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i assume they are the same, but i haven't exactly tested it. My theory is that the coding for both is combined and dropping through platforms is simply an allowed action in shield.Gotcha. I don't suppose shield drops are different from normal platform drops in any way? Doesn't really seem likely.
4 frames landing lag.Absolutely nothing? You would instantly be standing with your shield down. If it's possible, it allows you to do literally anything out of shield. Jab, ftilt, utilt, dsmash, fsmash. The possibilities are basically limitless.
I'm asking if you can do it without jumping, by the way. Just shield-drop to uair. Obviously you can do it if you go a little lower and jump, but that takes the speed out of it (though it would still look sexy as ****).
lmao probably, not gonna lie.Kaostar those numbers are mad wrong
This all just my opinion but,don't be scared of falcon...
only shield if you intend to UB out of it
dash attack pressure him, if he's DDing, wavedash and ftilt him
don't give him space, keep the pressure on
any other way of playing seems to give good falcons too much of an advantage
falcon with space > samus w/ space, they profit so much more from the 1 hit they get than us
also if they shield, grab them
maintain momentum and keep them off the stage till they're dead
ballz to the wall bro, don't fear the falcon!
there's like video's of it on youtube....Can someone find out the exact information on shield dropping? KAOSTAR was said to be wrong.
Yeah, it was fun. I just wish we would have done more quad Samus... and also outside of tournament matches.MOAR SAMUS!
Wait were you teaming with spaceballs? Playing link? That was so awesome.
eh...a perfect wavedash OoS is like maybe 2 frames faster or slower, i forgotYeah dropping ur shield is an underused option in the metagame, IMO
yea that's what i meant by bufferbuffer a shield drop? wtf. u just let go of shield...ie do nothing.
sveet and I are just saying that there are situations where you can simply let your shield drop and punish and that ppl don't use it as much as they could.
also its 16 frames to let your shield drop? why did I think it was 12?
ASDI is 3 units (the unit of size/distance used in the game's coding), and SDI is 6 units. To avoid being reset you need to be off the ground 13 frames after being hit off the floor (when the downdamage animation ends), and you'll go into a normal fall that you can do whatever out of or simply land on your feet. If you're on the ground but still in hitstun after the 13 you can roll/getup attack on the forced getup. If you're no longer in hitstun and on the ground after 13 you're forced to stand up only.
Ignoring the slight differences from the animation causing you to land from a tiny bit higher up (making the min vertical KB to escape slightly less) it'd be something like this for escaping upwards:
Weight affects the KB growth, so a heavier character will need to be at higher damage than a lighter character of the same gravity.Character|Gravity|Fall Distance (13fr)|ASDI Min Vert KB (13fr)|ASDI+SDI Min Vert KB (13fr)
Fox|0.230|20.740|17.740|11.740
Falco|0.170|15.470|12.470|6.470
Bowser|0.130|11.830|8.830|2.830
Ganondorf|0.130|11.830|8.830|2.830
Captain Falcon|0.130|11.830|8.830|2.830
Sheik|0.120|10.920|7.920|1.920
Roy|0.114|10.374|7.374|1.374
Link|0.110|10.010|7.010|1.010
Young Link|0.110|10.010|7.010|1.010
Pikachu|0.110|10.010|7.010|1.010
Pichu|0.110|10.010|7.010|1.010
Donkey Kong|0.100|9.100|6.100|0.100
Ice Climbers|0.100|9.100|6.100|0.100
Fox accelerates so quickly that he can begin to roll/attack (13+ frames of hitstun) out of most things before he can escape upwards unless you manage to SDI upwards twice. CF certainly doesn't get ***** harder than those two. The weight difference reducing the KB on him means little compared to his lower gravity.
Fall distance is the distance they move downwards over 13 frames due to fall speed. Since they start at 0 when hit it's the sum of 1*Grav + 2*Grav + 3*Grav... + 13*Grav, or simply 7*Grav*13. Only exception being Fox who manages to hit top speed on the 13th frame (his is 2.8) and gets 2.8 on the 13th instead of 13*Grav (2.99).
The part of KB that grows with more percent is affected by weight (knockback growth, KBG). Attacks with set KB like Fox's shine or Peach's jab 1 are also affected by weight (weight dependent set knockback, WDSK).
The base amount of KB an attack with growth does regardless of damage (base knockback, BKB) is the only part that is not affected by weight. If you look at Falco's shine vs Fox's u-tilt it demonstrates KBG/BKB. Falco's shine has huge BKB (110) and sends Bowser pretty far at 0, while Fox's u-tilt with 18 BKB doesn't do much. U-tilt has a lot more KBG though which more than makes up for the difference in BKB at high damages.