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It's not guaranteed, you can shield or airdodge 100% of the timeToday I was practicing grab release to immediate dragon lunge. But, it doesn't seem to work when I put it into practice. Is it at all guaranteed? (In which case I guess I'm not fast enough.) When I tried against a Cloud today, after the (ground) release he was able to jump before the immediate pin every time I tried it. Any advice? It seems like it could be a nice kill confirm...if I could actually get it.
Grab release into anything isn't guaranteed for any of the cast. Both characters can act simultaneously so shielding beats followup attempts. Regrabbing is also given a cooldown after a release so can't be an option.Today I was practicing grab release to immediate dragon lunge. But, it doesn't seem to work when I put it into practice. Is it at all guaranteed? (In which case I guess I'm not fast enough.) When I tried against a Cloud today, after the (ground) release he was able to jump before the immediate pin every time I tried it. Any advice? It seems like it could be a nice kill confirm...if I could actually get it.
Bair is the only one safe against all the cast.Sorry if this has been asked already but what is Corrin's moves that are safe on shield other than her back air.
Rosalina can do grab release stuff though. However, you need an air release.Grab release into anything isn't guaranteed for any of the cast. Both characters can act simultaneously so shielding beats followup attempts. Regrabbing is also given a cooldown after a release so can't be an option.
Nair and Fair are safe too if you space. Uair should be safe when spaced. F-smash is safe against certain characters with absolutely perfect spacing (but it's much less safe with perfect shields). DFS is safe at a distance. D-tilt is safe. F-tilt is safe-ish. Jab 1 and jab 2 are safe when spaced.Sorry if this has been asked already but what is Corrin's moves that are safe on shield other than her back air.
They're matchup dependent. Some of the faster cast members can punish them with dash attacks and grabs even spaced perfectly.Rosalina can do grab release stuff though. However, you need an air release.
Nair and Fair are safe too if you space. Uair should be safe when spaced. F-smash is safe against certain characters with absolutely perfect spacing (but it's much less safe with perfect shields). DFS is safe at a distance. D-tilt is safe. F-tilt is safe-ish. Jab 1 and jab 2 are safe when spaced.
Note however that many of these are not safe when just looking purely at frame data. However, you could get away with these nearly all the time if you're careful.
The tipper hitbox of DL can't pin an opponent. If you hit the tipper they will always go flying. You need to hit with the weaker hitboxes of the lance in order to get the pin.Does anyone get situations where you get tippered DL (killing the opponent), but pin the ground anyway, while the opponent goes flying?
Speaking of chainsaw swords...The tipper hitbox of DL can't pin an opponent. If you hit the tipper they will always go flying. You need to hit with the weaker hitboxes of the lance in order to get the pin.
This occurs mainly when clipping your opponents feet and is in my opinion the ideal spacing for using DL.
I don't rate stage runoff reverse pins. I don't really see any point to it when runoff>bair works better as the hitbox lingers longer to catch their ledge snap. Runoff forward pin while they're further away works well as a surprise attack, and it can condition them to airdodge giving you a free nair/fair instead.
I don't think we've really optimised her edge game yet. There's a lot of different ways I've seen people playing it, I quite like the creativity with use of her chain-sword chargeup on fsmash to punish ledge getup options, I'm a big fan of the reverse hit of dsmash, and I highly recommend IP through stage as even if it misses the ledge snap the kick away can still connect against the getup.
There are just so many options for ledgeguarding, a full discussion about them could run multiple pages long.
Wait wait wait... It beats Ganon's sideB?Speaking of chainsaw swords...
HOW DO YOU LIKE THAT SWORD CUTTING UP YOUR FACE FOX AND FALCO AND GANON DON'T YOU DARE SIDE B BACK TO STAGE NOW.
Oh it does.I bait it at good percentages for laughs and stocks.Wait wait wait... It beats Ganon's sideB?
I have not tested this because I am not an idiot that goes near Ganon's near the stage edge, but this is revolutionary for my For Glory entertainment if true. My Ganon matches currently involve simply frustrating them until they quit because they can't get close enough for a single hit, this will be even funnier.
Really? I can't even punish it with quick stuff like Rosalina's dash attack if it's perfectly spaced.Fsmash is only safe against the slowest cast members.
You don't shoot it at a distance with the intention of it hitting. You shoot it and chase after it. It gives you better stage control by doing this and forces the opponent to pick an option. Against most characters, they'll have to decide between jumps or defensive options like shields. Punish accordingly. Or if you don't know what they'll do, that's cool. You do have better positioning now.DFS isn't safe against most of the cast, there's really no point in using it at a distance anyway since it's just a slow and easily dismissable projectile that will never hit in those circumstances.
Like I said, they may not be safe when looking purely at frame data, but you'll be getting away with them most of the time because people aren't level 9 CPUs with frame 1 reaction speed. If they block jab 1 or 2, they'll wait in shield for the last hit, letting you just run away or shield or w/e. If they start understanding that you always do jab 1 then shield, you do a jab 2 to stuff the shield grab. There's lots of ways to play around with this.Jab1 FAF = 28frames
Jab2 FAF = 30frames
Yes they are. U-smash can be airdodged, but U-tilt and Uair work well. Even in the case of U-smash, it still creates a nice mixup situation where airdodges can be beaten by charging U-smash, something you don't want.Rosalina's air releases aren't combos either.
Might work on FG, won't work in a competitive setting. It's useless discussing something that isn't viable. People won't be hit by it at range.Really? I can't even punish it with quick stuff like Rosalina's dash attack if it's perfectly spaced.
You don't shoot it at a distance with the intention of it hitting. You shoot it and chase after it. It gives you better stage control by doing this and forces the opponent to pick an option. Against most characters, they'll have to decide between jumps or defensive options like shields. Punish accordingly. Or if you don't know what they'll do, that's cool. You do have better positioning now.
You're not at an advantage if you have to immediately shield following your DFS. You're at a disadvantage because you have no good out of shield options. Not to mention a good chunk of the viable cast has a better projectile that cancels it and fires faster. It's a dangerous move to throw around, characters like Sheik, Mario and Falcon punish us for it very easily even at range.Shooting DFS at a distance should never, ever leave you without some sort of a advantage unless you're going against Ness or Fox or someone with an anti-projectile move (Except Rosalina. Let her absorb all day long)
This is where we get to the crux of the problem. This is unsafe gameplay. There isn't a scenario where you would want to knowingly throw jab against an opponents shield. What you get out of it is an occasional jab combo hit worth , what they get out of it is a potential grab that against the top tiers leads into 30-45% taken in damage, it's not a trade in situational odds that is worth it. Every option you select in a fight should have the potential to lead into something of equal value as the tradeoff punish your opponent might take or the possible. Ideally they should have better overall potential, but that's not always possible. SF general theorycrafting takes the general notion that the person who takes the least risks and sets up the most 50:50 events with greater potential will always win overall. Maximising potential in all option choices results in more numbers results in more wins. That changes somewhat with Smash where kill percentages and health differ, but the general principle is still important to higher level play.Like I said, they may not be safe when looking purely at frame data, but you'll be getting away with them most of the time because people aren't level 9 CPUs with frame 1 reaction speed. If they block jab 1 or 2, they'll wait in shield for the last hit, letting you just run away or shield or w/e. If they start understanding that you always do jab 1 then shield, you do a jab 2 to stuff the shield grab. There's lots of ways to play around with this.
Air release>Utilt is dodgeable. Literally just tested this in training. Like I said before both characters can act at the same time, without something that hits faster than their defensive option there is no true combo following any release. Even Little Mac with his 1 frame jab can not release someone and score a guaranteed hit.Yes they are. U-smash can be airdodged, but U-tilt and Uair work well. Even in the case of U-smash, it still creates a nice mixup situation where airdodges can be beaten by charging U-smash, something you don't want.
My experience has been that it's quite successful on stages with flat vertical sides by poking through the corner of the stage. On more Battlefield style ledges it's more frequently a wasted attempt.Has anyone had any success hitting ledgesnap with IP? I've only been able to connect aerial DL, granted I do need to work on my timing (2 active frames tho...).
I'll go ahead and confirm Sonic, Mac, Sheik, can punish it. Not a full list. I would GUESS based on general feeling that Greninja, ZSS and Fox can, but I have not had first hand experience yet.Tipper fsmash is -21 on shield drop, according to LordWilliam1234's frame data. Fastest dash grabs are frame 8, so that leaves you with 14-15 frames to cover ~1/3rd of the stage to get to Corrin. Fastest dash attacks are frame 4 (fox, wario, anyone else?), so that's more like 17+ frames. There's also a bit of shield push to account for. I don't know the numbers on how long it takes for characters to dash such distances but I'm fairly certain very few have the speed to pull it off.
Negative on the tip. It's the first active frame(Frame 13) that hits the hardest(Though only damage-wise. The rest of the properties are the same.Sorry if this has already been asked, but does Corrin's bair have a sweetspot? It seems like it does at the tip, but I might just be insane.
That bite animation is the best thing for a reflected DFS. If you time it right, you can bite the DFS on the rebound and cancel out its hitbox.DFS is quite possibly the worst projectile versus reflectors. The un-cancelable charge makes it super easy to reflect and the claw animation makes it hard to sheild on the reflect. Even the uncharged moves so slowly as to be easy to reflect. While it's overall a decent projectile versus many characters, against anyone with a reflector its pretty bad in nuetral.
DFS can be cancelled by bite.DFS is quite possibly the worst projectile versus reflectors. The un-cancelable charge makes it super easy to reflect and the claw animation makes it hard to sheild on the reflect. Even the uncharged moves so slowly as to be easy to reflect. While it's overall a decent projectile versus many characters, against anyone with a reflector its pretty bad in nuetral.
Also, for any Rosalina player, even if you do use Gravitational Pull on the energy sphere, Rosalina would still be at the mercy of the bite attack if she's too close to Corrin, AND the sphere fails to hit him.That bite animation is the best thing for a reflected DFS. If you time it right, you can bite the DFS on the rebound and cancel out its hitbox.
Actually if I recall correctly the fastest grabs are frame 6. 6+7=13.shielddrop into a grab is 9 frames.
Pretty sure that Fox can punish it. His DA starts on the same frame as Sheik's.I'll go ahead and confirm Sonic, Mac, Sheik, can punish it. Not a full list. I would GUESS based on general feeling that Greninja, ZSS and Fox can, but I have not had first hand experience yet.
Actually I tried this DFS stuff on Anther's and it worked out extremely well for me. Does that count?Might work on FG, won't work in a competitive setting.
I understand this. That's what I'm doing with DFS. Almost identically to this:Every option you select in a fight should have the potential to lead into something of equal value as the tradeoff punish your opponent might take or the possible. Ideally they should have better overall potential, but that's not always possible. SF general theorycrafting takes the general notion that the person who takes the least risks and sets up the most 50:50 events with greater potential will always win overall. Maximising potential in all option choices results in more numbers results in more wins. That changes somewhat with Smash where kill percentages and health differ, but the general principle is still important to higher level play.
in case I'm not being clear. I don't SH it though. It seems suicidal to do so against fast characters.One more point is that when I play Kamui I tend to use uncharged DFS from a distance for spacing and predicting my opponents movements (I've been called out for using them like mega man pellets). I always mix up the height and charge of when I release them and even throw in the occasional bite if opponent thinks they can approach. This usually results in my opponents being fearful of their position which allows me to bait them to jump, shield, or airdodge while I follow-up with nair to fair strings or a forward throw. I'd rather play it safe than running in throwing out moves. I have used this tactic to moderate success and it may just be my unique approach to Kamui.
He specified drop shield ->grab.Actuallyyyyyyyy....grabbing OoS bypasses the shield drop frames.
This is interesting, I'm going to call it something wonky then, because I and I'm quite sure others here have seen first hand that the lance can take a hit. Specific circumstances cause it perhaps?I also tried the bumper method (s/o to @TheReflexWonder) with Sheik's and Diddy's fairs, two moves with notorious disjoint/range, and they both got hit where they wouldn't in their idle animation. Just to be sure, i also tried fsmashing and DLing deku nuts which have a large blast radius, and at least at tipper range Corrin wasn't hit.
Unless something wonky is going on with these moves in some scenarios, I'm fairly certain that both fsmash and DL are pure, raw, obscene disjoint.
Unless something wonky is going on with these moves in some scenarios, I'm fairly certain that both fsmash and DL are pure, raw, obscene disjoint.
Maybe the lance gains hurtboxes after the hitbox ends? I have no idea how to test this though.This is interesting, I'm going to call it something wonky then, because I and I'm quite sure others here have seen first hand that the lance can take a hit. Specific circumstances cause it perhaps?
How?I can't determine this, but another way to test disjoints (grounded) is to go up against Jigglypuff's Sing right?
Did you test a pin? That's only time I feel like I've seen a lance get hit. But even then, that just might be bad spacing. Everything else sounds right though.I've seen it mentioned a few times that fsmash and DL extend Corrin's hurtbox in a way that makes them easy to whiff punish, so i went ahead and tested their disjoint using Bumpers in training mode. Despite all the spacings i tried, i never got either move to trigger the bumper. At very close range (not even a character length) fsmash does have her lean her hurtbox slightly forward but the only character i can think of that could abuse that would be another Corrin, lol. In fact, the only moves that seem to shift her hurtbox noticeably are ftilt, jab 3 and bair.
I also tried the bumper method (s/o to @TheReflexWonder) with Sheik's and Diddy's fairs, two moves with notorious disjoint/range, and they both got hit where they wouldn't in their idle animation. Just to be sure, i also tried fsmashing and DLing deku nuts which have a large blast radius, and at least at tipper range Corrin wasn't hit.
Unless something wonky is going on with these moves in some scenarios, I'm fairly certain that both fsmash and DL are pure, raw, obscene disjoint.
Pin and aerial DL. For the pin, i tried as close as possible and while there was a bit of space between Corrin and the bumper, the entirety of the lance was definitely beyond the bumper.Did you test a pin? That's only time I feel like I've seen a lance get hit. But even then, that just might be bad spacing. Everything else sounds right though.
Do you recall what the exact circumstances/spacing were when it happened?This is interesting, I'm going to call it something wonky then, because I and I'm quite sure others here have seen first hand that the lance can take a hit. Specific circumstances cause it perhaps?
This has been known for quite a while, please take the time to read through the thread before posting...Fun fact, you can actually recover from an off stage spike without walls
Afraid not, it's always been a passing "oh damn there's that again".Pin and aerial DL. For the pin, i tried as close as possible and while there was a bit of space between Corrin and the bumper, the entirety of the lance was definitely beyond the bumper.
Do you recall what the exact circumstances/spacing were when it happened?
Only just raw speculation, but i wonder if it has something to do with the fact that both moves have that "item priority" thing going on. If hurtboxes were to appear after the hitbox ends like P Planty suggested, then I don't see a reason why the bumper would ignore them, but then again I'm no bumper expert so who knows.
Forward kick has 2 possibilities:Is there any difference in power of back and forward kick?
I normally kick back after a pin, out of habit.