Fortress | Sveet
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thats not true. It works against all of their jabs. You can pop up from sheik's jab as long as you are at ~10%. Fox/falco's is around that percent too, and puff's is like 25%
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Such as? Sheik's is set knockback with 4 damage, 0 base. A lot of jabs increase in KB with %, so you'd be hard-pressed to find one that can't be SDI'd up.SDI ing up doesnt work against most characters jabs
You can start to roll/attack as well as just stand off Jiggs' jab after like 85/95ish depending on the character's weight. CF can SDI up to land on his feet starting at like 15-20ish to avoid the forced getup, Falco can SDI up at like 80ish, and Fox doesn't escape with a SDI up until after the point he is able to just roll/attack out of it anyway.
Sucks for Fox/Falco I guess, lol.
If you're desperate I suppose it wouldn't hurt to try SDIing upwards twice by smashing straight up then immediately rotating to a side though.
His information about Gravity is truth. It's an attribute in the character filesWhat if Magus was secretly the greatest troll ever and all the stuff he was saying he just pulled out of his ***? LMAO I'd die.
I suppose thats possible, though im usually pretty good at remembering these things. I don't listen to 2ndary sources much.Or someone said I said that. I don't remember ever posting that.
8 frames or later after hitlag.What are the specifics of meteor canceling? Do you just have to hit UpB really fast after the move hits? Is it % based?
can u mash? I have also heard that same thing that sveet said about holding up or hitting jump...like during the hit lag or something.8 frames or later after hitlag.
XD I agree with you, this little sonuva ***** shouln't be there -.-Jigglypuff isn't a top tier character
So good.
Meteors:
1) Cancelable with mid-air jump(s) or up-b as early as frames 8+ of meteor knockback. Meteor cancelable attacks have default trajectories within 260°-280°. Mario's f-air is 280° and is MCable, while the hitbox on Roy's u-smash that spikes is 259°. Most meteors are 270° (straight down). Marth, Falco, Ganon, and CF's spikes are 290° (down and slightly outwards).
2) Using up-b at almost any time begins a no MC timer/window, where you can't MC with a jump or up-b at all for the next 40 frames. For example, if you're recovering and get meteored out of the startup of your up-b you won't be able to MC it until that timer has cleared.
3) Inputting a jump on frames 1-7 of meteor knockback prevents you from MCing with a jump for the next 40 frames (jumping at other times does not trigger it unlike the one caused by using up-b). If still available, you can MC with an up-b like normal during this period however. Using up-b on frames 1-7 counts as a jump and also triggers the no MC window using a double jump if the up input for the up-b is far enough to have caused a mid-air 'tap jump' with the control stick. If the stick isn't pressed far enough to do that when doing the up-b then a jump can still be used to MC, since only the no MC with up-b window is triggered.
4) Inputting an up-b during hitlag doesn't trigger the no MC window.
5) Extra freeze frames added from hitlag don't count towards the 40 frame no MC windows.
6) Auto-jumps on multi-jumps by holding a jump button (holding a jump input with Kirby/Jiggs after at least 1 mid-air jump has been used) does not use up your mid-air jump MC opportunity as long as it's pressed/held before frames 1-7, and since the auto-jump property of them will try to jump at the first possible opening to do one it MCs on frame 8. Holding jump when able to auto-jump, and then pressing up-b during frames 1-7 only prevents MCing with up-b for 40 frames, and doesn't prevent them from MCing with a jump. However, when not able to auto-jump (Kirby/Jiggs with all 5 jumps, or every other character), having a jump input held down when using up-b during 1-7 does trigger the no MC with jump window as well. (this whole part with auto-jumping is dumb and those 2 characters can basically auto-MC by just holding up the whole time as long as they've jumped at least once and they start holding it before hitlag ends)
added 3 before dividing by 3.Ganon's d-air has 10 hitlag for him and 15 for the person being hit. Dunno where you got 12 from.
oh ****, i didn't know that. I guess that's cause it's an electric attack right?Ganon's d-air has 10 hitlag for him and 15 for the person being hit. Dunno where you got 12 from.
My dude, meteors smashes range from 260-280 degrees...with 270 being straight down. Magus just posted about how roy's upair was 259 and falcons (ganon/marth) nipple spike was 290...talking about meteor canceling rules.The nipple spike is really cool. I realized that it is because meteors only occur on moves with exactly straight down knockbacks (its not its own property, its a property of moves that send at this trajectory). Nipple spikes sends about 20 degrees off of straight down so it can't be meteor canceled.
also, 4:20
post #1388
Meteors:
1) Cancelable with mid-air jump(s) or up-b as early as frames 8+ of meteor knockback. Meteor cancelable attacks have default trajectories within 260°-280°. Mario's f-air is 280° and is MCable, while the hitbox on Roy's u-smash that spikes is 259°. Most meteors are 270° (straight down). Marth, Falco, Ganon, and CF's spikes are 290° (down and slightly outwards).
2) Using up-b at almost any time begins a no MC timer/window, where you can't MC with a jump or up-b at all for the next 40 frames. For example, if you're recovering and get meteored out of the startup of your up-b you won't be able to MC it until that timer has cleared.
3) Inputting a jump on frames 1-7 of meteor knockback prevents you from MCing with a jump for the next 40 frames (jumping at other times does not trigger it unlike the one caused by using up-b). If still available, you can MC with an up-b like normal during this period however. Using up-b on frames 1-7 counts as a jump and also triggers the no MC window using a double jump if the up input for the up-b is far enough to have caused a mid-air 'tap jump' with the control stick. If the stick isn't pressed far enough to do that when doing the up-b then a jump can still be used to MC, since only the no MC with up-b window is triggered.
4) Inputting an up-b during hitlag doesn't trigger the no MC window.
5) Extra freeze frames added from hitlag don't count towards the 40 frame no MC windows.
6) Auto-jumps on multi-jumps by holding a jump button (holding a jump input with Kirby/Jiggs after at least 1 mid-air jump has been used) does not use up your mid-air jump MC opportunity as long as it's pressed/held before frames 1-7, and since the auto-jump property of them will try to jump at the first possible opening to do one it MCs on frame 8. Holding jump when able to auto-jump, and then pressing up-b during frames 1-7 only prevents MCing with up-b for 40 frames, and doesn't prevent them from MCing with a jump. However, when not able to auto-jump (Kirby/Jiggs with all 5 jumps, or every other character), having a jump input held down when using up-b during 1-7 does trigger the no MC with jump window as well. (this whole part with auto-jumping is dumb and those 2 characters can basically auto-MC by just holding up the whole time as long as they've jumped at least once and they start holding it before hitlag ends)