Nø Ca$h
Smash Champion
the shine will always come out faster than marth's grab. i guess if they dont L cancel then you can grab.
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you can definitely cc and grab fox's nair.the shine will always come out faster than marth's grab. i guess if they dont L cancel then you can grab.
@jesiah you cc the nair, and shield grab. don't grab with z, it doesn't work(from my knowledge)grab after getting hit by the shine? cant fox grab after shining you? especially if u cc the shine..
either way fox can just land in back of you and run so u cant really do much.
I... knew that...? LOL. I got you to post, didn't I?Lol.
Quick lesson in vocabulary...
Polished: perfected or made shiny and smooth; "his polished prose"; "in a freshly ironed dress and polished shoes"; "freshly polished silver"
Not be be confused with...
Polish: the Slavic language of Poland or relating to Poland or its people or culture; "Polish sausage"
so modest... so humble...My peak level of play is scary, but rarely seen as I'm usually not in practice and tend to lack motivation to perform at that level. And as I've stated before, average level of play is far more important than peak. Consistency is everything.
Why would you release down? I always just hold down + Shield + A for CC grabs. No one has ever pointed out that I should release down. What's the reasoning for that?after your cc you grab. make sure to release down.
if you use z ppl often get tilts. I can do all of marth's tilts and jab using z. just hit down and on the rising try to tilt. holding down and hitting z is d tilt.Why would you release down? I always just hold down + Shield + A for CC grabs. No one has ever pointed out that I should release down. What's the reasoning for that?
lol. if they fast fall a nair they're hitting the ground in like 7-8 frames. no, it's not extremely late. fox is not in the air for very long at all when he shorthops.If they are shining you before you CC grab nair they are nairing extremely late and you could actually start grabbing them out of their short hop before the nair comes out.
By holding down + shield and spamming A you get the CC grab as soon as possible. Shield grabbing is 2 frames slower than regular grabbing though, so maybe you could theoretically CC -> JC grab in place faster? Not really sure since JCing uses up frames too I believe. In any case a couple frames slower isn't a big deal considering the guaranteed speed of mashing A.
Assuming f-throw puts them off the stage, it combos into d-tilt or f-smash (at higher percents) if they DI in. Alternatively, you can u-throw -> spike if you anticipate some form of away DI.what are the applications or combos for f-thow/d-throw?
i know they're to get the opponent off stage + i know fthrow cg -10%. anything else?
D-tilt's two main advantages over shield breaker are that it comes out faster and that it has less post-lag. Shield breaker is great if you have time to set it up, but it's hard to use on the fly.also, when falcos off stage going to side b to grab edge. why would u use dtilt instead of shield breaker?
If you're already at the edge, jab is ideal. Falco will drop below the stage; then you can do the "utmost".what is best option to use when falco
a) side b's onto stage
1. You can just grab the edge first.b) side b sweetspot edge
if fox nairs too high on your shield, you can grab him regardless of L-cancelling.the shine will always come out faster than marth's grab. i guess if they dont L cancel then you can grab.
first step to getting out of it is to DI behind fox. hold the control stick toward Fox when he grabs you.magus magus420
or anyone else that knows the answer to this question
how do you get the most distance out of smash DI-ing Fox's u-air?
Kevin told me that he does this weird quarter/semi circle with his control stick, Zhu told me that he just dashdances really quickly.
Does anyone know the most effective way that doesn't involve actually *learning* the timing?
correct. c stick allows you to do things like sdi down and in and also cc using human abilities.i couldve sworn that control stick works for ASDI inputs too, it's just that c-stick has priority
magus
magus420
magus magus420
or anyone else that knows the answer to this question
how do you get the most distance out of smash DI-ing Fox's u-air?
Kevin told me that he does this weird quarter/semi circle with his control stick, Zhu told me that he just dashdances really quickly.
Does anyone know the most effective way that doesn't involve actually *learning* the timing?
Magus420 said:Yeah, if you smash up, then rotate to straight down you can get 3 SDIs (the actual directions you go on the 2nd/3rd SDIs will depend on where it's pointing on the frame the game sees you've gone past an arrow point).KAOSTAR said:Oh, very interesting. So are you saying that Rotating from straight up to straight down will get you the initial up, + 2 arrow points=3 SDI or do the 8 ways count also = a total of 7 SDI inputs?Magus420 said:There are more than you'd want to try counting really. You basically move at the near exact angle you are pointing the stick when it is triggered (same with the very beginning part of an airdodge's movement). It's not limited to a small number of directions like aimable up-Bs.KAOSTAR said:Lol yea I didnt think about SDI the same direction every frame is holding it. You still need that 1 frame to input the button. but yes thank you makes perfect sense.Magus420 said:He may have gotten that impression from TAS things that sometimes do a SDI each frame by alternating between diagonals, but that's done to satisfy the stick movement needed between each SDI rather then each one actually going further that way. If you want to go to the right you can't SDI full right every frame or you'd just be holding it, and going full right and skipping every other frame is less distance than alternating diagonals. Alternating between like 10 degrees above full right to 10 below full right would actually get you further to the right than either of those.KAOSTAR said:Rock crock posted this: can you confirm or deny? I was just a bit confused when I read your .6 w of Jiggs for SDI and .3 for ASDI
"Smash DI in the corner directions moves you farther than in cardinal directions. That's just the way it is. Weird."
"the corners move you both farther horizontally and farther vertically than do the cardinal directions. If you're using the c-stick for ASDI, it should be in the corners."
http://www.gamefaqs.com/boards/516492-super-smash-bros-melee?search=tech
But yeah, I'm pretty certain a diagonal SDI doesn't cover any more total distance than a cardinal one, and it definitely doesn't cover more distance in that cardinal direction (it would in fact be less effective if you want to move in a cardinal direction).
Do you know how many directions the GC controller has on its stick? I guess more importantly is 10 degrees how far you need to move to get a seperate input?
The 10 degrees thing just comes from where SDIs can trigger from rotation. It's based on 4 specific points located very close to each cardinal direction for clockwise, and another 4 opposite of those for counterclockwise. To trigger a SDI by rotating along the outside you need to cross over an arrow for that particular direction.
The difference between them is much smaller if you're trying to go in an overall cardinal direction (about 20 degrees) and can go closer to a straight line with the SDIs, but it's much greater if you want to move diagonally (about 70 degrees).
And if it were frame perfect could you still SDI in ANY direction neutral and do another input, or are those 16 points the only ones in which you can SDI at all?
Meaning its just harder to SDI diagonally just in general, and the best way to SDI to the right most would be smashing right, and alternate your movement to each arrow?
sorry its so many questions
If you go neutral inbetween you can SDI in any of the like 9001+ directions. Going from neutral you will be able to trigger a SDI by moving the stick into any part of the orange area. Also the distance you are pointing the stick doesn't change the distance (there's no slight SDI); it just takes the overall angle/slope. You can SDI in tons of directions through rotation as well, just not those that are within the same quadrant you're currently in. Entering a different quadrant is essentially what you're doing by passing over those arrows, which might be easier to understand/visualize than the arrows.
It's harder to move in a diagonal direction with multiple SDIs because it's the farthest away from the quadrants' borders/arrows which you need to go to to get another SDI without going back to neutral, so the directions you end up getting out of those SDIs every frame are far off from the direction you actually want to go in (going up, right, up, right... compared to right&slightly down, right&slightly up, right&slightly down... when trying to go to the right).
These are the %s you don't have to move to do CGs with Marth vs Fox
0-16 Forward DI (sometimes 16 will miss though, but I think usually you will get them)
0-20 no DI (sometimes you will get them at 20 or 21 or so but the soonest you can miss is 20)
0-28 back DI
for up tilt vs Fox without needing to move
0-35 Forward DI (sometimes you will miss at 35 though, I've even had phantom hit bull**** before, but after 35 you need to walk forward no matter what. I think walk forward up tilt works to like 50 something?)
no DI the lowest you can up throw up tilt to knock them UP is like 23 I think that's unrelated though kinda, although honestly I usually do it at about 27/28+ (by the way vs Fox I usually do reverse up tilt because it seems better and it's harder to DI out of assuming they don't DI because you can still dash grab them even if they DI it, while if you did normal up tilt after not DIing up throw all the Fox has to do is DI behind Marth and he can land and tech before Marth can grab him)
0-50 back DI
for Falco
0-15??? (I know it's around like 13-16 or something idk, it's actually the same or less than Fox) Forward DI
0-25 no DI
0-31 back DI
for up tilt vs Falco
0-42 Forward DI
not sure for the no DI thing (unrelated thing see the Fox note above) I think it's like 30 something + but again this isn't exactly related to the "don't need to move" thing but more like a "don't need to move until it knocks them over on the ground instead of just completely missing" type of thing
0-54 back DI
up throw tipper F smash works on Fox at like low mid 40s + IIRC, and lasts up to as long as like 80% or so maybe even 90 if you don't DI. The easiest average % you are looking for vs Fox is 60%, although it works before and after that by about 15/20% obviously. Up throw take a baby step forward and then if they don't DI you reverse tipper F smash, then C stick if they decide to DI the up throw. The more you do this the better you will get at the timing and understanding, I just gave you a basic guideline. Falco is similar but add the %s a little higher by like 5 or 10% prolly closer to 5 (that's just a random guess) and there you have it.
Also you see my vid vs Shiz where I tried to do up throw Fair to Bair to F throw to Dair (that works I tested it on computers but I know a human would DI in the F throw lol, or I could just F smash tipper) http://www.youtube.com/watch?v=qW-di...e=channel_page at 1:02 it begins. Well, I made that up recently but my mistake was wavedashing before the grab - I should have just done a dash grab then F throw dair (or F throw F smash or F Throw down tilt to edge hog then bair).
ANOTHER Mistake at that vid at that same time is after he did the tech roll, I could have gotten him with a dash JC grab behind me before he would be able to shine or dodge, but I suck and got stuck in my turning around animation
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you can't up throw Falco at 0% if he DIs behind you. He will always land. On the flip side if he DIs forward you can get him at 0% with a standing regrab, but it's the opposite for Marth's forward throw. F Throw regrab works if he DIs in but with away DI Falco can escape. Lol it's kind of a guessing game. I usually down throw at 0, or whatever direction the edge is, then down tilt it.
with no DI they can't escape till like 80%+ lol. Probably more. Once they get to like 70% + just do SH uair a few times. At like 90 do up throw (let them DI) then go for Fair + Dair (if they are smart they will not DI the Fair or DI away)
also near the edge down throw to dash-off-stage Dair actually combos at mid/high % if they DI in xD
there's my old post
xzczxczcxzcxcxzczxi didn't feel like reading it (i probably will tomorrow when i'm not tired)
but based on that, what is the most effective rotational SDI input against Fox's uair?
specifically, a pivot is a dashdance regrab where you grab on the first frame of the second dash to where you don't move from that spot.from 0-20, what do you mean by a pivot? turn on the spot regrab? or a dash dance regrab?
thanks