GodAtHand
Smash Lord
Every time I try to SH bair I just jump in the direction I am trying to kick... I think I am trying to do this too fast lol.
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Stale moves affect the force you're beind hit into the ground with, and the number of frames of stun would thus decrease proportionally.Kataefi said:Do these frame advantages slowly go down as dtilt stales?
The number of frames of stun would be inversely proportional to the character's specific hitstun constant. I don't know all of these yet, but here's a sample of specific hit constants:Successor of Raphael said:Colin, I see that you tested Pit. Do you happen to know off hand anyone who recovers much quicker from stuff like dtilt in general? Is there a difference?
The decay in stun time is only because of the decay in the force hitting you into the ground, so they are proportional which means that if the move is stale, you just need to do this combo at a higher damage (as opposed to being impossible at all damages, which might be the case if the stun decayed faster than the launch force). In a real match you probably won't be able to consult some chart because the relationships are pretty complex, so you'll probably just have to go for it.Kataefi said:BUT - I need to do more testing. I think we only get an advantage on a specific percentage on each character and whether Dtilt is fresh or not.
I always find this equation type things absolutely hilarious.s2 = h1 * s1 / h2
I would imagine it would be by recording all her moves hitting an opponent (Possibly in different positions) with a decent capture card then watching the video footage on your PC frame by frame.I've been asking for the frame data on Zelda for a long time...
How does one go about collecting such data?
You can buffer a turn around dtilt with 0-lag out of a front-facing dtilt. lolAlso... there are times when Dtilt mysteriously hits behind her... has this happened to anyone? I suppose if we space in such a way as to hit with this 'behind' hitbox, then we won't need to even buffer a turnaround bair at all.
imo, zelda can rack up damage VERY fast, possibly faster than Sheik herself.What I find interesting is what jab does after 100% (around this percent anyways). It forces them to hit the floor... they have to roll or get back up.
I don't know if this stun can be jumped out of though, but I was thinking this kind of jab + a din's can punish them rolling or getting up everytime no matter what they do - unless they are smart and wait for the din's to arrive and get up during the explosion in which they can abuse the invincibility - but still, the fact they're in this position puts Zelda in control.
EDIT:: I believe the more we discover about how to abuse all this potential stun from her jab, dtilt and dair, the less reliant we have to be with smashes to rack up damage. She can refresh easily and start killing.