Emblem Lord
The Legendary Lord
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Shaya does effortless Blade come out at the same speed as regular DB?
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I really do need to check at some point, haha. I think an eye ball look indicated maybe not. But look where eye balling things have taken me before.Shaya does effortless Blade come out at the same speed as regular DB?
Record yourself dashing to shield in 60fps and tell me if its any different than what I've listed on the previous page.Perhaps it's just me but it really feels easier to do dash pivots with Lucina than marth.
Let me start by saying what I thought initially. Lucina is ledgedashing!?Any idea dafuq is happening here?
I've been doing this accidentally for ages and I have no idea how to do it consistently, but it's basically just ledge drop jumping in such a way that you can just transition on stage laglessly. Funnily enough, I don't believe I've done it with any other character.
Any idea dafuq is happening here?
But waifu.She actually got nerfed. Her jab got less knockback which was the one poke she had over Marth.
Honestly if you want to be competitive there is NO reason to use her over Marth now.
Those have been my thoughts exactly. At least the transition is not that difficult. I do not understand the reasoning for the nerf but it is what it is.Honestly if you want to be competitive there is NO reason to use her over Marth now.
LooooooolDown Tilt and Up Smash have transcended priority
Down Tilt: Element=0x19, Tripping=0x3EB33333, Hitlag=1.250000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x2, 0x3, 0x3, 0x1, 0xA, )
Forward Tilt: Element=0x2, Tripping=0x0, Hitlag=0.700000, SDI=1.000000, unk_=0x1, unk_=0x1, ShieldDamage=0x0, 0x1, 0x3, 0x3, 0x1, 0xA, )
Shieldbreaker: Element=0x19, Tripping=0x0, Hitlag=1.000000, SDI=1.000000, unk_=0x0, unk_=0x0, ShieldDamage=0x1E, 0x2, 0x3, 0x3, 0x1, 0xA, )
Dash Assault: Element=0x19, Tripping=0x0, Hitlag=0.000000, SDI=1.000000, unk_=0x0, unk_=0x0, ShieldDamage=0xA, 0x2, 0x3, 0x3, 0x1, 0xA, )
Haha, seems both of us have very similar conclusions, and even this tech originated from Diddy/Falcon mains xD I did not compile the data percentages though, so perhaps the two of us can help each other out here. I have listed all of the stuff I've found for Marth (which is in the process of being edited towards Marth and Lucina), here:Eh, double post... Why do I always find myself doing this? Anyways, it is completely unrelated to the above post that I had earlier. Anyways, I have some interesting observations regarding both Marth and Lucina. Alright so first and foremost, remember the DB1 into an aerial? Well both Marth and Lucina can perform Fair into DB1 as well. The next are two combos that can be performed by both Marth and Lucina.
Alright so there are two combos. The first is Falling U-air > U-tilt.
The table you will see indicates the start percentage when you can perform the combo and end percent is the highest percentage an opponent can have where the follow up will combo after the U-air. These were all tested against and the percentages can change depending on the character you are up against.
Falling U-air -> U-Tilt:
As you can see from this first table, if Marth tippers the U-air the combo will not hit after 36%. However, if the U-air does not tipper you will be able to combo even when the opponent has 56%. In other words a full 11% over what Lucina can! This is due in part to Marth's height advantage.Character | Start Percent | End Percent
Marth (No Tipper) |0|56Marth (Tipper) |0|36?Lucina |0|45?
The next combo has the same setup but a different follow-up, jab 1.
Falling U-air -> Jab 1:
As you can see, same story here more or less. If Marth performs the combo without the U-air being a tipper he can combo a full 10% above what Lucina can. However, with tipper it is 7% below what Lucina can do.Character | Start Percent | End Percent
Marth (No Tipper) |0|40?Marth (Tipper) |0|23Lucina |0|30
I want everyone to keep in mind, that these values will be different throughout the cast, with their values being modified depending on the weight, height, of the opponent.
I would love to have a thread that has these combos and the different percentages that they can be performed against the Smash 4 cast. I will little by little get more information for each character. However, if anyone gets to testing the setup against the other characters and finds the information feel free to contact me and we can compile what we have!
Combo setups.
As you can see there are ways to go around to performing this! Anyways, I think this was worth mentioning since I had not seen it before!
- Aerial DB1 (string) > Falling U-Air > U-tilt or Jab 1.
- From ledge: Fair (string) > Falling U-Air > U-tilt or Jab 1.
Reposting.Was Marth always able to hit with the sides of Dair?
You think that is satisfying? try following up with a tipper F smash near ledge with rage. Get ready for a 20% kill. Is so sexy.You guys probably already know this, but Shield Breaker kills have to be the most satisfying thing ever. You have enough time to push your opponent to the edge of the stage and do another fully charged Shield Breaker. You can kill people at like 40%+. (Tipper SB with Marth can kill at around 25%.................but w/e).
They should make Marth's SB have a sourspot near the hilt/first half of the blade where it doesn't do massive shield damage, to at least give Lucina SOMETHING over Marth (and for consistency's sake).
Video description said:Perfect Pivot lengths (measured in squares on the side of omega Windy Hill Zone):
Marth: 3.5
Lucina: 4.5
I am slightly confused by the aerial Up B invincibility reporting. Why is no one making a big deal about Dolphin Slash in the air still having frame 1 invincibility?
| Active | End | Invincibility | Invincibility (in the air)
Counter | 5 – 25 | 60 | |
Easy Counter | 5 – 30 | 59 | |
Counter Attack | 24~ | 51 | 1 – 23 |
Iai Counter | 3 – 15~ | 55 | |
Iai Attack | 14~ | 43 | 1 – 13 |
Dolphin Slash | 5~ | 23 | 4 – 6 | 1 – 4
Crescent Slash | 9~ | 36 | 8 – 10 | 1 – 10
Dolphin Jump | 0 | 43 | 11 – 13 | 1 – 10
| Active | End | End (ground)
Heavy Blade | 11 – 14 | 39 | 55
Dancing Blade | 7~ | 33 | 45
Shield Breaker | 19~ | 52
Storm Thrust | 19 – 37 | 67
Dash Assault | 19 – 39 | 65
Yes mostly repeating jabs. Works on Little Mac perfectly or Ness's PK Fire. Sometimes I "SDI" too high and my DS whiffs but to counter that I try not to spam it so I don't get too high up. Usually I'm able to get the Up B but I try Up air too and sometimes get that. But I thought frame 4-6 invincibility also applied to aerial DS till I reread page 6. I'm thinking with frame 1 invinc, it's superior to other options like uair or counter.MK's shuttle loop in brawl had no aerial invincibility while grounded invincibility frames 6-8.
It isn't that uncommon.
Problem with it really is what are you trying to up-b through? Jabs? Things which are below you as well as horizontally away from you (by virtue of how their hitboxes send you).
Hitting them with the up-b is hard, if we had SDI it would be a different story. Instead of upbing through something close to the ground facing them, you'll generally be doing so above the ground, and whilst you're 1-4 invincibility will allow you to 'escape' it's hitbox isn't likely to be hitting an opponent. Voila, free punish.
B-Stick may make it a more reliable thing to execute.
Oh yeah that rings a bell. Thanks for fishing for this data btw.Brawl was 1-5.
Yeah I use up-b for both PK-Fire and Elfire.
MK's shuttle loop in brawl had no aerial invincibility while grounded invincibility frames 6-8.
It isn't that uncommon.
Problem with it really is what are you trying to up-b through? Jabs? Things which are below you as well as horizontally away from you (by virtue of how their hitboxes send you).
Hitting them with the up-b is hard, if we had SDI it would be a different story. Instead of upbing through something close to the ground facing them, you'll generally be doing so above the ground, and whilst you're 1-4 invincibility will allow you to 'escape' it's hitbox isn't likely to be hitting an opponent. Voila, free punish.
B-Stick may make it a more reliable thing to execute.