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Smash Lord
- Joined
- Oct 3, 2011
- Messages
- 1,296
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Nice. I like this.
As well as that, you could read an Airdodge, go for another Down Air and home to god that you can get another footstool.I made up a situational combo/punish mixup that looks cool:
Sweetspot dair -> footstool -> Sweetspot dair -> a quick aerial at low percents, the second dair pops them in perfect range to combo into another aerial. It's 15+15+11/12, so over 40 damage.
I'll upload it on YouTube soon.
EDIT:
The last one's the only truly clean use of this, but the others are there to show that it's pretty interchangeable and you can choose sweet or sour since both combo well at certain %'s.
Very nice. You can do this after you land an uair -> foostool too since those might be a little easier to confirm with.I made up a situational combo/punish mixup that looks cool:
Sweetspot dair -> footstool -> Sweetspot dair -> a quick aerial at low percents, the second dair pops them in perfect range to combo into another aerial. It's 15+15+11/12, so over 40 damage.
I'll upload it on YouTube soon.
EDIT:
The last one's the only truly clean use of this, but the others are there to show that it's pretty interchangeable and you can choose sweet or sour since both combo well at certain %'s.
Now I really really wish this stage didn't give me horrid motion sicknessRoy's SH Bair can actually auto cancel on the Umbra Clock Tower stage if you start on the sides and land towards the center of the stage, where the clock's arms are. You can get conversions off of this depending on the other character's weight and fall speed, though it needs more testing. Either way, Roy will probably end up liking this stage a lot. Similarly, Ganondorf's Dair autocancels on Umbra the same way, which can lead to very damaging combos among other things.
You're talking about changing directions in the air? Like say if I dash forward and and jump out of it, I won't retreat as much of a distance as I would normally out of a stationary jump, even if I get the backwards jump animation?Thought i'd say this in a separate post but apart of my general movement skills and my notion of Roy playing like a hyper Brawl Marth -
Something which has been nagging me for a while was how 'poor' he seemed to be able to dash forward and jump retreating aerials, a staple aggressive mid range technique for Marth and something I consciously go for as Roy a lot.
Basically, it's a quirk of the engine / input difference to Brawl.
In Brawl you could be holding forward, press jump and then shift to holding backwards and you wouldn't be punished; but in Smash4 you will be.
I had a much longer rant here, but essentially, if you are ever holding a direction when you press jump and then change direction (even while still being on the ground: you'll jump with the backwards jump animation) you'll have stunted aerial mobility.
Which sucks for me as someone who uses the left/joy stick to jump quite a lot.
It's barely noticeable on other characters but is very noticeable on Roy (you'll lose half the distance you'd travel in the air otherwise, for ZSS it's 1/5th).
Tip dtilt, DED 1 and one of the hits of DED-down 4 (but only 1) will also hit below the ledge. One way to test is to go to Skyworld (the Kid Icarus stage where the ground floating on the clouds can be destroyed), and see which moves hit the destructible stage elements.Only Fsmash (the sweetspot mostly) and sourspot Dsmash will consistently hit all characters below the ledge. It kind of sucks, yeah I know. But hey, Fsmash. Up b and Dtilt will hit characters who peak above the ledge, like Olimar and Yoshi. Haven't been able to test dancing blade.
If you reset the stick to neutral before pressing jump, you will still get near full aerial mobility; but otherwise yes.You're talking about changing directions in the air? Like say if I dash forward and and jump out of it, I won't retreat as much of a distance as I would normally out of a stationary jump, even if I get the backwards jump animation?
It's honestly a really good idea. It's a beginner-friendly way of introducing players to Roy by giving them some combos, and a way for character veterans to possibly pick up something they've missed or have been neglecting. We may find some completely new stuff out of this, which is exciting.Sorry if I've been a little slow with adding stuff to the OP lately. I've been pretty busy with Link and Cloud labbing, among other things like school. Once I'm finished with what I'm currently working on for Link, I can start labbing Roy so I guess you can look forward to that.
As an idea of what my stuff might look like for Roy, I'll be looking at which %s combos will be guaranteed and such on every character. If that sounds like a lot of work, that's because it is lol. It's a nice way to pass time though and it's just something I like to do atm. Here's a quick sample (it's also something I'm currently working on):
Link's Dtilt combos:
Fox:
0%: Dtilt to Usmash is escaped by DIing away and air dodging. Dtilt to Fair and Nair is guaranteed. Usmash can be guaranteed by dashing forwards a few frames, but the window is tight.
10%: Usmash, Uair and Nair can be escaped by DIing away. Fair is guaranteed if you dash forward a few frames.
20%: same as above, but Usmash is no longer an option.
30%: same as above, but Up b is now an option and is guaranteed if you dash forward a few frames. Fair can now be escaped by DIing away.
40%: Same as above, but Fair is no longer an option.
50%: Same as above, but double jump Nair only works if you're frame perfect and if they don't DI away.
60%: Same as above. Only aerial spin attack is always guaranteed since if they DI away you can dash forward a few frames, full hop and then up b shortly after double jumping. Uair works as above if you FH, though it can be avoided easily by simply DIing away.
70%: Up B and Uair can both be avoided by DIing away.
80%: Same as above except Uair must be frame perfect and up b has a high likelihood of killing Fox at the sides of the stage when facing the ledge.
90%: Uair and ASA no longer work
100% and beyond: Nothing works. Go for FH Uairs to catch air doges.
So what would you guys think I should start with?
Not sure if there is already a list for this but maybe a list for which characters are better to Forward throw or Down throw against.
So what would you guys think I should start with?
Thanks for the video. That would be a wavebounce (turnaround b-reverse) to my knowledge, not very informed on bidou mechanics. I can see this very useful for positioning yourself to bait out and punish a roll.
I found this DB/DED tech while messing around with bidou controls in trainning mode. To perform this you need to set the c stick to specials, run and jump in one direction, hold that direction then press the c stick in the opposite direction. This will shift Roy's aerial momentum backwards a few character lengths. Not sure if it has any practical uses but I just thought I'd share. (The first 13 seconds is just PP crouch nonsense)
Oops. I meant to edit my last message. If someone can delete this accidential reply that would be great...No problem Bidou is essentially a pro controller scheme that revolves around mapping a shoulder button to specials as well as the c stick. With the shoulder button held down, the c stick becomes a 1 frame directional input. My Smash Corner has a whole video on Bidou and the techniques that can be performed with it.
Im testing sort of a GC controller bidou hybrid with tap jump on (Up-B OOS). It lets me do perfect pivot d-tilts consistently (I cannot do analog stick PPs for the life of me) and also some other techs that seem very useful for Roy with extreme ease.
Current controls:
Y=grab, X=jump, A+B smash attack off, L and C stick set to special, everything else default. I used to have L to jump (Up B OOS and frame perfect D throw follow ups) and C stick to attack but L changed to special as well as the C stick. To remedy this I turned on tap jump for the frame perfect throw follow ups and Up OOS and I am getting used to A tilts again. Still to be determined if I will keep my control scheme this way but I want to incorpotate PP tilts very badly.
The problems I am coming across is muscle memory of c stick tilts and aerials and applying PPs into my gameplay. But I am working towards the transition and it's my first day actually doing this so I think I just need more time. Maybe in a week or month I will have everything implanted into my brain.
People "discovering" new tech when it has actually been known since the Brawl days is kind of a pet peeve of mine (he didn't even ask if it's been known already which would've made things much better). I know he's still new to this, but I mean there are resources of information everywhere. Might've been my fault for not including this in the OP (I'm not even sure if he would bother to check it out first though). Either way, this was never really talked about before, so yeah. Props to him for that.The DED tech is indeed a wavebounce. Which can be performed by reversing to the opposite direction you're facing
(when you're facing to the left, Input right first then reverse)
but yeah, it is indeed easier to do with special c stick you'd just be giving up your other c stick inputs for that though. (usually tilts), this also can be done without bidou ofc
My bad I should have actually checked before saying I found Roy's wavebounce. I have not seen anything like it and I can't replicate it with the B button. Anyways that's just a little something Roy has. Whether it's actually useful or not is beyond me. I'm gonna lab out and see if I find any uses for the DED wavebounce.People "discovering" new tech when it has actually been known since the Brawl days is kind of a pet peeve of mine (he didn't even ask if it's been known already which would've made things much better). I know he's still new to this, but I mean there are resources of information everywhere. Might've been my fault for not including this in the OP (I'm not even sure if he would bother to check it out first though). Either way, this was never really talked about before, so yeah. Props to him for that.
I'd imagine wave bouncing as a way to either mix up your landings (same as b-reversing) or for reads sometimes as someone else said (though not always necessarily for roll reads). Might be nice as a quick punish as well since it's a frame 6 move. This goes for the move as a whole though, not just wave bounces. Throwing DED out a lot for reads isn't very advisable though because the risk far outweighs the reward, so don't go out of your way to land reads with it. What usually happens when you wiff a DED close to someone or if it gets shielded? Guess. If you land it in the air chances are that the move won't even link properly unless they're closer to the ground. I'd usually only go for it as a nice conversion off of jabs, Fthrow and Nair 1 or when I know for sure it'll land, like to cover landing options when the opponent is missing a double jump.
Another thing I noticed about Double Edge Dance is that you can link all hits at high percentages if you land the tip of the first move, even at kill percentages for hit 4 up and side (they kill at like 150% and above though). The sweetspot of hit 1 will always send people too far away and they'll just fall out (bad game design imo).
Really? I thought I had mentioned this combo before.I'm not seeing anything about FAir -> UpB on these boards. Is this not a well known thing, am I just missing something? Because this seems like a pretty nice true combo at low-mid%s to tack on an easy 25%.
At the very least, it wasn't mentioned in the starting post of this thread as something possible thanks to FAir's properties.Really? I thought I had mentioned this combo before.
It's works on everyone, but depending on their weight and fall speed, some characters can escape better than others, but no one is completely safe. When it comes to chaining the jabs, you need to time it so that they fall a little bit before jabbing again (like Ryu's Utilt strings). Never just spam jabs, otherwise they will be able to escape much earlier or you'll hit them with the sour spot which will send them too far away to follow up with anything. If you want to follow up after the last jab with a grab to end the stock/combo with an Fthrow to Fsmash or dash attack, do it before jab starts to launch the opponent, otherwise it will become impossible to do so and you'll have to go for other options that have less killing potential. Like I said though, you can still just straight up go for the Fthrow into Fsmash/Dash attack at the right %s for the kill or as a simple damage racking combo so no one is safe at all times if they try to contest Roy on the platform. Also, successfully landing the jab string is fairly situational so going for the grab is almost always the better option.Nice find. What are the inputs and is it weight dependent?
No, double edge dance is never safe on shield and you will just be grabbed every time. No one will be dumb enough to let you get away with it. It's better to just land and take the lag or simply double jump away lol. Short hop Fair into double edge dance has already been known for a while now.I found that a good way to followup short hop Fair is to double edge dance during the 3 frames before you hit the ground. This is good because Fair combo's to the side B combo, you land without lag, and if double edge hits a shield you can do 2 or 3 hits of the combo and jump away before they punish you.
The jab on smashville thing seems like you can PP forward to the edge of the platform and Dair spike also, seems like a stylish way to end a stock
Yeah, a lot of this is unnecessarily technical for no rewarding reason. There's no reason to pp before a jump in that kind of situation, either, when you can just short hop to move a bit in the air, or turn around before the short hop if you need to face the other way. This stuff might look good on paper to some, but none of it is guaranteed or safe, and there's always more rewarding options. Jab doesn't have nearly enough hitstun for dair, side-b is never safe versus shield. The lag and how unsafe side-b is isn't worth a 13 frame landing tradeoff, it's better to just cross someone's shield up with fair, spacing it as well as you can, and hope they don't react since it's tricky to. Plus it's a lot easier for Roy to execute. A lot of Roy's "findings" are unnecessarily technical, or technical for the sake of being flashy, and we need to avoid that sort of stuff if our fundamentals aren't up to par yet. I don't mean to be overly abrasive towards ideas, but these findings have a base that could be reworked into better things.I found that a good way to followup short hop Fair is to double edge dance during the 3 frames before you hit the ground. This is good because Fair combo's to the side B combo, you land without lag, and if double edge hits a shield you can do 2 or 3 hits of the combo and jump away before they punish you.
The jab on smashville thing seems like you can PP forward to the edge of the platform and Dair spike also, seems like a stylish way to end a stock
Something to take note of while using this is that you can buffer a shield drop after this by holding shield and pressing down.
This isn't exactly mind-blowing new technology. This is simply using platforms cleverly to unlock Roy's autocancel windows on two aerials. However, it has plenty of fundamental use and can help us optimize.
Well, I'm not sure that's entirely true. Since the fourth attack of DED can be timed slow or fast, in shield situations you can set up a frame trap to mindgame opponents. If you're spaced properly, maybe do some conditioning and have a good read, you can either escape (or attack if you're daring) in the window after third attack of DED if your opponent's conditioned to expect delayed fourth attack, or if they think you're going to attack immediately you can delay to bait a shield drop and then attack with the fourth. I've hit lots of players with delayed fourth attack DED like this, which sets the stage thereafter to mindgame for different options after third attack DED. And of course, if you're DED attacking shield from behind, your opponent can't grab directly out of shield without turning first, so to say you'll be grabbed "every time" isn't completely true, though it is valid if someone only ever does full DED on patiently shielding opponents.No, double edge dance is never safe on shield and you will just be grabbed every time.
No matter what version of DED-4 you use, if you use it on shield, I can punish it with an fsmash out of shield. I'm very consistent at grabbing DED 3 if you put it in grab range, and decently competent at grabbing DED 2 in grab range as well. Once you start using DED, you've made a commitment, so you must be very careful with how you use it and when to stop. It is a useful tool in many situations, but you do give up control, especially when you use it on shield, and open yourself up to potential punishment.Well, I'm not sure that's entirely true. Since the fourth attack of DED can be timed slow or fast, in shield situations you can set up a frame trap to mindgame opponents. If you're spaced properly, maybe do some conditioning and have a good read, you can either escape (or attack if you're daring) in the window after third attack of DED if your opponent's conditioned to expect delayed fourth attack, or if they think you're going to attack immediately you can delay to bait a shield drop and then attack with the fourth. I've hit lots of players with delayed fourth attack DED like this, which sets the stage thereafter to mindgame for different options after third attack DED. And of course, if you're DED attacking shield from behind, your opponent can't grab directly out of shield without turning first, so to say you'll be grabbed "every time" isn't completely true, though it is valid if someone only ever does full DED on patiently shielding opponents.
Yep, like I said if you throw the full DED at someone who's careful with their shielding Roy can get punished badly, which is why spacing is so essential (and why on shield many Roy mains usually stop at DED 3), and I think why the delayable DED 4 frame trap timing is so important in providing a mixup opportunity.No matter what version of DED-4 you use, if you use it on shield, I can punish it with an fsmash out of shield. I'm very consistent at grabbing DED 3 if you put it in grab range, and decently competent at grabbing DED 2 in grab range as well. Once you start using DED, you've made a commitment, so you must be very careful with how you use it and when to stop. It is a useful tool in many situations, but you do give up control, especially when you use it on shield, and open yourself up to potential punishment.
Depending on how fast a character's OoS options are, many characters can just grab or hit him in between hits, at any time. If your opponent knows what they're doing then you should be punished every time, no matter the circumstance. Stopping or continuing to DED 4 as a mind game might work, just not on someone's shield. DED 3 still has a ton of lag you need to recover from. It's quite similar to Link's Fsmash in that regard but less effective and with way less reward. Please keep in mind that just because something looks or seems cool, that doesn't make it viable. I've seen far too much of this mentality lately.Yep, like I said if you throw the full DED at someone who's careful with their shielding Roy can get punished badly, which is why spacing is so essential (and why on shield many Roy mains usually stop at DED 3), and I think why the delayable DED 4 frame trap timing is so important in providing a mixup opportunity.
At any moment throughout that one second space following DED 3 opponents have to ask themselves: "is Roy going to stop there? Or is Roy going to go for DED 4? Should I keep my shield up or is this an opportunity for an OOS attack? If I try for an OOS option and Roy does actually go for DED 4, I'll get punished. But if I don't grab and Roy is indeed stopping at DED 3, he can escape and I'll have missed a solid punish opportunity." And of course, the same questions are running through the Roy player's mind, you have to consider your opponent so far, how you think they'll react, in best case scenario making the hard read and in worst case a decisive gut-feeling gamble. I would almost think the delayable timing on DED 4 was added by design just for this kind of exciting mindgame showdown situation.
LOL Ah well, I definitely don't think it's a matter of "looking or seeming cool" or styling, it really is a useful mechanic built intentionally into Roy's DED, specifically I think to give players who've committed to DED but hit shield a kind of mixup opportunity. Also have to keep in mind the affects of rage attack power on shieldstun, depending on the fight circumstances characters won't always be able to just grab or hit between DED strikes.Depending on how fast a character's OoS options are, many characters can just grab or hit him in between hits, at any time. If your opponent knows what they're doing then you should be punished every time, no matter the circumstance. Stopping or continuing to DED 4 as a mind game might work, just not on someone's shield. DED 3 still has a ton of lag you need to recover from. It's quite similar to Link's Fsmash in that regard but less effective and with way less reward. Please keep in mind that just because something looks or seems cool, that doesn't make it viable. I've seen far too much of this mentality lately.