Zylo
Smash Journeyman
Is there a technical reason why most foxes favor shine turnaround firefox to grab the ledge from the stage as opposed to a turnaround waveshine?
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!
I like to do turnaround waveshine because it feels smoother (and a little more flashy imo). But shine turnaround firefox is easier to execute. I prefer not to firefox because there are rare occasions when I miss the firefox sweetspot.Is there a technical reason why most foxes favor shine turnaround firefox to grab the ledge from the stage as opposed to a turnaround waveshine?
So is the only reason the ease of execution?I like to do turnaround waveshine because it feels smoother (and a little more flashy imo). But shine turnaround firefox is easier to execute. I prefer not to firefox because there are rare occasions when I miss the firefox sweetspot.
Off the top of my head, yes. I'm pretty sure that I watched a video about the different ways that foxes can get to the ledge and I think that shine turnaround is faster than shine turnaround firefox too.So is the only reason the ease of execution?
http://smashboards.com/threads/frame-advantage-on-block.309694/How much shieldstun(shielddamage) does fox laser have, and i assume theres no stun at all during a regular hit?
It still has shield stun, but no hit stun. The shield stun is dependent on the damage, hence the link.But it does, i can desynch from getting lasered on shield and im just looking for how big the window is , essentially how much stun it has shows the window of oppoturnity for that.
This is far from correct. Total stun on hit is much larger, except when the laser is crouched.I don't remember how much stun falco's laser has on hit, but I am pretty sure it's within 1 frame of the shield stun value. I think CCing reduces stun by 1 frame.
Thunder's is amazing. Jab resets in general are amazing. But specifically, off shine - I go for a thunder's 9/10 timesanyone have any good tech chasing (say off of shine) strats in the ditto/vs falco?
I feel like I call more things than I react to so I'm wondering if there is any methodology to this
Try to bait them so that you can grab, or (depending on the enemy), try to do a drill-shine/nair-shine into grab. Against characters that are knocked down by shine (which is weight dependent), you can sometimes get a drill into grab without going for a shine, but this isn't a true combo. Also, up-tilts are good, especially if they crouch cancel. Then you can keep hitting them with up-tilts.Hey smashers. I am a fox main and am pretty new to competitive smash. I have been playing for years but I am trying to take it to the next level. I have a quick question. What is the best thing to do as Fox when your opponent is at 0 percent?
when you say nair-shine, do you mean a short hop nair and then l-cancel and then do a shine immediately when I land?Try to bait them so that you can grab, or (depending on the enemy), try to do a drill-shine/nair-shine into grab. Against characters that are knocked down by shine (which is weight dependent), you can sometimes get a drill into grab without going for a shine, but this isn't a true combo. Also, up-tilts are good, especially if they crouch cancel. Then you can keep hitting them with up-tilts.
You should be JC grabbing 99% of the time. JC (jump canceling) is literally jumping out of your dash and canceling the jump with a grab. This cuts the momentum of your dash but the grab range stays the same (almost positive - but for peach, JC shortens her grab range). It also reduces the lag and once you see the difference, it's very noticeable. It's basically a dash and then a standing grabAlso, should I always wavedash into throws? When I try to dash it seems like I outrun them sometimes or fall short
so is it Y/X and Z at the same time or Y/X and then immediately Z?You should be JC grabbing 99% of the time. JC (jump canceling) is literally jumping out of your dash and canceling the jump with a grab. This cuts the momentum of your dash but the grab range stays the same (almost positive - but for peach, JC shortens her grab range). It also reduces the lag and once you see the difference, it's very noticeable. It's basically a dash and then a standing grab
You can JC grab by dashing and pressing Y/X + Z. Or you can dash and then quarter circle up and hit Z before you jump
It is "Z" immediately after. Although the website appears to be down right now, the pro smasher Pewpewu recently created Smashlounge.com, which is a compendium of information on all sorts of advanced techniques. I highly recommend checking it out!so is it Y/X and Z at the same time or Y/X and then immediately Z?
To clarify, a character's grab range never changes (except by using dash grabs instead of standing/JC grabs). The reason it can seem like your grab range is longer is because your character maintains dash/run momentum during jumpsquat and the beginning of your grab animation. The reason it seems like Peach's grab range is shorter is because she has extremely high traction and doesn't get that extra bit of sliding before the grab comes out. The actual grab hitboxes are the same.You should be JC grabbing 99% of the time. JC (jump canceling) is literally jumping out of your dash and canceling the jump with a grab. This cuts the momentum of your dash but the grab range stays the same (almost positive - but for peach, JC shortens her grab range). It also reduces the lag and once you see the difference, it's very noticeable. It's basically a dash and then a standing grab
You can JC grab by dashing and pressing Y/X + Z. Or you can dash and then quarter circle up and hit Z before you jump
Thanks. Also, when I throw someone with Fox, should I slide into the throw or start the throw when I am pretty much touching them?It is "Z" immediately after. Although the website appears to be down right now, the pro smasher Pewpewu recently created Smashlounge.com, which is a compendium of information on all sorts of advanced techniques. I highly recommend checking it out!
My goto move is to SDI the dair away then buffer a roll. Sometimes you might want to jump instead of roll depending on how they react to whiffing the grab.How do you DI ICs dair regrab chainthrow?
You can drillshine him into w/e pretty easily, but uthrow uair isn't a true combo on the Mario Bros. That being said, waveshining into grab can still be effectively overall as long as you uair/bair intelligently. The frames on drill -> grab will vary, but they have enough time to spotdodge, roll, or do really quick moves (shines, Samus up-B, etc).Drillshine upthrow upair? idk if it works on doc lol, but if it does itll be like 25% maybe
also what are the frames on drill -> grab? how many frames does your opponent have to act?
it's a true combo. If it didn't combo it's because you grabbed too slow or somethingTry to bait them so that you can grab, or (depending on the enemy), try to do a drill-shine/nair-shine into grab. Against characters that are knocked down by shine (which is weight dependent), you can sometimes get a drill into grab without going for a shine, but this isn't a true combo. Also, up-tilts are good, especially if they crouch cancel. Then you can keep hitting them with up-tilts.