metashinryu
Smash Ace
man i think ptp then dj gives you more height cuz you can cancel it with the ouble jump,also if you use it after jumping it makes your up+b lose height IMO
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
True story. I'm also pretty sure you can't cancel the ending lag of a ptp with a DJ. If you can, I need to start jumping on that asap, cause it seems like that ending lag is what allows Doc to get ****ed over while trying to recover.PTP is actually easier on Thursdays.
He actually is green in the movie.How bad was it on a scale of 1-10? It looks god awful and I remember seeing a trailer a few months ago thinking to myself "wtf, goku is a ****ing emo kid? and piccolo is purple?"
Yeah, no IASA frames; so I dunno what you were talkin bout.SDM's Frame Data said:Dr. Tornado
Total: 79
Hit: 8, 14, 21, 28-29, 38-39
Last chance to become airborne if
started on the ground: 10
If you can get them to combo, sure. Since I know they really dont, ... just dont let people realize it dont work.I've found I've been doing more "as many B Airs as'll hit" combos (not even offstage) at the moment then the same thing with U Air. I'm just finding U Air too awkward a lot of time due to percentage dependancy and B Air just seems to always work.
I didn't phrase that as a question. Errr, am I a bad person because of this?
Against ground attacks? You could make that pretty accurate, save angled attacks.On Doc's tornado: It's good to know about the lack of IASA. Now I know using the Doc tornado won't dictate how I use my second jump.
I think I'm gonna do some cape tests with AR sometime today. I'm curious as to how much and how it extends animations, and how exactly it makes certain characters/recoveries go extremely high. I don't buy that it always does the same thing to every attack. There's something else like how long the animation has been playing or something. Could be all that kind of info is available somewhere, but I want to see it for myself.
Probably also going to test the priority of ftilt and utilt against some ground attacks I'm scared of, to see if I can get things to clank. I can't guarentee super accuracy on this stuff, but if I find anything particularly shocking I'll post it.
Na, hylian said that years ago on these forums. It's just a little quote I remember from him from years ago. But realistically that's what it is when you SHFFL u.air. SH u.air is a completely different story (that's more of an antiair)To answer your question about not asking a question, yeah you're a horrible person.
randomly i forget when dogy said it but he quoted hylian saying uair is a mobile jab,
i thought it was green mario who said that O_o
Lawl. Welcome to the club man.doc is a beast
i chaingrabbed some dude a million times dash-cancel grabbing each time and he paused -> l+r+a+start'd because of the annoyance.
i'm totally picking up doc now.
My understanding of the cape: all it does is give height to characters with a move that is still vertically active. I say move and not up b because this still applies to other moves like Jiggs' pound and yoshi's down b. Once the vertical part of the move is over, a cape won't give them any more height. This includes giving height to Peach while she is floating down with her umbrella out (which is gay). Fox/Falco are soft exceptions in that caping them during their up b just preserves vertical momentum; instead, they will gain height if you cape them during the wind up.I think I'm gonna do some cape tests with AR sometime today. I'm curious as to how much and how it extends animations, and how exactly it makes certain characters/recoveries go extremely high. I don't buy that it always does the same thing to every attack. There's something else like how long the animation has been playing or something. Could be all that kind of info is available somewhere, but I want to see it for myself.
That's exactly what I mean.Dogy, not sure what you mean by hitbox thingie. Like that flash thing someone made with everyone's attack hitboxes showing that you could watch frame by frame? I can't do something like that, since I have no capture card, but you can definitely see the cape's hitbox in red and reflectbox in green. If you mean something else, let me know.