jab vs a cancelled jab, or double-jab vs a cancelled double-jab.
I have been wondering this myself for a while now.
 

Choice

Smash Champion
Joined
Apr 28, 2010
Messages
2,578
i'm not certain, but i thought the down input during jab canceling was just so that you won't go into the next jab (from jab1->jab2 or jab2->jab3) and instead start over so there shouldnt be any difference other than the ease of execution.

like i remember when sky would play falco, he would never input down during his double jabs because he has perfect rhythm and his double jabs looked just as fast as those with the down input..
 

teluoborg

Smash Otter
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teloutre
The down input is there to buffer a crouch so you can interrupt it (the crouch) with another jab.
It makes jab > grab faster if the jab IASAs faster than it stops linking into jab 2, so I'll just go and guess that jab 1 doesn't IASA that fast.
 

F A N G

Smash Journeyman
Joined
Apr 10, 2011
Messages
322
How much frame advantage does Falco have after a Dthrow?

And does it change with staleness?
 

SN Viper

Formerly 9th in FL PR
Joined
Mar 31, 2010
Messages
1,760
Location
Lake Alfred Florida
He is a new player trying to help. I wish he would only speak on issues that he knows about.

but for a while he has been giving poor information, it needs to stop.
 

Omni

You can't break those cuffs.
BRoomer
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Maryland
I can't regular DACUS max range consistently.

How do you guys do it? Any simple or easy methods?
 

AndGravy

Smash Apprentice
Joined
Aug 7, 2010
Messages
159
Location
Nebraska
I can't regular DACUS max range consistently.

How do you guys do it? Any simple or easy methods?
If you use attack instead of grab, it seems to consistently go farther. Also, I believe that doing the input too slowly results in a shorter DACUS


So does anyone knowledgeable know the answer to my question then?
No idea. Blub's video gives me the impression that we get somewhere around 9 frames after dthrow
http://www.youtube.com/watch?v=jvDhPm7JWlc&t=7s

I don't really know for sure, and don't take what I say for certain. I just feel bad that none of the more experienced players have had the time to answer you.
 

Choice

Smash Champion
Joined
Apr 28, 2010
Messages
2,578
we should tell people theres 30 frames where they cant do anything and they might as well put down their controller for a bit.
 
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