I don't think you can B-Reverse PT's Down-B, but, I might be wrong.
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I wish I did =(That makes a lot more sense. I was so confused; it called into question a lot of the things I knew, hah.
Well, I can't imagine it's "1% extra = 1 extra frame," either...Any ideas? Does someone have the formula?
Yes, although Diddy's downB is the only one that pops into mind immediately.Are there any moves that can't be B-reversed?
Do you have the C-Stick set to Attack or Special? The game sometimes registers certain C-Stick inputs as a jump if it's not a Smash.http://www.youtube.com/watch?v=WQJwH1pUWJA
Can one of you guys tell me what's happening here? What I was trying to do was autocancel the very beginning of MK's aerials onto the stage. But sometimes if I hit the aerial right at the corner of the stage as seen in the video, MK would ... jump, for no reason and do his aerial.
Full Waft has super armor, yeah.Edit: I think Waft too?
Super armor is the only thing that Marth tippers won't work on. There is no special property on Marth's tipper that makes it different from other moves as far as super armor is concerned.so which ones will Marths tippers not work on?
I'm pretty sure that the Jump command has to be within a certain frame since the grab. Something like at/between Frames 19-38? You can test this by getting grabbed and pressing Jump after a full second has gone by--You won't jump unless your feet are dangling (as in, if you would've air-released anyway).For a character to air release:
First of all, he needs to NOT be pummeled. If you break out during a pummel, it's GROUND.
Second, he needs to have his feet off the ground OR mash jump, not just mash. ANY jump input works for this.
I didn't change the c-stick controls, they're set to smash like usual.Do you have the C-Stick set to Attack or Special? The game sometimes registers certain C-Stick inputs as a jump if it's not a Smash.
Does that mean all attacks with cinematic hitlag don't work on super armor (thinking of Zelda and Wolf) ?Super armor is the only thing that Marth tippers won't work on. There is no special property on Marth's tipper that makes it different from other moves as far as super armor is concerned.
And then there's those cases like Fox on MK, where you can force an air release if you catch MK in the air and pummel once in order to make his feet move. But if you don't pummel MK's feet won't move and he'll ground release.I'm pretty sure that the Jump command has to be within a certain frame since the grab. Something like at/between Frames 19-38? You can test this by getting grabbed and pressing Jump after a full second has gone by--You won't jump unless your feet are dangling (as in, if you would've air-released anyway).
I mean, they hit the opponent and they take the damage, but, no, the opponent doesn't experience knockback or hitlag as a result.Does that mean all attacks with cinematic hitlag don't work on super armor (thinking of Zelda and Wolf) ?
Look what I found~http://www.youtube.com/watch?v=Npe6AaVSlyA&feature=player_detailpage#t=72s 1:12
What the actual **** is this? Can anyone explain to me? It looks like upb at the corner, the stage realizes you can't grab the ledge and throws you up anyway?
Right. Buffered pummels.Does that mean all attacks with cinematic hitlag don't work on super armor (thinking of Zelda and Wolf) ?
And then there's those cases like Fox on MK, where you can force an air release if you catch MK in the air and pummel once in order to make his feet move. But if you don't pummel MK's feet won't move and he'll ground release.
I swear there's more to find about those forced air releases.