• 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!

Guaranteed phantom hits?

iAmMatt

Smash Journeyman
Joined
Oct 18, 2015
Messages
452
Location
Southern RI
NNID
mattgw420
I know there's TAS videos of people building a stationary character's percent with only phantoms then finishing them off with a dtilt or something, but is there such a thing as a guaranteed phantom, where player 1 stands at point A, and player 2 stands at point B, player 1 jabs/tilts, and is guaranteed to get a phantom hit?

EDIT: That's one hell of a run-on sentence, isn't it?
 
Last edited:

-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,535
Location
The back country, GA
Probably against a crouching opponent, of some part of a standing opponent's body that isn't constantly moving. If you absolutely knew your pixels or where super good (like super-human good) at judging distance it's basically guaranteed I'd say. There's always a way to make a move phantom, but damn, that's difficult lol
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
If you absolutely knew your pixels or where super good (like super-human good) at judging distance it's basically guaranteed I'd say. There's always a way to make a move phantom, but damn, that's difficult lol
All sources I was able to find claim phantom hits happen when the distance from the hitbox whiffing is <0,01 Mm (melee distance units). If that's true, I don't think the camera ever zooms close enough during gameplay that phantom hit distances would be detectable at all. For example, the length of FD is about 171 Mm .
 

-ACE-

Gotem City Vigilante
Joined
Sep 25, 2007
Messages
11,535
Location
The back country, GA
All sources I was able to find claim phantom hits happen when the distance from the hitbox whiffing is <0,01 Mm (melee distance units). If that's true, I don't think the camera ever zooms close enough during gameplay that phantom hit distances would be detectable at all. For example, the length of FD is about 171 Mm .
Doesn't surprise me
 

Stride

Smash Ace
Joined
Feb 22, 2014
Messages
680
Location
North-west England (near Manchester/Liverpool)
I found a setup which is controller-dependent but otherwise relatively consistent and practical to set up, though I can no longer replicate it since my controller has changed with wear.

After Marth up throws Fox at 50% after the hit, if you walk forwards for 7 frames such that you're in frame 7.53 of the walk animation at that point, a forward smash will phantom. Exactly how fast you walk depends on exactly how you hold the stick and what inputs the controller can register. At the time of testing, when holding it all the way my controller got a value of either 7.46 or 7.53 (more commonly 7.46), but now (a few months afterwards with it being used as my main controller) it can only get 7.46. I tried a bunch of other controllers in various states of wear just now, and all of them have only been able to get values of 7.46 too.
 
Last edited:

iAmMatt

Smash Journeyman
Joined
Oct 18, 2015
Messages
452
Location
Southern RI
NNID
mattgw420
I found a setup which is controller-dependent but otherwise consistent and practical to set up, though I can no longer replicate it since my controller has changed with wear.

After Marth up throws Fox at 50% after the hit, if you walk forwards for 7 frames such that you're in frame 7.53 of the walk animation at that point, a forward smash will phantom. Exactly how fast you walk depends on exactly how you hold the stick and what inputs the controller can register. At the time of testing, when holding it all the way my controller got a value of either 7.46 or 7.53 (more commonly 7.46), but now (a few months afterwards with it being used as my main controller) it can only get 7.46. I tried a bunch of other controllers in various states of wear just now, and all of them have only been able to get values of 7.46 too.
This sounds pretty complicated. How old was the controller that you were using before it stopped working?
 

V_D_X

Smash Cadet
Joined
May 16, 2015
Messages
29
I found a setup which is controller-dependent but otherwise relatively consistent and practical to set up, though I can no longer replicate it since my controller has changed with wear.

After Marth up throws Fox at 50% after the hit, if you walk forwards for 7 frames such that you're in frame 7.53 of the walk animation at that point, a forward smash will phantom. Exactly how fast you walk depends on exactly how you hold the stick and what inputs the controller can register. At the time of testing, when holding it all the way my controller got a value of either 7.46 or 7.53 (more commonly 7.46), but now (a few months afterwards with it being used as my main controller) it can only get 7.46. I tried a bunch of other controllers in various states of wear just now, and all of them have only been able to get values of 7.46 too.
That probably has to do with the controller not being able to hit (1.0000, 0) consistently. A lot of controllers don't let you hit max run speed because of that.


With regards to the main post, here's a setup for you: https://reddit.com/r/SSBM/comments/4vc1dt/ssbm_consistent_phantom_hit_setup/
 
Last edited:
Top Bottom