- Joined
- Feb 27, 2008
- Messages
- 26,560
it's when G&W's back is facing the upward part of the slope. test it out a bit with other chars if you think it happens with other chars.
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holding up to buffer a jump is what I was referring to. yes, you can hold up and just time the B.youre welcome sveet
strongbad, i dont know what you mean about only kirby/jiggs can hold up, but you can most definitely be fox and hold up after hitting up b, get stomped, then just hit b without letting go of up
lol word. ftr tho, I don't mind making huge posts that nobody reads lol.lol sorry kaostar i'll mention the 20 degree range next time so you don't do a huge post making it seem like what i said was wrong instead of simply incomplete
http://www.smashboards.com/showthread.php?t=288845G&W's pummel does weird **** when he's on a slope. Try it on Kongo Jungle 64
What you said was wrong, though, not just incomplete. You said "meteors only occur on moves with exactly straight down knockbacks".lol sorry kaostar i'll mention the 20 degree range next time so you don't do a huge post making it seem like what i said was wrong instead of simply incomplete
even if you were able to do this (which is incredibly hard), phantom hits can be SDI'd, so this isn't really trueYou can punish a missed rest/shieldbreak by spamming phantom hits before charging smash
Considering phantom hits have no knockback or hitstun/hitlag, I'm pretty sure they can't be SDI'd. You're right about it being unrealistic, though (it would've been sick if Armada solved Peach's problem of punishing rests by using phantom D-Smashes lol).even if you were able to do this (which is incredibly hard), phantom hits can be SDI'd, so this isn't really true
I'm fairly certain that phantom hits cause hitlag. I would clarify this empirically, but I don't have access to AR at the momentConsidering phantom hits have no knockback or hitstun/hitlag, I'm pretty sure they can't be SDI'd. You're right about it being unrealistic, though (it would've been sick if Armada solved Peach's problem of punishing rests by using phantom D-Smashes lol).
phantom hits don't have hitlag but they can be sdi'dConsidering phantom hits have no knockback or hitstun/hitlag, I'm pretty sure they can't be SDI'd. You're right about it being unrealistic, though (it would've been sick if Armada solved Peach's problem of punishing rests by using phantom D-Smashes lol).
it's the same motion/timing as performing an empty pivot on the ground, except you have to space it really well and pivot right on the ledge so that you fall off.I don't think Phantoms have hitstun...none at all.
Can anyone tell me about pivot dropping? As in, running off an edge, then turning around and re-grabbing? Not PC walking or w/e.
Like I know how to do it....don't you have to hit back while in the teeter animation?
I just wanna know the specifics of it.
When a phantom hit happens the attacker does not go into hitlag, but the person being hit does. You can't ever ASDI phantom hits. You can't SDI them either unless it happens while you're already in a damage/knockback/tumble animation, since you can't SDI in hitlag while in the others (you freeze and stay in the same action you were in when phantomed). If the game did allow you to do that then it would also let you SDI during hitlag when you are the one attacking and not just the person being hit.
Unlike normal hits, the damage is applied after hitlag ends. It also doesn't count as hitting them which is why it can initially connect as a phantom and then still hit them again later. If it makes solid contact during the phantom's hitlag it switches to a normal hit and the damage from the phantom never happens. If it makes solid contact after hitlag it'll do the phantom's damage as well as the normal hit afterwards. It'll use the current properties of the hitbox though, so if it has since changed into a flub/weak part of the move it will normal hit with that.
________________A_________________________________B
________________C_________________________________D
A: Phantom hit
B: Phantom hit, then connects before hitlag ends ('single' hit)
C: Phantom hit, then connects as early as possible after hitlag ends ('double' hit)
D: Phantom hit, then connects as late as possible after hitlag ends ('double' hit)
I'd vote for him and read that book.Magus for president. That guy should write a book.
I <3 U lol.What you said was wrong, though, not just incomplete. You said "meteors only occur on moves with exactly straight down knockbacks".
I know it's not that important, so sorry for pointing this out. It's just a pet peeve of mine when people can't admit they were wrong.
The awesome part is, he could write anything he wants in his posts and we would believe it's trueMagus for president. That guy should write a book.
What do you mean? You can DI out of shine bair?Shine bair doesn't work, people just di to well up
I don't get how you came to this conclusion. Mind clearing that up?In practical terms, this means that an aerial while moving backwards has more priority than an aerial moving forwards.
Sure. It is because hitboxes drag into the next frame. If you move forwards with a sex-kick, the hitbox that is in front of you is only the one from the new frame and the one from the previous frame is dragged behind you. When not moving there is no dragged hitbox. When moving backwards there is a hitbox dragged from where you were before, thus having a thicker hitbox in front of you.I don't get how you came to this conclusion. Mind clearing that up?