Elyssa Xey Hexen
Broken!
- Joined
- Aug 6, 2008
- Messages
- 19,345
Does anyone really know the true effectiveness about Shiek's jab canceling in this game?
I am hoping Sheik might follow the following idea as Falco did in Brawl.
Anyway, jab1 is weight based knockback which means it's effectiveness will remain the same at any percent. I am hoping the effect would go like this.
Frames | Sheik | Opponent
0 | Jab1 input |
1 | start-up |
2 | hitbox | hitlag
freeze | hitlag | hitlag
3 | hitbox |stun
4 | lag | stun
5 | lag | stun
6 | lag | stun
7 | lag | stun
8 | lag | stun
9 | lag | stun
10 | lag | stun
11 | lag | stun
12 |lag | stun
13 | lag | air time
14 | lag |landing lag
15 | lag | landing lag
16 | lag | landing lag
17 |lag | landing lag
18 | First Action Frame | First Action Frame
This was the general flow of things in Brawl when I was doing frame advance testing on Falco's jab1 in brawl. A character would get out of stun time before jab is finished, but the air time is so short that not many characters could do anything about it other than jump. Jumping is not terrible because it means a person is airborne without any jump now. Some characters could attack if they had a fast enough aerial, but not all had a fast aerial in Brawl. Finally, due to how little a person could do in the air to get away they would touch the ground before anything else happened causing them to go through the 4 frames of mandatory landing lag. More for any move they started that did not auto-cancel.
Therefore, I think Sheik might be able to do something similar I saw Brawl Falco doing by having a jab1 that could be used. Judging form the test my friend and I did on Zelda it seems that the stun time is even long potentially. However, I have no WiiU and regular person to pay against to test this at all.
I was wondering if anyone tested this stuff with a friend at all to do jab1 -> grab, jab2 -> ftilt and with various ways of escaping. Using wind boxes, jumping, aerial, and shield to get away. I think it would be useful information depending upon the match-up.
I am hoping Sheik might follow the following idea as Falco did in Brawl.
Anyway, jab1 is weight based knockback which means it's effectiveness will remain the same at any percent. I am hoping the effect would go like this.
Frames | Sheik | Opponent
0 | Jab1 input |
1 | start-up |
2 | hitbox | hitlag
freeze | hitlag | hitlag
3 | hitbox |stun
4 | lag | stun
5 | lag | stun
6 | lag | stun
7 | lag | stun
8 | lag | stun
9 | lag | stun
10 | lag | stun
11 | lag | stun
12 |lag | stun
13 | lag | air time
14 | lag |landing lag
15 | lag | landing lag
16 | lag | landing lag
17 |lag | landing lag
18 | First Action Frame | First Action Frame
Therefore, I think Sheik might be able to do something similar I saw Brawl Falco doing by having a jab1 that could be used. Judging form the test my friend and I did on Zelda it seems that the stun time is even long potentially. However, I have no WiiU and regular person to pay against to test this at all.
I was wondering if anyone tested this stuff with a friend at all to do jab1 -> grab, jab2 -> ftilt and with various ways of escaping. Using wind boxes, jumping, aerial, and shield to get away. I think it would be useful information depending upon the match-up.