Been busy the last couple of days with tournament hosting, ruleset discussing and some other stuff, so I couldn’t reply sooner.
Also, though I haven't tested it, I'm positive this method drops on the first available frame ... there is no way its dropping on frame 5-6 like the straight down method (effectively) is ... So I think its the most practical way of getting frame perfect drops. Definitely requires testing though, as I don't think any of us are sure -why- it works; if you don't hit the red "drop" area, why do you drop?
I’m inclined to say it’s because the “Roll right” output area in my diagram is on top of even more shield drop coordinates. So by holding right for a few frames, the smash input to the right is deactivated and the additional shield drop area “below“ it (actually lower priority / later code execution) gets uncovered.
All the input-output diagrams I’ve done so far are for control stick movements with Δt = 1 frame, so things like this aren’t incorporated. I don’t know of a decent means to display 4+-dimensional content here on smashboards yet, and it would be too much work for me to justify with just the argument of encyclopedic knowledge, so I won’t dig much deeper yet. Might do a video about it at some point in the future, though.
Question: When can Marth "platform cancel," where he does a platform drop and immediately does a fair, moving one of his bounding boxes in such a way to land on the platform? Shield-dropping + platform-cancels = crazy punishes. Does Marth need to hit with fair in the first active frame? Does hitting with the tip change the hitlag in a way that changes things? Can Marth chain PC-fairs in a combo?
IIRC, it’s a 1-frame window if you don’t tipper and a 2-frame window if you do. I’m sure it is possible to chain 2 or even 3 PC-fairs in some scenarios.
Question: I have noticed that there is a difference between doing hold / slight input turn and smash input turn. If you jump during the early frames of hold turn, you'll not be turned around. This made me miss certain manouvers like turn wd to take ledge. Are there any other differences of significance?
It’s funny you bring this up just now; one hour ago the topic came up on the German Smash Boards and I finally elaborated on it. Creating an input-output-display for control stick options during
Wait was something that I wanted to do for a long time, and after having done the same thing for
Guard and
CliffWait, it didn’t took as long this time.
Here is the link to the post (German, I’ll probably translate it soon):
http://forum.germansmash.de/showthr...tell-sie-hier!&p=751963&viewfull=1#post751963
To answer only what you asked for, tilt turns fully turn Marth around on frame 7 (for all characters, see my next post). It’s not possible to interrupt with
Dash before frame 7 and when you jump or slide off the stage during these frames, you will keep your old orientation, just as if you hadn’t turned around.
Attacks, however, will take to the new orientation both for smash turns and tilt turns.
These tilt turn anomalies are also the reason why dashing backwards is harder than dashing forward.
http://www.youtube.com/watch?v=7Y5xAb_5GgQ
kadano/arc - you guys are the truth
game 2/4 ga dayum
Thanks for linking that set, some friends told me that a Marth player from Texas was playing very close against s0ft and I immediately assumed it to be ARC. I wasn’t able to find the set before you linked it, though.
I’m not sure how I feel about him defaulting to pivot fsmash instead of wavedash fsmash as a grab followup at mid-%. I think it might have a higher tipper rate, but if it doesn’t tipper, it whiffs. Wavedash fsmash probably has a lower whiff rate. When I created the input²-output-diagrams in the OP, I only checked for whether fsmash connected and whether it’s possible to get it to tipper by choosing a certain wavedash angle. I should do it again with some more levels of differentiation, checking for whether it’s possible to react to Jigglypuff’s DI and which options are optimal at given percents etc.
In the second match ARC looked incredibly souvereign. Like the (Marth) prince that was promised … ?
How much faster can Marth go across FD with Dash Wavedashes than frame perfect Wavedashes (without the dash) or Running?
I counted the frames (again) and it seems that DWD are only perfect for initiating the movement. Here are the raw values for moving from one side of FD to the other, counting from the first input frame to the last grounded frame:
Dash → Run: 97 frames
DWD → DWD → DWD … : 96 frames
DWD → WD → WD … : 94 frames
Imho, running, dashing and (especially) dash-dancing with Marth is overrated in comparison to wavedashing. Wavedashing can be abused quite a lot more than it is done in the current metagame.
1) You described "optimal" vs "perfect" setups for invincible edgedashes. Could you describe what each of these would entail for Marth?
2) Can ECB position also affect the timing of reverse edgedashes/haxdashes/whatever you want to call it?
3) Do phenomena such as no-impact landing and aerial-interrupt landing (I don't know if there are more standard terms for these) give Marth any other options from the edge?
4) Last of all, a silly question! On the rock to the right side of Kongo Jungle (
this one) can Fox perfect ledgedash then transfer to the opposing edge of the rock, whether by pivot edgehogging or some other means, while maintaining full invincibility? If yes, I'm assuming a few other characters would be able to as well. If you could make a .gif of this, I swear I would use it in my sig until Smashboards ceases to exist.
edit: Also, I IMMEDIATELY favorited
this when I saw it the other night. The music was an excellent touch.
1) For Marth, there is no such distinction.
Perfect usually encompasses inputs so technically difficult that they belong more in the TAS-realm. They are unlikely for any human to ever be executed, let alone consistently.
Marth’s ECB always re-aligns itself before Marth rises above stage level, so all your attempts to manipulate it for quicker stage claiming are futile.
2) No, for Marth that’s long past the point where the ECB is bound to re-align. For other characters, this is possible, yes.
3) I checked for this once but I didn’t find any. I didn’t go to extensive lengths, though, so I might have missed something.
I like to call the former “lagless landing”, btw, as it’s the only way to land with truly no lag. The terms you named are great as well to me, though.
4) Here is the craziest one I found for Fox:
Small size for unobtrusive sig. If the mostly cropped out percent overlay bothers you or you want Fox to do something different (I could also have four Foxes / Falcos / maybe even Captain Falcon and Sheik at the same time, lol), just tell me.