Locke 06
Sayonara, bye bye~
Lol. Me. It's how I felt about Mega Man when I first picked him up. I was like... What do I do with these lemons? Then I realized that lemon walls work ridiculously well.
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Just me getting lucky enough that the 0-death worked. Had to do t in 1/4 speed because it has inhuman timing kinda. Beginning is not too terribly difficult to do and footstools are pretty easy to land, but the semi-infinite part:Here's a 0-death. Metal Blade didn't feel like disappearing on me. :D
Subliminal inputs
I've already mentioned it a while back. From how Megaman and mario can do it, the input, and how its harder on battlefield because it has a more acute angle than most stagesWell, it's in Smash 4.
Only battlefield is it pretty inconsistent. The rest are pretty easy to do like FD and flat wall omegas. and platform stages like defino and prism tower it's impossible for obvious reasons. you simply:I am pretty sure it is impossible on those stages. I'd love to be proved wrong, though!
err 3ds battlefield. wii u battlefield is impossible probably should have mentioned that. sorry.Ooo! I did it on FD. But, I can't get it to work on Battlefield for the life of me.
Type it in a post again so I can quote it :]Lol. Me. It's how I felt about Mega Man when I first picked him up. I was like... What do I do with these lemons? Then I realized that lemon walls work ridiculously well.
Dude, this is my punishment of choice any time anybody lands on stage with an up b, or does a super laggy aerial (Bowser dair). You can also do dsmash out of it if you have the time, and it's slightly stronger.Introducing, the running Shoryuken.
https://www.youtube.com/watch?v=uDQoxMARFMk (halfway through the video he switches from Villager to Mega Man)
Original thread: http://smashboards.com/threads/skid...-pm-crouch-canceled-runs-video-inside.368971/
Running skidding utilt. I'm going to go practice this a ton, because this will basically be replacing my dash attack punishes. This. Is. Awesome.
I usually walk to utilt when people land on the stage with an up b. Didn't know you could run and basically do the same. I'm excited.Dude, this is my punishment of choice any time anybody lands on stage with an up b, or does a super laggy aerial (Bowser dair). You can also do dsmash out of it if you have the time, and it's slightly stronger.
No need to change C-stick to attack. You can cancel F-tilt into jab and it's more efficient and easier to do than a diagonal input on c-stick.'Sup, mega fans? Found something tiny for my favorite newcomer.
Set the C-Stick to tilts for starters. We'll need to perform neutral As while moving. (Press a diagonal to do a neutral A imput whenever you want.)
Walk forward, use the C-Stick to do a jab, not Ftilt, then click the C-Stick a moment later to dash. Not sure if this brings anything significant to the table, but it might be useful for baiting a shield with a lemon then dash grabbing them. Might even effect other techs too, haven't really messed around with it.
Yeah megaman's skid is so short. this is definitely practical. I wonder what frame data says about how good the Skid frames are compared to Shield drop (18 frames, 11 frames stuck in shield+ 7 frames dropping shield)Introducing, the running Shoryuken.
https://www.youtube.com/watch?v=uDQoxMARFMk (halfway through the video he switches from Villager to Mega Man)
Original thread: http://smashboards.com/threads/skid...-pm-crouch-canceled-runs-video-inside.368971/
Running skidding utilt. I'm going to go practice this a ton, because this will basically be replacing my dash attack punishes. This. Is. Awesome.
This shield talk is getting blown out of proportion the past few days. The 11 frames "in shield" is if you shield without the shield getting hit. If your shield gets hit, nothing is different between Smash 4 and Brawl.Yeah megaman's skid is so short. this is definitely practical. I wonder what frame data says about how good the Skid frames are compared to Shield drop (18 frames, 11 frames stuck in shield+ 7 frames dropping shield)
or usmash
When life gives you lemons, make a wall.Type it in a post again so I can quote it :]
Good points though i feel that OoS Usmash doesn't have enough horizontal range to be considered our go to, OoS Bair and Fair are pretty good where Usmash can't reach. Also i think that Bair can come out a frame (or 2) faster than Usmash for comparison.This shield talk is getting blown out of proportion the past few days. The 11 frames "in shield" is if you shield without the shield getting hit. If your shield gets hit, nothing is different between Smash 4 and Brawl.
Shield DROP is unchanged. Shields are just slightly more of a commitment than they used to be, but any actions you would do after blocking or instead of shield dropping are unchanged.
Usmash is one of our fastest OOS moves due to ignoring shield drop and ignoring the time it takes to get airborne for an aerial. However, I live by my shield drop utilt.
Since U-tilt has much better horrizontal range than U-smash and a 5 frame start-up, it makes up for the time MM would have to run father to connect the U-smash.Good points though i feel that OoS Usmash doesn't have enough horizontal range to be considered our go to, OoS Bair and Fair are pretty good where Usmash can't reach. Also i think that Bair can come out a frame (or 2) faster than Usmash for comparison.
though its relevance in accordance to my post is questionable since I was just wondering if
Run > Skid > U-tilt is actually faster than Run > shield > U-tilt. and then how that compares to simply Run > (JC) Usmash
And i was not mentioning the appliance of OoS Utilt
Since U-tilt has much better horrizontal range than U-smash and a 5 frame start-up, it makes up for the time MM would have to run father to connect the U-smash.
Good hypotheses, nows for testing. I think we would really need to find outOhh... now I understand what you meant by the shield drop stuff. I'm pretty sure the skid is less than raising a shield and dropping it. 18 frames to skid seems excessive. Also, by skidding you get to cover a little more distance.
As for frame data, skid IASA's would be really useful
I'm new, what's the best way to do this?Introducing, the running Shoryuken.
https://www.youtube.com/watch?v=uDQoxMARFMk (halfway through the video he switches from Villager to Mega Man)
Original thread: http://smashboards.com/threads/skid...-pm-crouch-canceled-runs-video-inside.368971/
Running skidding utilt. I'm going to go practice this a ton, because this will basically be replacing my dash attack punishes. This. Is. Awesome.
I simply tilt up whilst running and when I see the Skid animation start, I press A which buffers an UtiltI'm new, what's the best way to do this?
I run > Crouch? > Up tilt
Thanks.
I'm new, what's the best way to do this?
I run > Crouch? > Up tilt
Thanks.
Yes can, you cannot Dash attack during the Skid, you may only cancel Skid with jump, Usmash, and surprisingly Pivot Grab though with some thought it does make sense. Also you can only cancel the initial parts of skid with Pivot Grab but it's hardly noticable since most skids are too short to get to the frames where you can't cancel with Pivot Grab.Wait... can you buffer the utilt? I thought if you tried, you'd get a dash attack.
Also, I'm starting to feel that shield may be faster. It very hard to tell though.Good hypotheses, nows for testing. I think we would really need to find out
- Does Skid cover more distance than Shield? You do slide as you shield
- Is skid IASA faster than Shield IASA? By how many frames? I believe it should be faster since you can buffer an U-tilt pretty much when you see the skid start. You can only buffer 9 frames before an action ends.
- How does Skid(?frames)/Shield(18 frames) + U-tilt (6 frames) compare to slightly more travel distance(?) +Usmash (9 frames)?
Do you have a video of this in real time? The slow mo is pretty cool, but i would like to see it at game speed as well without all the editing. Thanks!Just me getting lucky enough that the 0-death worked. Had to do t in 1/4 speed because it has inhuman timing kinda. Beginning is not too terribly difficult to do and footstools are pretty easy to land, but the semi-infinite part:
buffered pivot > Short hop > Fast fall > Zdrop (dropping/tossing items doesn't cancel fast fall)> buffered short hop > Zcatch > Footstool > Buffered Zdrop
at (0:26, or press 5) A few reps of this does a lot of damage, but it's increbilbly hard. espe ially with the new buffering system.
But to 0-death you have to do that 5-6 times. Just go for the lemon lock to u-tilt if you every decide to Leafstool > Zdrop > Footstool > lemon lock (which can be humanly done consistent with practice)
I already mentioned it's pretty much not humanly possible to do in real time.Do you have a video of this in real time? The slow mo is pretty cool, but i would like to see it at game speed as well without all the editing. Thanks!
Ohh ok I see now. I thought you did the combo in real time and slowed it down to give people a better look at what was going on lol.I already mentioned it's pretty much not humanly possible to do in real time.
But if you mean the method, You repeat (0:25-0:33) until metal blade disappears.
(0:00-0:25) The initial combo into lemon lock I can totally show this part in real time though
If you have any questions about it such as parts that are potentially escapable or mechanics behind it, just PM me, I've already cluttered the thread with enough of combos into lemon lock and the semi-infinite through these combos.
I don't see the utility in using C-stick to do the tilt instead of just simply pressing A, which does allow for F-tilt.We can do up and down tilts with C-Stick set to SMASH.
But for them to work we need to tilt the left stick slightly up or down depending on the tilt we want and use the C-Stick in the same direction.
For example we want to do a d--tilt:
* Tilt left stick down
* Move C- Stick Down
/quote]
If you truely tilt you don't jump, plain and simple. If you have trouble with tilting then you jumpYou can buffer up durring the innitial skid animation, so its not like you'll accidentally jump out of it
The input has tilt in it, it does not mitigate not having to tilt. C-stick is extraneous. It is just substituting an attack input* Tilt left stick down
* Move C- Stick Down
Yikes. That seems like something worth practicing.youtube.com/watch?v=IheZJvRkaEg
Mega Man Heavy Smash Recovery Fix.