Sonic The Hedgedawg
Smash Hero
God help us all if he didAll of Marth's attacks are fast sword slashes that are disjointed. He has no lingering hitboxes.
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God help us all if he didAll of Marth's attacks are fast sword slashes that are disjointed. He has no lingering hitboxes.
Ah this makes sense to me now!Kataefi: You seem to be confused. All a disjointed hitbox means is a hitbox that isn't attached to a character's hurtbox. Attacks with weapons are the most common example of this.
Whether it's single hit or not doesn't matter in regards to a disjointed hitbox. I think what you meant to say was lingering hitbox, which is a hitbox that stays out for a longer duration then the animation frames of the attack or stays out for noticeable amount of time.
All of Marth's attacks are fast sword slashes that are disjointed. He has no lingering hitboxes.
f***, dancing blade is close enough.God help us all if he did
What does that remind me of?...DBZ...
Cool okay... this move should be over quickly then.well this is a silly move to put in here. you can't really get out of it. you have two strategies: keep IC's out of grab range (not too difficult with all of zelda's range and Dsmash/Nayru's)
or kill nana (also not too difficult.)
Just mash buttons in a deliberate and efficient fashion. If you're savvy, you can figure out by your percentage how long you'll be button mashing before you will break free. It will give IC's MUCH less time to think when they grab you.L__ said:-----Press A, B, L, R, X, Y, or Z - 6 frames is reduced from the time you'd be held in a grab.
-----Press The Analog stick in 1 of the 4 cardinal directions(angles don't count) - 6 frames is reduced from the time you're held in a grab (24 frames is reduced after 1 complete rotation of the analog stick, so 2 and 1/2 rotations reduces the time by 1 second).
---------------0% - 76 (1.2666 sec)
5% - 84
10% - 92
15% - 100
20% - 108
25% - 116
30% - 124
35% - 132
40% - 140
45% - 148
---------------50% - 156 (2.6 sec)
55% - 164
60% - 172
65% - 180
70% - 188
75% - 196
80% - 204
85% - 212
90% - 220
95% - 228
---------------100% - 236 (3.9333 sec)
105% - 244
110% - 252
115% - 260
120% - 268
125% - 276
130% - 284
135% - 292
140% - 300
145% - 308
---------------150% - 316 (5.2666 sec)
155% - 324
160% - 332
165% - 340
170% - 348
175% - 356
180% - 364
185% - 372
190% - 380
195% - 388
---------------200% - 396 (6.6 sec)
205% - 404
210% - 412
215% - 420
220% - 428
225% - 436
230% - 444
235% - 452
240% - 460
245% - 468
---------------250% - 476 (7.9333 sec)
255% - 484
260% - 492
265% - 500
270% - 508
275% - 516
280% - 524
285% - 532
290% - 540
295% - 548
---------------300% - 556 (9.2666 sec)
305% - 564
310% - 572
315% - 580
320% - 588
325% - 596
330% - 604
335% - 612
340% - 620
345% - 628
---------------350% - 636 (10.6 sec)
355% - 644
360% - 652
365% - 660
370% - 668
375% - 676
380% - 684
385% - 692
390% - 700
395% - 708
---------------400% - 716 (11.9333 sec)
---------------999% - 1674 (27.9 sec)
---adds 1 second every 37.5% (without trying to escape it)
---doubles original time stuck in move (76 frames) at 47.5% (without trying to escape it)
---from 0% to 999%, there's approximately a 22.026316 times increase in the amount of times longer Disable lasts (without trying to escape it)
. . .
Desynching is too good.Do the IC's even have a threatening game without their CG?