SuSa
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Which "weak hitbox" because I know there are some hitboxes that don't do squat for that aerial.He can Nair lock just like a jab lock, and fox's lasers can't do that to my knowledge...
:mewtwo:
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Which "weak hitbox" because I know there are some hitboxes that don't do squat for that aerial.He can Nair lock just like a jab lock, and fox's lasers can't do that to my knowledge...
Dang it, I'm wrong again (it doesn't really have much knockback till crazy high percents though.Falco's Reflector is no.
This is the only vid I can find that demonstrates them...Which "weak hitbox" because I know there are some hitboxes that don't do squat for that aerial.
So does Gale Boomerang I believe (when it knocks somebody down)I went ahead and tested Link, his first Bair kick has set knockback.
Ground only? Or the little air ball too?Pikachu's thunder jolt (neutral B).
Both confirmed.TL's first hit of Fsmash
TL's first hit of Dsmash? Idk can't test atm...
Both seem to have exactly the same knockback, and both are fixed.Ground only? Or the little air ball too?
Confirmed @ 999% it hits Wario in the air.Pika Jolt = No.
I'm just tired, I use Bair for HRC.Well don't look at me, I just went in training mode, picked Bowser as the dummy since he is really big, and just hit him with the first Bair kick. Didn't kill him at 0%, or at 999%, so I assume it has fixed knockback.
How do you know?!Confirmed @ 999% it hits Wario in the air.
EDIT:
Mister_E, nope.
:mewtwo:
When I say Confirmed @ 999% , hit Wario in the air. That means I went into Training Mode, stuck Wario at 999%, and hit him with a grounded Thunderjolt.How do you know?!
Test it yourself. It does the same knockback from 0-200%.
Aerial Jolts kill, grounded ones don't unless you're literally right next to the opponent, but the knockback does change from 0-999%.Confirmed @ 999% it hits Wario in the air.
The knockback changes by such a miniscule amount from the percentage range that truly matters, namely 0-150%, that it's practically fixed knockback.When I say Confirmed @ 999% , hit Wario in the air. That means I went into Training Mode, stuck Wario at 999%, and hit him with a grounded Thunderjolt.
Then stuck him at 0% and placed him back in the starting position (first arrow of FD) and hit him with thunderjolt.
0-200% =/= 0-999%
Noticeable difference.
:mewtwo:
Purples have set knockback.OLIMAR
Side-B - Confirmed - Except for Purple.
You can Meteor Cancel all Meteor Smashes in Brawl (AFAIK).I didn't think that you could meteor recover from Dtaunt.
Pit's Nair, except last hit of course.
Also as a Meteor Smash (it's not like I get hit by it often enough to know)? It's kinda the Luigi Shine then! Only useless.Luigi's down taunt does have fixed knockback.
It sounds so sexy coming from your mouth.And Yuna is right
First part:Does Luigi's down taunt have fixed knockback even when it Meteor Smashes (as opposed to just hitting someone who's on the stage)? Test this by spamming jump after getting hit by it at different %s and seeing when you can Meteor Cancel at the earliest.
And these moves for which knockback differs depending on characters, is that not true for all moves with set knockback? The knockback is calculated based on who just got hit, but since it's set as long as it's the same character getting hit by it in testing, it counts as "set".
So it's just so strong you cannot Meteor Cancel it in time even on, say, FD?No tourney legal stage allows you to recover from it... you can tech into the stage, but thats it.
Doesn't matter. The knockback is set. It's always the same knockback no matter what %. It's just that some characters weigh more or less than others or just randomly fly off differently. The knockback is still set. If you hit Kirby with X-move, if the knockback stays the same whether he's at 0% or 999%, then it's set, even if Yoshi flies off at a different distance (but still always the same).For differing on characters, I mean it differs vastly.
The fact characters like Pikachu/Zelda/Sheik/Falco/Meta Knight get the knockback they get compared to the rest makes it... well I guess Semi-Correct? lolThe reason Dedede's down throw "differs vastly" is that it gives launch speeds both above and below 2550, and once you cross 2550 there is a w2 * c term.
Really, "differing vastly" doesn't mean anything specific though.
Lol Ivy's nair doesn't spike.. O.oI believe that the spiking hitbox on both ivysaurs nair and charizards bair have set knockback
It's still set knockback for that particular characterThe fact characters like Pikachu/Zelda/Sheik/Falco/Meta Knight get the knockback they get compared to the rest makes it... well I guess Semi-Correct? lol
Read my edit, and I may add the first part of this post to the OPOn moves with set knockback, stale moves has no effect on the knockback
The stale move system only effects the growth rate of a move's knockback, and since these moves have no growth rate... the speed at which they knock people is unchanged.
and of course moves with set knockback will vary between characters. The point is that they don't change with more damage.
It's still set knockback for that particular character
I thought Yuna's argument was already understood to be considered "set" knockback.The fact characters like Pikachu/Zelda/Sheik/Falco/Meta Knight get the knockback they get compared to the rest makes it... well I guess Semi-Correct? lol
EDIT:
Yuna puts up a very good argument, about whats "set". I'm wrong thanks for showing me the light.
ps:
Yuna is always right it seems like.
Exactly, AFAIK, this is the definition of "set" knockback. And very few moves have the same knockback no matter which character is being hit, yes. Fox's Shine, for instance, in Melee, had differing knockback depending on character (not entirely sure about Brawl).I thought Yuna's argument was already understood to be considered "set" knockback.
If any one particular character receives the same knockback every time, then it's "set". Duh.
Few moves are the same set knockback vs. the entire cast.
If you can't DI out, sure why not.Shouldn't every single one of Zelda's multi-hit moves qualify for having no knockback (for the initial hits)? Or does knockback actually increase with damage?
After all, they just stun you for the final hit, they don't knock you anywhere.
Yes, technically. This is the same argument that I made for Pikachu's bair and d-smash.Shouldn't every single one of Zelda's multi-hit moves qualify for having no knockback (for the initial hits)? Or does knockback actually increase with damage?
After all, they just stun you for the final hit, they don't knock you anywhere.
Exactly, AFAIK, this is the definition of "set" knockback. And very few moves have the same knockback no matter which character is being hit, yes. Fox's Shine, for instance, in Melee, had differing knockback depending on character (not entirely sure about Brawl).
(I'm a bit late, just saw it)Yuna puts up a very good argument, about whats "set". I'm wrong thanks for showing me the light.
Not always. Just a vast majority of the time.Yuna is always right it seems like.
I see a lot of your arguments over many things.(I'm a bit late, just saw it)
You're welcome.
Not always. Just a vast majority of the time.