hectohertz
Smash Ace
I had Kadano walk me through the inputs for a perfect ledgedashes, figured I'd share them with you guys.
"For Sheik, it is very similar, but her perfect execution is a low Shino stall (so that the explosion doesn’t come out). Regular Shino stall gives her a −1 ledgedash (one frame less actionable intangibility than with perfect execution)."
"I proposed that we consider Sheik’s high ledgestall (where the hitbox is active) optimal."
"For the ledgedash afterwards:
1-8 (ledgegrabbing lag)
9 drop from the ledge with control stick or C-stick
10 jump with the control stick held towards the stage
11-16 hold the control stick towards the stage
17 hold an angle between approximately 330° and 343° and press L/R"
"Doing so will give you 11 frames of actionable intangibility, just 1 less than with “perfect” execution (requires low up-B ledgestall and an earlier waveland timing that would produce a suicide in the “optimal” scenario)"
so i asked the sensai: "when you drop from the ledge, should you use down or back or does it not matter?"
to which he replied:
"It technically doesn’t matter, but if you use down and hold it for at least one additional frame, you will fast fall, which screws up the follow-up timing.
Here is a diagram with all control-stick ledge options:
http://www.ssbwiki.com/File:CliffWait_ANA_options.png
I think using the part of the ledgedrop shape that is aligned slightly forward would be optimal."
so i asked: "so for the transition on from 9-10, you need to have the stick down/back on frame 9, then in on frame 10?"
to which he answered:
"Yes, exactly. If you use the part of the shape I just mentioned, this will be much easier to do within 1 frame."
praise be unto him. now start invincible grabbing/tilting :D
"For Sheik, it is very similar, but her perfect execution is a low Shino stall (so that the explosion doesn’t come out). Regular Shino stall gives her a −1 ledgedash (one frame less actionable intangibility than with perfect execution)."
"I proposed that we consider Sheik’s high ledgestall (where the hitbox is active) optimal."
"For the ledgedash afterwards:
1-8 (ledgegrabbing lag)
9 drop from the ledge with control stick or C-stick
10 jump with the control stick held towards the stage
11-16 hold the control stick towards the stage
17 hold an angle between approximately 330° and 343° and press L/R"
"Doing so will give you 11 frames of actionable intangibility, just 1 less than with “perfect” execution (requires low up-B ledgestall and an earlier waveland timing that would produce a suicide in the “optimal” scenario)"
so i asked the sensai: "when you drop from the ledge, should you use down or back or does it not matter?"
to which he replied:
"It technically doesn’t matter, but if you use down and hold it for at least one additional frame, you will fast fall, which screws up the follow-up timing.
Here is a diagram with all control-stick ledge options:
http://www.ssbwiki.com/File:CliffWait_ANA_options.png
I think using the part of the ledgedrop shape that is aligned slightly forward would be optimal."
so i asked: "so for the transition on from 9-10, you need to have the stick down/back on frame 9, then in on frame 10?"
to which he answered:
"Yes, exactly. If you use the part of the shape I just mentioned, this will be much easier to do within 1 frame."
praise be unto him. now start invincible grabbing/tilting :D
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