zeldspazz
Smash Master
- Joined
- Dec 29, 2008
- Messages
- 3,432
Yeah. I just checked. Its considered stalling passed 300%Wall infinites banned?
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!
Yeah. I just checked. Its considered stalling passed 300%Wall infinites banned?
Na they didn't tech it. It was on pretty low percent also. But I think if they did they may of still be in front of me.@AL: Did they tech or no?
@zeldspazz: It's highly unlikely that this could turn into a wall infinite, so I don't think there's any need to worry about it.
I found this in my PM box from way back in April, rofl.K Prime said:Dtilt half staled on Mario (I used dtilt 5 times for half stale)
0%: -6
10%: -5
20%: -3
30%: -2
40%: -1
50%: +1
60%: +2
70%: +4
80%: +5
90%: +6
100%: +8
110%: +9
120%: +11
130%: -6 (pop up)
There is.Also... would be interesting to see if there are any pseudo ways of forcing a get up from the opponent.
The most obvious explanation for both of these would be that you were hit by an attack with very little hitstun eliminating the hitlag... or it can be something entirely different.I don't know if we ever found out what happened but one time I lightning kicked an olimar and had no stun from the kick, but he did.
Also, in teams once I lightning kicked someone twice with one kick. My partner was close and perhaps slapped him or did something weird that I am not sure of and sort of hit him back into in or something...
Just a theory about the double lightning kick, maybe, because you both were so close to the ground, the Snake hit/teched the ground, thus placing him back into the kick. I think I remember seeing this happen with a Marth on Pirate Ship due to the Bombs, he got hit, hit the ground, then got hit by the same explosion again.I MIGHT be able to get the video, I know I saved it but it was not on my wii.
For now: We were on Battle Field. He was Snake, His partner was a Yoshi. My partner was Peach. I lightning kicked him very close to the ground, to the point where once the lightning kick ends I should be hitting the ground before being able to do anything else. My partner was close by and she might have Neutral A slapped him or something. He got stunned when I kicked and so did I like normal, but all of a sudden the noise (that electric noise that when all Zelda's hear they go "**** YEAH!") happened again and we both got stunned again and he took more damage.
What it's saying is that even if you're opponent is SDI'ing away from you, you still get enough frame advantage from a trip to walk up to them and continue to Dtilt. Considering that trips give like, a 20 frame advantage, it's not that surprising.The last two interest me. So youre saying that if they SDI and then trip, you can really just get into a better position to lock again by walking?
iirc, trip animations last for roughly the same time. It's just the distance that the character rolls is different.Well characters with longer trip animations could theoretically be locked for a good while I believe.
Alternatively, you can walk up to them after a trip, Dtilt, and then Dsmash immediately afterwards to foil their attempts at SDI'ing away.
A grab would also be a nice mixup after the Dtilt if you're greedy, but most of the time I would have done the grab after the initial trip instead. Less risk, but similar reward.
Dsmashing to foil SDI'ing out has always been used in the Dtilt lock, so there's no reason why it shouldn't work here. Dsmash has always been free damage and positioning advantage, and the payoff for landing a Dsmash out of a lock is much higher then landing another Dtilt. Since if your opponent is being locked, they're most likely at 50% anyway, and Dsmash can potentially knock them offstage if you're near a ledge. (follow up accordingly) If not, then it's an extra guaranteed 9%.
^ I really like this post... I actually thought you were going to find a way of saying 'no it absolutely will never ever ever EVAHHHH work!' but I'm liking the ideas and this general discussion so far.
Pretty much.Locking them in hope for a trip, walking up to them to reinitate a Dtilt, and then DSmashing instead adds damage and could essentially make them DI wrongly thinking they were gonna get re-locked QCDIing away
pikachu has the longest trip animation in the game our dtilt trips yet it's considered a bad match up the logic behind that is baffling.Well characters with longer trip animations could theoretically be locked for a good while I believe. Who has the longest trip animations?
Zelda can't trip all the time.pikachu has the longest trip animation in the game our dtilt trips yet it's considered a bad match up the logic behind that is baffling.
Pffft if run speed decide everything then Sonic would be #1 on the tier list.Zelda can't trip all the time.
And Pika will beat Zelda by running around her and punishing her every move.
You said run around her how else am i'm supposed to take that?I never said run speed decided anything did I?
I'm new to smashboards, but I'm nowhere near new to Smash. He is definetly talking about the factor that Pika can punish your moves by taking your cooldown frames to attack you after positioning himself in a killing spot.You said run around her how else am i'm supposed to take that?
You could do N. Love in order to stage spike. You'd just have to make sure you time it correctly as to get the invincible frame, make sure the opponent is positioned for the hit, and make sure the opponent is on the opposite side of the stage. Once he gets hit and caught in the attack, he gets pushed to the bottom of the stage and spiked. It doesn't push them down far, but it is far enough to gimp or edgehog the opponent.Guuuys I think we should try to implement ledgewarping into our game a little more. You can pull of some crazy **** with that
Also, how easy is it to stage-spike with Fsmash similar to how GaW can with his dash attack? Where exactly should the opponent be, and does the opponents DI have anything to do with it?