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Well, there are tonnes of slightly different setups that work. The problem is that they need a very tiny angle on the control stick making them pretty much impossible. You are welcome to try though, the general gist of it is:But like, can anyone tell me how to do the Haxdash? it looks really difficult to pull off.
Damn, that really does sound difficult to pull off. Would it be that useful compared to like Hax$ when he mained Captain Falcon or it would just be useful for showing off/hand warmers?Well, there are tonnes of slightly different setups that work. The problem is that they need a very tiny angle on the control stick making them pretty much impossible. You are welcome to try though, the general gist of it is:
Perfect ledgedrop
DJ towards stage
Airdodge diagonally downward into the stage and sliding off
Fastfall
For the longest time I thought using the stick notch made it impossible to haxdash with the most optimal setup giving 1 intangible frame. But I actually found yesterday that it is possible on yoshis due to the ledge's snapbox being higher then the actualy ledge (because of the slant), albeit with a tiny margin for error.
Yoshis human-like haxdash
0 - CliffWait 0
1 - Drop
2 - Fastfall
8 - DoubleJump towards stage
9 - Hold towards stage
16 - Earliest time to stop holding towards stage*
25 - Airdodge (diagonal notch)
28 - Fastfall
30 - Grab ledge - Cliffcatch 1
37 - CliffWait 0
*becomes later the more you hold the airdodge angle before airdodging
This is like just barely do-able, and unless you are a robot, then something just for show. Holding towards the stage kinda sucks and makes it harder, the fastfall will only be performed automatically if you input the airdodge angle on the frame you airdodge, any earlier and you need to input another down movement.
I'll try to break down a human-like input:
(on the right ledge)
1 -
4 -
7 -
8 -
19 -
20 -
25 -
29 -
38 -etc
I'll try that, thanks for the info! great thread, by the way. The AIA tech seems to be quite useful in competitve play.It would be great if you could actually pull it off repeatedly. But for it to be useful it must be perfect, which is like 6 frame perfect inputs per second. Falcon and many others have much much easier and more lenient haxdashes.
full jump lasts 52 frames and a pill lasts 43 framesyou can pill on the 10th frame airborne and still waveland (only on the very last frame, no fast fall)
There is something I didn't mention in that section, I don't think I actually knew about it when I wrote it honestly. Whenever you perform a move on the first frame airborne, you lose height and the total airtime is smaller. This is true for all characters, shorthop loses 1 frame, fullhop loses 2 frames.full jump lasts 52 frames and a pill lasts 43 frames
so does that mean:
if you pill on the first frame airborne and don't fast fall, then you have 9 (or 10) frames to do an aerial? so that should mean that you can do a fullhop pill -> aerial for any of doc's aerials that have an active hitbox out within 9 frames. so doc can do FH pill -> nair / bair / uair (but not dair and def not fair)
if you do a FH pill and double jump on the first actionable frame and pill again. How many frames do you have after the second pill to do an aerial?
edit: i wish i knew how to make hitbox gifs.. it would be really cool to see how much ground the cape hitbox covers when doing: full dash sh reverse cape
[table=head]Aerial|Starting frame|Hitbox frames|Total airborne frames
Upair|44|2|48
|45|1|48
|46|1|49
|47|0|49[/table]
Actually you can just about squeeze in a Nair hitbox, when caping on the first frame. You will be able to nair when caping on airborne frame 1-14. Unfortunately it is impossible to upair after a cape, it's ecb pattern is a gift and a curse.good to know that how fast you do your cape when SHing will alter how long you stay in the air. I'm not sure what in-game applications this has though
If i'm understanding all this correctly, if you cape asap in a SH you probably won't be able to fit in any aerials after the cape, but you'd still be able to waveland, which might be useful for being speedy when gaining distance (vs falco laser or something) whereas if you're caping and want to follow up with some aerial, you want to start the cape a lil later so you hang in the air a bit longer. interesting to see which moves you can fit into a jump, if doc had SH bair -> uair he'd wreck ppl
It would seem like there are more setups, but I have tested this quite thoroughly and have yet to find them though. This is by far one of the hardest things I've ever tested, it took me a really long time to figure out the frames on the horizontal DI setup.Amazing thread! I have a question on Marios Up-b walljump.
"When up-b is NOT started against the wall
DI Full Horizontal
ECB must begin touching wall on frame 23 (second to last hitbox frame)
Can then walljump on frames 24-29"
So does this mean that when its not started on the wall the only way to wall jump is with the full horizontal up-b? Also since the ECB has to start touching the wall on a specific frame that means that the spacing with the up-b is the absolutely critical part? What counts as truly touching the wall on start up? I feel like on fountain I can start the up-b "touching" the wall but I cant walljump it with the same timing on yoshis. Is there a list of places where the "starting on wall" wall jump works? Does the "not started" on wall one work everywhere? Sorry for so many questions lol but this tech is pretty hard and my understanding of it is vague.
how true is this?As an example look at PPU's pivot F-smash play against puff. Doc's d-throw -> pivot f-smash can be used against any mid-weight character easily, but no doc does that.
1. Kneebend (jumpsquat) doesn't have crouch propertiesalso during up-b cancel, you're considered to be in jump squat / crouch (or w/e it's called).. does that mean if you're hit during the upB cancel and you're holding down that you'll get a full crouch cancel?
I have a feeling it will only work against chars that can be dthrow chaingrabbed. I tested sheik for now.how true is this?
more specifically I guess, are there any percentages/character combinations where doing dthrow -> fsmash could likely net a KO (or solid edgeguard opportunity)?
I usually just go for the combo if i don't think dthrow -> fair will kill -- but if there are percents where dthrow->fsmash could kill at lower percents than fair, id def integrate that into my game
You best fight for that port priority then64-100+ seems really good for sheik. though you're saying that's 4 frames input the pivot fsmash... i'm not sure if that's enough time to consistently react with the correct pivot fsmash input