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Free fall state

ciscorey

Smash Rookie
Joined
Jun 27, 2019
Messages
5
Hey guys,

First off, hi! First post here.

I'm hoping to gather some info on the mechanics of aerial states after being hit. If there's a better place for these kinds of questions, or an existing thread, lmk.

I'm pretty sure I get how trajectories in relationship to damage work. What I'm a lot less clear on are the different states of falling. When hit in the air with some attacks I'm able to recover almost immediately; whereas with other attacks I'm sent spinning for what seems like an eternity before any of my inputs register (most often when I'm too far below the stage to recover). The attacks never seem critical and in most cases my health is seemingly okay (60%, give or take).

Are my attacks being countered, is it a property of the opponent's attack, is it specific to my character's defense, did I do something prior to being hit that makes me vulnerable to it; what exactly causes this free fall? In fact, what is it called? I own a strat guide and I'm not sure that the mechanic is mentioned at all in it.

Thanks in advance for any direction!
 
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Xelrog

Smash Lord
Joined
Feb 24, 2019
Messages
1,136
Location
Battle Ground, WA
Switch FC
SW 2367 4933 3404
Can you give an example of any attacks? Usually big attacks like a charged smash will send you reeling longer before you can input again, and it increases with your own % damage. 60% is substantial enough to see a difference from 0%. I don't know if there are any hard values from attack to attack to give you, though. It's just something you have to get a feel for by playing.
 

Slime Master

Smash Ace
Joined
Jun 16, 2019
Messages
560
Location
Boingburg, SL
You sure you're not doing a directional airdodge after getting hit? those have notoriously long endlag, and being unable to act until you're well below the point of no return is a common complaint about them.
 

ciscorey

Smash Rookie
Joined
Jun 27, 2019
Messages
5
Can you give an example of any attacks? Usually big attacks like a charged smash will send you reeling longer before you can input again, and it increases with your own % damage. 60% is substantial enough to see a difference from 0%. I don't know if there are any hard values from attack to attack to give you, though. It's just something you have to get a feel for by playing.

There's one particular sequence that comes to mind: Samus' front/back throw off edge into forward air attack. When hit by this I'm usually left spiraling for what feels like 2 seconds before I'm able to do anything. In most cases the spiraling fall happens after air-to-air attacks.

Just today the same happened against an Ike who would also forward air attack me at the edge. The knock back itself isn't very far (if my inputs were responsive early enough I'd be able to edge grapple easily), however I'm practically already below the stage when I'm finally able to up B.
 

ciscorey

Smash Rookie
Joined
Jun 27, 2019
Messages
5
You sure you're not doing a directional airdodge after getting hit? those have notoriously long endlag, and being unable to act until you're well below the point of no return is a common complaint about them.
Nah, definitely not an airdodge. Hell, I'd take an airdodge over the death spiral almost every time if I could. lol
 

Xelrog

Smash Lord
Joined
Feb 24, 2019
Messages
1,136
Location
Battle Ground, WA
Switch FC
SW 2367 4933 3404
There's no function in the game that requires you to fall to a certain height before moving again. It's just hitstun.
 

Slime Master

Smash Ace
Joined
Jun 16, 2019
Messages
560
Location
Boingburg, SL
Right, but you shouldn't be dying at 60 from Samus fair just from hitstun
edit: oh, the OP is a Belmont main...
 
Last edited:

Xelrog

Smash Lord
Joined
Feb 24, 2019
Messages
1,136
Location
Battle Ground, WA
Switch FC
SW 2367 4933 3404
You probably know this but there are a handful of characters that are basically just done as soon as they're off the stage at all, the Belmonts being among them.
 
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