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It’s somewhat good if it connects, but on shields, it’s pretty bad, yeah. Unless your opponent doesn’t know his options, but in that case, about anything works.Wow dancing blade is really bad
http://www.mediafire.com/view/kwbkgsdok1dekd7/SSBM_Hitboxes_(NTSC_1.0)_&_Knockback_1.5k.xlsxhey kadano or anyone.but hopefully kadano. im a new marth main and ive been working on comboing. i know you posted the hitbox of the fair but i was wondering if it would be possible to show the different angles that characters go flying based on what part of the hit bubble you hit them with like you did with the up tilt and dancing blade. im asking because ive noticed that when im attempting the ken combo tthe character goes straight up when i tip the fair and sometimes it goes more diagonally up... or is that just d.i.? id also appreciate the same with dair and nair if its possible. looking forward to your new melee mechanics vids especially the movement one
Nice find! Yeah, it’s +8. Fast fall for 4 frames, jump for 11, then uair. I’ll add it to the chart.@ Kadano i was playing around with sheiks aerial interrupts, i've found you can use them to land on a platform with her by doing a uair exactly 7/9 (i forget which) frames after jumping (on bf + DL).
is there anyway to use this from the ledge, like samus can?
http://www.ssbwiki.com/Marth_(SSBM)/Forward_aerialhey kadano or anyone.but hopefully kadano. im a new marth main and ive been working on comboing. i know you posted the hitbox of the fair but i was wondering if it would be possible to show the different angles that characters go flying based on what part of the hit bubble you hit them with like you did with the up tilt and dancing blade. im asking because ive noticed that when im attempting the ken combo tthe character goes straight up when i tip the fair and sometimes it goes more diagonally up... or is that just d.i.? id also appreciate the same with dair and nair if its possible. looking forward to your new melee mechanics vids especially the movement one
http://www.ssbwiki.com/Sakurai_angleThe tip sends at 67 degrees while the rest send at 361. Not sure exactly what the 361 means since that seems the same as a 1 degree angle...
Yes.soo there wouldnt be a difference of angle between tipping with the top of fair and tipping with the bottom?
Nice find! Yeah, it’s +8. Fast fall for 4 frames, jump for 11, then uair. I’ll add it to the chart.
http://www.ssbwiki.com/Marth_(SSBM)/Forward_aerial
Click on the top image to the right for the most visual explanation.
http://www.ssbwiki.com/Sakurai_angle
What did you do to have caused a broken modem?That's really kind of you two, but the problem was caused solely by my own dumbness / clumsiness, so I'll pay for it by myself. I did apply for the YouTube donation button though; if it doesn't work out, I might do a Paypal comission thing if there's interest.
@ hectohertz : Resolution is not the problem. I'd rather do your requests like I've been doing my videos, if that's fine with you.
@ZoSo: I started looking into SDI on Fox's uair and it seems single SDI is never sufficient if the Fox has good execution. At least at 0%. :/
He uploaded too many HQ gifs. A real modern day Smash tragedy.What did you do to have caused a broken modem?
Of course. I’m halfway done, just need to finish the input display. I gotta leave now, but I’ll deliver in the evening.<3 i did something useful! any chance i could get a gif of it?
It’s a modem/router that gets its data from mobile radio signals. Thus, I kept it on a window board so the data only had to move through glass and not concrete. When I tested all possible locations in my house, this one got the fastest connection. (20 Mbit/s down, 4 Mbit/s up are the top rates possible there.)What did you do to have caused a broken modem?
On the outside of that window, the roof is very protruding, so the raindrops had to fall with about 45° in to reach the modem.
Well … here’s some proper frame data:he's got frame data for the rain <3 <3 <3
amazing stuff as always. btw apparently pika has an aerial interrupt as well with fair and uair.Well … here’s some proper frame data:
AttackS3S 8 is the last frame of intangibility, by the way. I think I’ll either go for hybrid hitbubble visibility in the future or add an overlay that indicates the current body state.
(Wow, gfycats embedded here with donotresize checked look just as fine as I always wished for them to do. Writing posts here is gonna be a lot more fun now. By viewing it at their site you can see it in native 1440×1080p60 resolution btw.)
I can’t find it. Both attacks have little downward ECB shift to compensate for Pikachu’s high vertical acceleration, so I doubt these could produce aerial interrupts with substantial gaint.amazing stuff as always. btw apparently pika has an aerial interrupt as well with fair and uair.
Testing this is tedious. For it to be precise, I need to do at least 16 DI samples for each percent, throw and follow-up combination. I quickly went over Pikachu, and some of the follow-ups on him that are guaranteed on specific DI include tipper fsmash, pivot tipper fsmash, tipper dsmash, dash attack, dash sh fair. So that’s at least 6. Multiply that by 16 for the minimum DI samples, then by two for both fthrow and dthrow. Thus, for every percent, I need to test 192 different option sets for every single percent to get an exact output graph like I did for Jigglypuff (only did 90% there and that took a few days, so what you are asking for is much more).Hey Kadano, is fthrow>dash pivot fsmash a legit follow up/frame trap on the following characters? And if so, what percents?:
Pikachu
Ice Climbers
Mario/Doc
Luigi
hmm interesting. i'll play around in debug mode tn, will report if i find anything. also apparently samus has a zero-impact-land / no-impact-land / lagless land (we need a standard term for this tech). im gonna test it tnI can’t find it. Both attacks have little downward ECB shift to compensate for Pikachu’s high vertical acceleration, so I doubt these could produce aerial interrupts with substantial gaint.
Yeah, I did. I never found a throw setup for it, though.Kadano, have you ever explored the possibility of DDing into a pivot dsmash so that you can do it off of fthrows? Like fthrow right, dash right, dash left (very short distance), pivot right, dsmash. DI down and away is pretty standard for getting grabbed by Marth, so if this could somehow be used to KO floaties, I think it'd be worth the difficulty (it's actually not too bad; I actually used to think this was the only way to fsmash the same direction you dashed so I practiced it for a while lol).
I have always called it "aerial landing", but that's pretty vague and boring so I'm not opposed to a new term. No impact landing is when you DJ at the perfect height to land on a platform so that you have no lag, so we can't use that.hmm interesting. i'll play around in debug mode tn, will report if i find anything. also apparently samus has a zero-impact-land / no-impact-land / lagless land (we need a standard term for this tech). im gonna test it tn
that's what im talking about. you can NIL onto the stage with many characters, from testing with sheik she cant retain any invincibility. apparently samus can.I have always called it "aerial landing", but that's pretty vague and boring so I'm not opposed to a new term. No impact landing is when you DJ at the perfect height to land on a platform so that you have no lag, so we can't use that.
I’m fine with abandoning the “lagless land” term. To be precise, it is not even lagless – there’s always one single frame of landing lag (Wait 0 ). I think “no-impact land” is fine. Should we use “impact land” only for the 4-6 frames of standard landing lag or also for AttackAirX landing lag (that can be L-canceled)?hmm interesting. i'll play around in debug mode tn, will report if i find anything. also apparently samus has a zero-impact-land / no-impact-land / lagless land (we need a standard term for this tech).
What is it with you and the word “apparently”? I think every single time I witnessed you using that word, the associated statement was wrong, haha.you can NIL onto the stage with many characters, from testing with sheik she cant retain any invincibility. apparently samus can.
i like no-impact-land (NIL) as well. i like impact land for only the standard landing lag.I’m fine with abandoning the “lagless land” term. To be precise, it is not even lagless – there’s always one single frame of landing lag (Wait 0 ). I think “no-impact land” is fine. Should we use “impact land” only for the 4-6 frames of standard landing lag or also for AttackAirX landing lag (that can be L-canceled)?
What is it with you and the word “apparently”? I think every single time I witnessed you using that word, the associated statement was wrong, haha.
I tried to get Samus to perform a lagless land (with gaint>0) from the ledge, but I’m pretty sure it’s impossible. I even tested on different stages, but in none of them the ECB acts favorably.
I’m fine with abandoning the “lagless land” term. To be precise, it is not even lagless – there’s always one single frame of landing lag (Wait 0 ). I think “no-impact land” is fine. Should we use “impact land” only for the 4-6 frames of standard landing lag or also for AttackAirX landing lag (that can be L-canceled)?
What is it with you and the word “apparently”? I think every single time I witnessed you using that word, the associated statement was wrong, haha.
I tried to get Samus to perform a lagless land (with gaint>0) from the ledge, but I’m pretty sure it’s impossible. I even tested on different stages, but in none of them the ECB acts favorably.
Afaik there’s only dash init and run speed (see Toomai’s hitbox collection; it has a char values tab). For dash frame data, see this excellent post by Stratocaster: http://smashboards.com/threads/2014...nowledge-updated-1-2-14.339520/#post-16153183Hey Kadano, sorry if this is off topic, but I have some questions concerning the mechanics which determine the lengths of initial dashes/dash dances. Is it all determined by initial dash speed accelerating (or decelerating in some cases) to run speed? Or does traction play a role? Furthermore, does every character have the same # of frames for their initial dash?
awesome video as always!
No, held X or Y inputs don’t trigger PWJ unless you start them late enough to trigger the 20 frames jump buffer.Something I wanted to note about the video. When you want to do a wall jump from a wall tech you can just hold up on the control stick and get it every time. I assume this works holding X or Y as well. Technically I could just be hitting it within the window of time, but I never seem to pull it off with consistency if I don't hold up.
I don’t understand your question, but I’ll simply everything there is to this, hopefully this will answer it.Also, about your note at 13:57 regarding the properties of Falcon's knee, does this apply to other moves as well? By that I don't mean that other moves have the property to lift you off the ground, but moves that send you at higher angles that otherwise would put your character in the air? If so, that could explain why I'd always accidentally tech things throughout my M2 career (to the point people thought I was doing that **** on purpose xD).
EDIT: For instance, I'm pretty sure I've been able to tech to the ground from Marth tippers just by inputing my shffl with M2.
That only works on low momentum.if you get a double-stick tech, and have enough momentum to slide offstage (and are facing the wrong way to trigger ottotto), does fastfalling work as an input to cancel momentum during the one frame window where you can input an attack? i've had success double stick teching then FFing and grabbing the ledge, but im unsure of the exact mechanics of why this works (perhaps i just had a relatively small amount of momentum).
No B moves. Jumping doesn’t work either – remember how Fox and Falco can do their shinehog? It consists of sliding off the stage during kneebend, so from that we know that kneebend / jumping doesn’t prevent sliding off.1. Are attacks (just A moves?) and taunts the only things you can use on the frame before slideoffs? I thought maybe I could use tap jump's 3-frame buffer. If not, the best course of action might be to just piano-key a bunch of different inputs 1 frame after another (A for jab, B for shield breaker, C-stick for fsmash, Z for grab). Ooh, actually, is there any chance you could just spin the C-stick to guarantee at least a smash comes out?
No, quarter circle DI doesn’t help because 305° is not one of the key angles. Although the name “forbidden SDI” invokes the idea of the game preventing the SDI itself, it’s actually a bit different. The SDI is still applied, but immediately corrected back to your previous position.2. To get the 305 degree SDI on Falcon's knee, can I quarter circle (starting from down) so that I do multiple SDI inputs and the game does the first one that isn't forbidden? Also, why are those select few chars different from the rest of the cast? I thought maybe it was due to low weight, but then DK was in there so idk.
No, doing so would only yield two SDI outputs. And that while moving a whole 90° — the way I did it took only ~60°. It was not quite optimal, though – 180°→197°→163° would have been even better both in total SDI distance and in total angle movement span.3. When you did the MSDI for Marth's fsmash, the first SDI input was slightly above the pink arrow, then you went to slightly below the blue arrow. Isn't the easiest way to get 3 SDIs to go from up-left to left to down-left in one motion?
As stated in the video and the DI thread, smash DI cannot put you on the ground from midair nor can it put you in the air from the ground. So noKadano, if ASDI and TDI can be used to force yourself into the ground, can it also be used to force yourself into the air? Is it humanly possible to force yourself airborne vs. Fox's shine, land cancel hit stun, and get out of follow ups?