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Honestly, it doesn't really matter. You could say using c stick is better because it doesn't mess up your DI in case you don't get the grab and because you can buffer d throw but that's basically it.Should I use control stick or C-stick for throws?
Why does it buffer d-throw but not other throws?Honestly, it doesn't really matter. You could say using c stick is better because it doesn't mess up your DI in case you don't get the grab and because you can buffer d throw but that's basically it.
Because Melee is a crazy gameWhy does it buffer d-throw but not other throws?
Can we elaborate on this, what exactly does Marth gain by being a higher port and what are the limitations of the advantage?Hey Kadano,
A lot of your research on followups off of upthrow such as this one on Sheik has not-guaranteed 1-frame links. Were most of these followups tested with Marth as Player 1? Because of extra frame of followup when Marth is in a higher port than his opponent, wouldn't this technically allow a lot of not-guaranteed followups to become guaranteed, and allow a lot of difficult, frame-perfect followups leniency? If this is the case, I think having a higher port is extremely important for Marth.
Also, in the Sheik followups, how does FH fair stack up to FH upair? Is it ever guaranteed at mid-high percents? 50%+
http://smashboards.com/threads/how-port-priority-affects-throws.393128/Can we elaborate on this, what exactly does Marth gain by being a higher port and what are the limitations of the advantage?
What is "follow up leniency"? Is it less hitlag, shorter animations, less ariel lag, etc. where does this 1 frame come from (and less importantly why is it there)
Use the side-B gif from the thread and download the GIF Scrubber extension for Chrome.@ Kadano
I hope I'm not being a bother, but do you think you could provide stills for Side B and Up B? Specifically, I'm looking for stills of frame 7 and 8 for Side B (you've posted only frame 6), and for Up B, frames 6, 8, 9 and 10 (you posted stills of 5 and 7 earlier). Using it for edgeguarding purposes. Trying to see where Marth is open on these frames and looking to see if its somewhat feasible to get back hit of Falco or Fox's shine to hit these.
Yo I forgot about GIF Scrubber. Thanks manUse the side-B gif from the thread and download the GIF Scrubber extension for Chrome.
Ganon on Yoshi's good luck with anyone elseHi guys,
What characters can you hit with dtilt when they sweet spot their double jump to the ledge?
I feel like Ganon could still sweetspot under it, even on YS. lolGanon on Yoshi's good luck with anyone else
Not true. Besides if you're in shield already, like when you're shield pressured, you can just hold c-stick to get the roll fp easier. C-sticking rolls/spotdodges is only slower if you aren't in shield to begin with, since it only works when shielding.If you can buffer roll by 3 frames with control stick it would theoretically get out of any shield pressure option including frame perfect unstaled fox doubleshine iirc @ -ACE- without the need for shield di. Could be wrong, haven't done the math for that in awhile
It's the other way around actually, foxes double shine has a 2 frame window to land on a buffered roll, except jigglypuffs forward roll which beats even that with frame 2 intangibility. Falco needs to be frame perfect to catch a buffered roll. Spotdodge evades double shine.Buffered roll escapes fp double shine by 2 frames iirc.
How is using the C-stick ever slower? You have to shield (or dash) for at least a frame before rolling even if you use the control stick.Not true. Besides if you're in shield already, like when you're shield pressured, you can just hold c-stick to get the roll fp easier. C-sticking rolls/spotdodges is only slower if you aren't in shield to begin with, since it only works when shielding.
Thank you, I didn't even know that. Rolling seems to only be possible when shielding, or during the first frames of forward dash. C-sticking roll is indeed always optimal it seems.How is using the C-stick ever slower? You have to shield (or dash) for at least a frame before rolling even if you use the control stick.
Buffering input in melee usually means that the input is active for some period, and you'll perform the action as soon as you're able to. There's is a dj buffer out of some type of hitstun which with the dj doesn't happen immediately after stun, but that's the only exception I know of. But holding c-stick to side in shield causes you to roll, so your're roll input is active all the time during shieldstun and after, and you'll roll as soon as the stun ends.I always believed buffering to be 1 frame slower than frame perfect. Like, the moment you were out of shield stun it was input so that on the next frame you would begin rolling. Is this 100% incorrect?
Single hit nair can help lead into a KO up-B. I'd never use it on grounded opponents though. It's easily CCed and shield grabbed, and even if you space it, you are probably better off just empty landing because it gives them a chance to DI in closer (on hit and on shield).@ Kadano does marth have anything that you would consider useful off first-hit nair? i'm a bit more interested in how it could be used in combos vs air opponents, but i'm also a little curious about if it can be useful vs shielding/grounded enemies
EDIT:
another question i have: how many frames of ledge occupation do all the standard getup options have? above and below 100%. does it vary between character? if so, how much?
http://www.angelfire.com/games5/superdoodleman/frames.html@ Kadano does marth have anything that you would consider useful off first-hit nair? i'm a bit more interested in how it could be used in combos vs air opponents, but i'm also a little curious about if it can be useful vs shielding/grounded enemies
EDIT:
another question i have: how many frames of ledge occupation do all the standard getup options have? above and below 100%. does it vary between character? if so, how much?
Those charts do not mention ledge occupancy.http://www.angelfire.com/games5/superdoodleman/frames.html
Frame data for ledge options
I've always thought you hold the ledge for the whole duration of roll, attack and stand but I might be wrong (no idea of how long you hold on when jumping)Those charts do not mention ledge occupancy.
I once looked into it and thought that first-hit nair is too gimmicky and rather useless. Late fair is much better imho. Didn’t give it much time though.@ Kadano does marth have anything that you would consider useful off first-hit nair? i'm a bit more interested in how it could be used in combos vs air opponents, but i'm also a little curious about if it can be useful vs shielding/grounded enemies
another question i have: how many frames of ledge occupation do all the standard getup options have? above and below 100%. does it vary between character? if so, how much?
Those charts do not mention ledge occupancy.
Sigh.I've always thought you hold the ledge for the whole duration of roll, attack and stand but I might be wrong (no idea of how long you hold on when jumping)
It'd be interesting to know how it works if it's not like that. If I had a second controller I would test it but I currently don't have any.
The hitbox behind marth is higher and can be used to jab reset on plats...@ Kadano does marth have anything that you would consider useful off first-hit nair? i'm a bit more interested in how it could be used in combos vs air opponents, but i'm also a little curious about if it can be useful vs shielding/grounded enemies
EDIT:
another question i have: how many frames of ledge occupation do all the standard getup options have? above and below 100%. does it vary between character? if so, how much?
post #25 (page 1). No precise inputs tho but you can test them out yourself on 20XX if you want or just try to get a feeling for it. Drop as low as you can and try to regrab. Be sure to let go of the ledge on the first frame possible (use frame counter on 20xx to make sure you are doing it right)Hey Kadano, I am sorry if this has been answered before, but what are the minimum frames of vulnerability Marth has during ledge hop regrab? He has a low DJ height and can fastfall before his intangibility from ledge grab runs out so I imagine he is very close to having a legit ledgehop stall. What is the optimal timing to minimize vulnerability? Is there any ECB manipulation involved?