Fledge
Smash Cadet
Okay, I just noticed something kinda dumb that might already be very well known, but figured it might be useful for those that don't know. Never heard anybody talk about it, didn't see anything in any wikis, and a quick search didn't show anything, so figured I'd post it here.
Have you ever been in the situation where you're recovering off stage and think you have another jump, and when you wait to the last moment to do so you suddenly realize to your horror that you don't actually have anymore jumps left? And then by the time you realize what's happened it's too late, you fall to your doom, wondering where your second jump went? Sometimes you lose it on accident spamming out of a grab/jab-attack over ledge, or maybe you accidentally jumped from the ledge and lost your second jump, or even just lost track of how many jumps you had used up in the heat of battle from not paying close attention.
Well, there's actually a way to tell when you're over the ledge whether or not you have any jumps left by paying careful attention to your character's animation. For many characters there's actually a subtle difference in the aerial falling animation if they have jumps left or don't.
For example, if Roy jumps only once into the air (while still having access to his second jump), he falls holding his sword pointing at his other hand. If Roy double jumps into the air (thus using up all his jumps), he falls holding his sword pointing slightly below his hand.
For a more obvious example, if Bowser jumps once into the air he falls holding his arms up. If Bowser double jumps into the air he falls with his arms lowered.
Some of them are way more subtle. For example, if Sonic jumps once into the air, he falls looking forward. If he double jumps, he falls looking slightly down. Or if Fox jumps once into the air, his tail remains somewhat still, but if he double jumps, his tail starts wiggling like crazy.
Of course, you might say "well, you can always check if you have any jumps left by just trying to jump again and see!" But keep in mind, you might be trying to save up a second jump for a low recovery, and testing outright too early might waste a jump you should have saved, potentially in an unsafe situation against opponents who are covering higher ledge options. By paying attention to your character's animation you can know for sure as you head back to ledge without having to test or risk it at the last moment.
What's more, this also means you can tell if your opponent has any jumps left when they're recovering. It might give a slight edge in guesstimating what strategy they'll take in returning to ledge.
Anyways, this animation difference seems to hold true for most characters (though for the life of me I couldn't tell any differences for R.O.B.) Anyways, just thought I'd put it out there, it might be something worth noting when you're recovering off stage, if you're paying attention and catch it soon enough you might be able to recover with other options instead of waiting to use a double jump you don't have at the last moment.
Have you ever been in the situation where you're recovering off stage and think you have another jump, and when you wait to the last moment to do so you suddenly realize to your horror that you don't actually have anymore jumps left? And then by the time you realize what's happened it's too late, you fall to your doom, wondering where your second jump went? Sometimes you lose it on accident spamming out of a grab/jab-attack over ledge, or maybe you accidentally jumped from the ledge and lost your second jump, or even just lost track of how many jumps you had used up in the heat of battle from not paying close attention.
Well, there's actually a way to tell when you're over the ledge whether or not you have any jumps left by paying careful attention to your character's animation. For many characters there's actually a subtle difference in the aerial falling animation if they have jumps left or don't.
For example, if Roy jumps only once into the air (while still having access to his second jump), he falls holding his sword pointing at his other hand. If Roy double jumps into the air (thus using up all his jumps), he falls holding his sword pointing slightly below his hand.
For a more obvious example, if Bowser jumps once into the air he falls holding his arms up. If Bowser double jumps into the air he falls with his arms lowered.
Some of them are way more subtle. For example, if Sonic jumps once into the air, he falls looking forward. If he double jumps, he falls looking slightly down. Or if Fox jumps once into the air, his tail remains somewhat still, but if he double jumps, his tail starts wiggling like crazy.
Of course, you might say "well, you can always check if you have any jumps left by just trying to jump again and see!" But keep in mind, you might be trying to save up a second jump for a low recovery, and testing outright too early might waste a jump you should have saved, potentially in an unsafe situation against opponents who are covering higher ledge options. By paying attention to your character's animation you can know for sure as you head back to ledge without having to test or risk it at the last moment.
What's more, this also means you can tell if your opponent has any jumps left when they're recovering. It might give a slight edge in guesstimating what strategy they'll take in returning to ledge.
Anyways, this animation difference seems to hold true for most characters (though for the life of me I couldn't tell any differences for R.O.B.) Anyways, just thought I'd put it out there, it might be something worth noting when you're recovering off stage, if you're paying attention and catch it soon enough you might be able to recover with other options instead of waiting to use a double jump you don't have at the last moment.
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