thehard
Smash Lord
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- Nov 29, 2014
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- Barbecutie
It's frame cheating obviouslylmao, only in 2015 would smashers argue over a name rather than figure out uses for the technique..
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It's frame cheating obviouslylmao, only in 2015 would smashers argue over a name rather than figure out uses for the technique..
You must be new. Please see reception for your complimentary Tires Don Exits t-shirt, and enjoy your time here.lmao, only in 2015 would smashers argue over a name rather than figure out uses for the technique..
Hey man, we're still trying to figure out an alternative name to the Edge Pivot Dash.lmao, only in 2015 would smashers argue over a name rather than figure out uses for the technique..
Same. It seems to be easier without fastfalling for Ganondorf, but I've only been able to pull off knee and ZSS's NAir with fastfalling.I'd like to chime in and say that you don't need to fast fall to get this to work. Some moves might require it from a short/full hop, but for some characters just timing it as late as possible is good enough. For example, it is a lot easier to do this exploit without fast falling for Ganon's Dair from a short hop.
Hitlag only occurs when you actually connect with a move, so it would always be at the beginning.So my question is, do we gotta do this during the BEGINNING of hitlag, or END of hitlag? >:
I've done it like 5 out of 25 times.
Hitlag isn't being cancelled. The reason this works is BECAUSE you experience hitlag.It's not a synch at all.
What's happening is the hit-lag is being cancelled by landing.
(Accurate) naming options are either:
Hit-Lag Cancel - name it by what is being cancelled;
or
Land-Cancel - name it by what causes the cancel (landing). No doubt this would be shortened to L-Cancel
I think frame synch is a more easily popularized term.Wow smashboards good job not alerting me to updates
Same. It seems to be easier without fastfalling for Ganondorf, but I've only been able to pull off knee and ZSS's NAir with fastfalling.
Hitlag only occurs when you actually connect with a move, so it would always be at the beginning.
Hitlag isn't being cancelled. The reason this works is BECAUSE you experience hitlag.
My vote goes to Lag Overlap because it's short, sweet, and gets to the point imo. You are literally overlapping your hitlag and landing lag. Though somebody mentioned that Frame Synching means you can say neat stuff like "yeah man I synched that aerial on him good" and saying you overlapped a stomp doesn't sound cool at all
But we can do both, sillylmao, only in 2015 would smashers argue over a name rather than figure out uses for the technique..
Every aerial that auto-cancels!Do we actually know that the hitlag is being synced and not cancelled? Is there an aerial with more hitlag than landing lag?
I don't think anything has an autocancel during active frames though. Even Sheik's fair's autocancel is 3 frames after the active frames.Every aerial that auto-cancels!
psh, doubting meYeah, hitlag does in fact seem to overlap rather than being cancelled.
Just wanted to make sure before a name was decided on :V
I don't think anything has an autocancel during active frames though. Even Sheik's fair's autocancel is 3 frames after the active frames.
Villager's turnips?Yeah, hitlag does in fact seem to overlap rather than being cancelled.
Just wanted to make sure before a name was decided on :V
I don't think anything has an autocancel during active frames though. Even Sheik's fair's autocancel is 3 frames after the active frames.
Uair is active 6-32f and autocancels <6f 38f>, dair changes startup to 8f and early autocancel to <8f but is otherwise the same.Villager's turnips?
I got it to work with an utilt just now =PI just want to give credibility to the Ontario folks because I got this working with Fox dAir, too, and it resulted in a uSmash followup at mid-high percents.
EDIT: For the name, I'm taking a liking to Frame Synchronization, with "Synced Aerial" being used during commentary.
I just want to give credibility to the Ontario folks because I got this working with Fox dAir, too, and it resulted in a uSmash followup at mid-high percents.
EDIT: For the name, I'm taking a liking to Frame Synchronization, with "Synced Aerial" being used during commentary.
So Just Frame is an actual fighting game term? O.oyou are aware Fox can do this without the frame cancel right? just ff dair so the last hit doesnt connect and he gets a host of follow ups.
Name wise I still think Cancelling can be used due to the fact that some of the total frames of the aerial are in fact being negated/ canceled due to the overlapping taking place. However I understand why that could cause for confusion.
In all honestly though the best name in terms of uniformity with fighting game terminology would be just frame. JC is an easy abbreviation and anyone who has touched a fighting game competitively would know EXACTLY the result and benefit of utilizing such a technique which makes it far more favorable than all the other names being proposed.
sooooo yeah. As a commentator Im definitely calling it Just Frame. Theres no need to create lingo for something that already exist.
That's somewhat misleading.Hitlag isn't being cancelled. The reason this works is BECAUSE you experience hitlag.
I answered this several posts ago (on this page, even), if landing lag is shorter than the attack's hitlag you're still stuck waiting for hitlag to end.That's somewhat misleading.
The reason your statement is correct because without hitlag there would be nothing to 'cancel' or synch. That's a self-fulfilling argument.
In this technique maybe you do still experience hitlag at the same time as landing lag - the jury is still out on that one - but because landing lag is always longer than hitlag, for all intents and purposes the hitlag is cancelled.
"Cancelling hitlag" implies that you experience less frames of hitlag than you normally would. My statement is indeed correct, and none of the logic makes it a self-fulfilling argument.That's somewhat misleading.
The reason your statement is correct because without hitlag there would be nothing to 'cancel' or synch. That's a self-fulfilling argument.
In this technique maybe you do still experience hitlag at the same time as landing lag - the jury is still out on that one - but because landing lag is always longer than hitlag, for all intents and purposes the hitlag is cancelled.
Isn't this one of those things that are difficult to patch out?So have the odds been set on Sakurai patching it out?
Not really, not for a Nintendo dev team it isnt.Isn't this one of those things that are difficult to patch out?
I've started getting better at it, and I'm not even good at tech stuff XPThis is a very, very hard tech to get consistently. Right now, I haven't seen any videos come up of this being applied in an actual match, and the combos that are possible with this vary between characters. If there isn't widespread use of this difficult tech, I doubt it'll get patched.
Without hitlag, there would be nothing to synch or overlap, if that is what's actually happening. In other words, you can overlap them because hitlag exists, which was your argument in the first place."Cancelling hitlag" implies that you experience less frames of hitlag than you normally would. My statement is indeed correct, and none of the logic makes it a self-fulfilling argument.