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Meta Link's Metagame Thread (Informative Quotes Can Be Found in the OP)

Fox Is Openly Deceptive

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Nope, I'm talking about non of those. I mean. If I just jump of the stage and want to tether it there seams to be some sort of time before I'm able to tether it at all as the tether will not reach for stage even though I know it's in reach. I realized that if I do an aerial, special or throw an item I will be able to tether the ledge right afterwards, I assume this is why I'm able to get knocked of stage and instantly tether back to ledge... Except for when I can't as the tether don't go for ledge but again, I'm 100% sure I'm in range, as I see the tether go through the stage at about half of it's length.

Also, as you are able to short hop backwards of stage and if you are off stage before you hit the max height of your short and tether then you will be able to instant tether to ledge, but that makes no sense as if I wait till just after I've hit max height of the short hop I won't be able to tether stage intill I'm way below stage. I don't get it.

Edit: I also noted that it's listed that you can get up to stage after tethering it by pressing the grab button again really fast but I've not gotten it even once.
It sounds as if you're just out of range (one of the first things mentioned in the thread I linked). The area of effect in which the tether will work is kind of a flattened oval shape, so if you SH backwards off-stage there is a short period of time when you are too far on the wrong side of the ledge followed by a short period where you can tether, followed by another period where you exit that area of effect again and can't tether. I talked about it earlier when posting about the instant tether trump and I had exact frames listed. Feel free to post a video of what you're talking about though if you feel I still don't understand or whatever.
 

DarkDeity15

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Been hitting the lab pretty hard today lol. Anyways;

Technically Link should be able to Nair lock everyone when they "bounce" off the ground, but in this scenario, you won't always be able to. Some characters can be Nair locked because they are both able to be hit by Nair and because the bounce animation is long enough for it to do so, and some can never be hit by Nair after a footstool either because their bounce animation is too short, their hurt box is too small/low for Nair to reach, or both. However in most cases, you can still Nair lock if you footstool the opponent right before throwing the bomb down at them, because the distance needed to travel in order to hit them with Nair after the second footstool will effectively have been reduced, allowing you to hit to them earlier in the bounce animation when it's possible to do so. Weight is just about the only factor that determines what % Nair will stop locking along with Rage (but we won't get into that, it's enough work as it is). Lastly, be wary of where the bomb hits the opponent. If the bomb hits slightly behind them, they will fly forward, and if it hits in front of them, they will fly backwards.

Let's all thank @Nd_KakaKhakis for doing most of the hard work. If there is no note underneath the character icon, just assume that you need to land the Nair as fast as possible (even though in a lot of cases, you don't actually need to). There's also a tidbit of information underneath DK I think is pretty important, you should check that out.

Out of a dthrown bomb to footstool, you are able to Nair lock:
:4link:
Max % that Nair will lock after the bomb to footstool:
Direct hit of Bomb: 38%
Indirect hit of Bomb: 34%

:4metaknight:
Note: Very difficult to get the Nair lock consistently if you don't practice since MK is extremely small.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4ganondorf:
Note: Hit his torso, you've gotta be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 40%
-Indirect hit of Bomb (9%): 44%

:4dk:
Note: This goes for all big-bodied characters, but usually the bigger they are, the easier things get. Also the heavier they are, the longer Nair will be able to lock them, naturally. And one more thing. Arrow locking the fatties immediately after Nair locking them is a very viable option. It works against smaller characters too, but only at higher %s.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 42%
-Indirect hit of Bomb (9%): 38%

:4dedede:
Note: Same as DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 41%
-Indirect hit of Bomb (9%): 37%

:4charizard:
Note: Same as DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 40%
-Indirect hit of Bomb (9%): 36%

:4bowser:
Note: See DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 44%
-Indirect hit of Bomb (9%): 40%

:4kirby:
Note: Same as MK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4jigglypuff:
Note: Same as MK, except Jiggs can float behind Link and make it hard to land Nair.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 29%
-Indirect hit of Bomb (9%): 25%

:4rob:
Note: See DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%

:4gaw:
Note: See Jigglypuff.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 30%
-Indirect hit of Bomb (9%): 26%

:rosalina:
Note: You have to come down with Nair as fast as possible though otherwise Nair won't hit. Also watch out for Luma.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 31%
-Indirect hit of Bomb (9%): 27%

:4myfriends:
Note: Same as Rosa.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%

:4feroy:
Note: You need to be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4marth:/:4lucina:
Note: Same as Rosa.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 34%
-Indirect hit of Bomb (9%): 30%

:4corrin:/:4corrinf:
Note: Surprisingly easy. He has a very lengthy bounce animation and it isn't hard for Nair to hit.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4mario:
Note: You need to come down fast with Nair here as well, really strict.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4luigi:
Note: He slides really far after the Nair lock so chaining him is just about impossible, just go for an arrow lock into a grounded option after the Nair lock or run up and grab.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4wario2:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%

:4drmario:
Note: Same as Mario.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4bowserjr:
Note: See DK
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%

:4pacman:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%

:4pikachu:
Note: See Mario
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4yoshi:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%

:4samus:
Note: Hit her torso with Link's "crotch" hitbox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 39%
-Indirect hit of Bomb (9%): 35%

:4cloud:
Note: You have to aim for his knee.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%

:4duckhunt:
Note: See Mario.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%

:4lucario:
Note: Needs higher height footstool, so only advisable at higher percents. You can still do it at low %s though.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4ness:
Note: You have to be quick and hit his head/torso.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%

:4olimar:
Note: It's surprisingly easy to land the Nair despite his size, just try to be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4tlink:
Note: Also pretty easy. See Ness.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%

:4villager:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4sheik:
Note: Double footstool necessary, otherwise it's extremely hard.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4falcon:
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%; Not a true combo, so don't worry about it.

:4fox:
Note: Needs higher height footstool, so only advisable at higher percents.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4falco:
Note: See Fox.
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4shulk:
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
Normal Shulk:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%; Not a true combo, so don't worry about it.
Shield:
-Direct hit of Bomb: 71%
Smash:
-Direct hit of bomb: 31%
Damage or "Faster" as Shulk puts it (the purple one):
-Direct hit of bomb: 36%


:4wiifit:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4diddy:
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%; Not a true combo, so don't worry about it.

:4megaman:
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%; Not a true combo so don't worry about it.

:4robinm:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%

:4littlemac:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4zelda:
Note: See Sheik.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%

:4sonic:
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%

:4pit:/:4darkpit:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%

:4greninja:
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%

:4lucas:
Note: See Ness.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%

:4ryu:
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%

:4mewtwo:
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 30%
-Indirect hit of Bomb (9%): 26%

:4miibrawl:/:4miigun:/:4miisword: (smallest size)
Note: Double footstool necessary.
Max % that Nair will lock after the bomb to footstool:
Direct hit of Bomb (5%): 36%
Indirect hit of Bomb: (9%): 32%; Not a true combo, so don't worry about it.

Characters who can't be Nair locked after a Dthrow bomb to footstool:
Zero Suit Samus, Bayonetta, Palutena
 
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D

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It sounds as if you're just out of range (one of the first things mentioned in the thread I linked). The area of effect in which the tether will work is kind of a flattened oval shape, so if you SH backwards off-stage there is a short period of time when you are too far on the wrong side of the ledge followed by a short period where you can tether, followed by another period where you exit that area of effect again and can't tether. I talked about it earlier when posting about the instant tether trump and I had exact frames listed. Feel free to post a video of what you're talking about though if you feel I still don't understand or whatever.
Is there a image or anything where I can see the Tethers grab box?
 

Fox Is Openly Deceptive

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Been hitting the lab pretty hard today lol. Anyways,

Technically Link should be able to Nair lock everyone when they "bounce" off the ground, but in this scenario, you won't always be able to. Some characters can be Nair locked because they are both able to be hit by Nair and because the bounce animation is long enough for it to do so, and some can never be hit by Nair after a footstool either because their bounce animation is too short, their hurt box is too small/low for Nair to reach, or both.

I will be updating these with what %s bomb to footstool into Nair locks will stop working later, though I just so happened to find the %s for Cloud first haha.

Out of a dthrown bomb to footstool, you are able to Nair lock:
:4metaknight:
Note: Very difficult to get the Nair lock consistently if you don't practice since MK is extremely small.

:4ganondorf:
Note: Hit his torso, you've gotta be quick.

:4dk:
Note: This goes for all big-bodied characters, but usually the bigger they are, the easier things get. Also the heavier they are, the longer Nair will be able to lock them, naturally.

:4dedede:
Note: Same as DK.

:4charizard:
Note: Same as DK.

:4bowser:
Note: See DK.

:4kirby:
Note: Same as MK.

:4jigglypuff:
Note: Same as MK, except Jiggs can float behind Link and make it hard to land Nair.

:4rob:
Note: See DK.

:4gaw:
Note: See Jigglypuff.

:rosalina:
Note: You have to come down with Nair as fast as possible though otherwise Nair won't hit. Also watch out for Luma.

:4myfriends:
Note: Same as Rosa.

:4feroy:
Note: You need to be quick.

:4marth:/:4lucina:
Note: Same as Rosa.

:4corrin:/:4corrinf:
Note: Surprisingly easy. He has a very lengthy bounce animation and it isn't hard for Nair to hit.

:4mario:
Note: You need to come down fast with Nair here as well, really strict.

:4luigi:
Note: He slides really far after the Nair lock so chaining him is just about impossible, just go for an arrow lock into a grounded option after the Nair lock.

:4wario2:
Note: Pretty easy.

:4drmario:
Note: Same as Mario.

:4bowserjr:
Note: See DK

:4pacman:

:4pikachu:
Note: See Mario

:4yoshi:

:4samus:
Note: Hit her torso with Link's "crotch" hitbox.

:4cloud:
Note: You have to aim for his knee, 5% hit of bomb will stop allowing Nair to lock at exactly 36%, 9% hit at 33.

:4duckhunt:
Note: See Mario.

:4lucario:

:4ness:
Note: You have to be quick and hit his head/torso.

:4olimar:
Note: It's surprisingly easy to land the Nair despite his size, just try to be quick.

:4tlink:
Note: Also pretty easy.

Characters who can't be Nair locked after a Dthrow bomb to footstool:
Villager, Sheik, Zero Suit, Bayo, Mega Man, Diddy, Fox, Falco, Peach, Mac, Zelda, Dark/Pit, Palutena, Robin, Captain Falcon, Wii Fit, Shulk, Sonic, Mii Gunner/Sword Fighter/Brawler, Link
@Nd_KakaKhakis has already conducted exhaustive tests on this topic. You should talk to him.

Is there a image or anything where I can see the Tethers grab box?
Other than in my head, not that I'm aware of. Anyone can set up a custom stage and experiment to figure out the exact dimensions of the tether area though, and if they're super bothered they can even create and upload an image for us.
 
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@Nd_KakaKhakis has already conducted exhaustive tests on this topic. You should talk to him.


Other than in my head, not that I'm aware of. Anyone can set up a custom stage and experiment to figure out the exact dimensions of the tether area though, and if they're super bothered they can even create and upload an image for us.
Well, I guess that means I got a stage to make and a lot of music to listen too. Thank you
 

DarkDeity15

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Edit: Actually, this wasn't a true combo at all. You can just barely shield the bomb to prevent the chain, or at least Rob can. Forget this vid even exists. I've been doing the chain wrong this whole time lmao. Plus the fact that you need to instant Zdrop is a huge pain in the ass. I'm pretty much dropping the whole chain thing for now, at least until I can instant Zdrop consistently. The video is being deleted.

@Nd_KakaKhakis has already conducted exhaustive tests on this topic. You should talk to him.


Other than in my head, not that I'm aware of. Anyone can set up a custom stage and experiment to figure out the exact dimensions of the tether area though, and if they're super bothered they can even create and upload an image for us.
I completely misunderstood again lol. Will do.
 
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libeck

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Also, as you are able to short hop backwards of stage and if you are off stage before you hit the max height of your short and tether then you will be able to instant tether to ledge, but that makes no sense as if I wait till just after I've hit max height of the short hop I won't be able to tether stage intill I'm way below stage. I don't get it
I've also been annoyed with the tether recently. I've experienced having jumping backwards off stage, fast fall to slightly under stage level, then DJ and immediately tether without it grabbing the ledge, even though you usually always can tether after a DJ. Seems like you have to wait a certain ammount of time after leaving the stage before the tether wants to connect.

Not sure if this is common knowledge or not, but I discovered that dangling with your tether from the ledge increases your invulnerability when you reel it in. Reeling the tether in immediately gives you a slightly shorter invulnerability than a regular ledge grab. However if you wait until you're forced to snap to the ledge, you get a significantly increased invulnerability time.
I counted how many times the character blinks while intangible(counting the number of frames was... difficult)
At 0%:
regular ledge grab - 12 blinks
Tether-immediate reel in - 10 blinks
Tether-forced reel in(wait) - 16 blinks

at ~120%+
Regular ledge grab - 4 blinks
Tether-immediate reel in - 3 blinks
Tether-forced reel in(wait) - 5 or 6 blinks
Same principle applies for all characters with tethers, though their hang time varies between about 100 and 180 frames.
 
D

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So, this is what I came up with for the time being.
basically I either run on ledge or roll and turn around to make sure I am at the very left of the platforms and then I preform a drop and try to tether frame 1 of falling, it was the most consistent way I have come up with ATM. Sadly I can't check for a spot to drop tether under the platform as it's either too low for Link to reach or the platform is too close too the ledge making it disappear for reason that only Nintendo knows... actually they probably don't know either TBH.

If you are 1 block higher then the top platform you won't be able to tether ledge at all and vise versa for the bottom platform.The muddy block with grass is supposed to show Links about height when standing up. I'm gonna try and make sure that each position is the extreme position of where you are able to drop tether which is gonna take a while but if anyone has any ideas I'd very much appreciate it. And after doing this I can indeed confirm that yes, there is something that keeps you from tethering when you are fresh of stage... except for when you do a SH instant tether, for reasons unknown.
 
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Fox Is Openly Deceptive

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I've also been annoyed with the tether recently. I've experienced having jumping backwards off stage, fast fall to slightly under stage level, then DJ and immediately tether without it grabbing the ledge, even though you usually always can tether after a DJ. Seems like you have to wait a certain ammount of time after leaving the stage before the tether wants to connect.

Not sure if this is common knowledge or not, but I discovered that dangling with your tether from the ledge increases your invulnerability when you reel it in. Reeling the tether in immediately gives you a slightly shorter invulnerability than a regular ledge grab. However if you wait until you're forced to snap to the ledge, you get a significantly increased invulnerability time.
I counted how many times the character blinks while intangible(counting the number of frames was... difficult)
At 0%:
regular ledge grab - 12 blinks
Tether-immediate reel in - 10 blinks
Tether-forced reel in(wait) - 16 blinks

at ~120%+
Regular ledge grab - 4 blinks
Tether-immediate reel in - 3 blinks
Tether-forced reel in(wait) - 5 or 6 blinks
Same principle applies for all characters with tethers, though their hang time varies between about 100 and 180 frames.
When you tether the ledge there is no forced ledge-hold-time. That's why you get 'less' invulnerability, but it shouldn't affect how much invulnerability you get during which you can act.

It's a well-established fact that the longer you remain off-stage, the more invulnerability frames on the ledge you'll get (and this time is reset when you get hit and put into hitstun). So naturally, stalling with the tether by not reeling it in will grant you more invulnerability frames. But note that these extra invulnerability frames will not affect how many invulnerability frames you get when doing any ledge options and you will still loss invulnerability immediately when you let go of the ledge. The extra invulnerability gained from staying off-stage longer can only be used for stalling purposes.

As for the claim that there is a certain period of time in which the ledge is unavailable upon leaving the stage/ground, this is false. What you are experiencing is something I outlined in the thread I linked wherein the ledge is unavailable for a certain period of time after you've already been on the ledge, and this is not affected by actually standing up on-stage, so if you get up off the ledge then immediately SH or FH backwards, FF at the peak of the jump then try to tether, the tether won't work because the ledge is still unavailable. It's not even a tether thing; just try to grab the ledge normally and you won't, not until a certain period of time has passed. And if you're worried about FFing or holding down affecting it, pick Fox, get up from the ledge then immediately SH slightly backwards and see if he grabs the ledge.
 
D

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When you tether the ledge there is no forced ledge-hold-time. That's why you get 'less' invulnerability, but it shouldn't affect how much invulnerability you get during which you can act.

It's a well-established fact that the longer you remain off-stage, the more invulnerability frames on the ledge you'll get (and this time is reset when you get hit and put into hitstun). So naturally, stalling with the tether by not reeling it in will grant you more invulnerability frames. But note that these extra invulnerability frames will not affect how many invulnerability frames you get when doing any ledge options and you will still loss invulnerability immediately when you let go of the ledge. The extra invulnerability gained from staying off-stage longer can only be used for stalling purposes.

As for the claim that there is a certain period of time in which the ledge is unavailable upon leaving the stage/ground, this is false. What you are experiencing is something I outlined in the thread I linked wherein the ledge is unavailable for a certain period of time after you've already been on the ledge, and this is not affected by actually standing up on-stage, so if you get up off the ledge then immediately SH or FH backwards, FF at the peak of the jump then try to tether, the tether won't work because the ledge is still unavailable. It's not even a tether thing; just try to grab the ledge normally and you won't, not until a certain period of time has passed. And if you're worried about FFing or holding down affecting it, pick Fox, get up from the ledge then immediately SH slightly backwards and see if he grabs the ledge.
So if I understand right. The reason why we think we have a time when we can't tether the ledge is because there is. But it has nothing to do with actually standing on stage and instead is a timer that is set after you've stopped holding ledge that's forcing you to not re grab ledge and the reason why we appear to not be able to tether after jumping of stage is because we are doing it right as we get up from ledge thus fooling us. But if we preform a move the timer should be terminated (or so I assume) allowing us to again grab ledge again.
That clears up almost everything except for why I'm able to preform multiple SH instant tethers of stage multiple times in a row even though was just hanging on ledge.

Edit: Wait, I realized that I always roll backwards when I do a bunch of instant tethers in a row so assuming that it gets rid of that timer then that would be why... Well thank you :) Now I know what not to do.

Edit Edit:... I'm no longer sure that aerials allow me to grab the ledge sooner...
 
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Fox Is Openly Deceptive

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So if I understand right. The reason why we think we have a time when we can't tether the ledge is because there is. But it has nothing to do with actually standing on stage and instead is a timer that is set after you've stopped holding ledge that's forcing you to not re grab ledge and the reason why we appear to not be able to tether after jumping of stage is because we are doing it right as we get up from ledge thus fooling us. But if we preform a move the timer should be terminated (or so I assume) allowing us to again grab ledge again.
That clears up almost everything except for why I'm able to preform multiple SH instant tethers of stage multiple times in a row even though was just hanging on ledge.

Edit: Wait, I realized that I always roll backwards when I do a bunch of instant tethers in a row so assuming that it gets rid of that timer then that would be why... Well thank you :) Now I know what not to do.

Edit Edit:... I'm no longer sure that aerials allow me to grab the ledge sooner...
Doing a move won't necessarily in and of itself negate the timer unless it's a long enough move, simply waiting the right amount of time would do just as good of a job in any case.
Rolling on-stage would very likely delay for long enough, yes.
I have no idea what you mean by 'doing aerials to grab the ledge sooner'. Are you telling me that you're grabbing the ledge, getting up from the ledge, immediately jumping backwards and doing a Bair, then immediately trying to tether the ledge? If so, it's entirely possible that the Bair wouldn't delay for long enough, though I haven't checked.
 
D

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Doing a move won't necessarily in and of itself negate the timer unless it's a long enough move, simply waiting the right amount of time would do just as good of a job in any case.
Rolling on-stage would very likely delay for long enough, yes.
I have no idea what you mean by 'doing aerials to grab the ledge sooner'. Are you telling me that you're grabbing the ledge, getting up from the ledge, immediately jumping backwards and doing a Bair, then immediately trying to tether the ledge? If so, it's entirely possible that the Bair wouldn't delay for long enough, though I haven't checked.
Don't bother, I was just dumb.
 
D

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So, I've been playing around a bit with Bair today and realized that I've been doing it wrong all of this time. I realized that going for Reverse Bair though more risky as you have to get into your opponents space gives you better options for follow ups.

You will end up facing your opponent while they are facing away from you meaning that many things that weren't true before like Utilt and jab becomes true, and it also keeps opponents form being able to shield grab you. Hell, you can even just read their Shield and grab them instead. But as I said it requires you to get into your opponents space and for you to either be very specifik with the timing and spacing or be moving forwards your opponent looking away. I'm sure it's known but I want to know if any real testing has gone into this.
 

Fox Is Openly Deceptive

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So, I've been playing around a bit with Bair today and realized that I've been doing it wrong all of this time. I realized that going for Reverse Bair though more risky as you have to get into your opponents space gives you better options for follow ups.

You will end up facing your opponent while they are facing away from you meaning that many things that weren't true before like Utilt and jab becomes true, and it also keeps opponents form being able to shield grab you. Hell, you can even just read their Shield and grab them instead. But as I said it requires you to get into your opponents space and for you to either be very specifik with the timing and spacing or be moving forwards your opponent looking away. I'm sure it's known but I want to know if any real testing has gone into this.
You probably should have clarified that you meant just getting the first hit of Bair right before landing, (hitting people who are in front of you). While I admit it's cool to have the opponent get turned around then stay in front of you, the spacing required to get this to work is an unavoidable issue. In order to hit it at all, in practice it would probably require you to be jumping forwards, but if you jump forwards then they end up getting hit behind you, thus losing the special advantage you were trying to gain in the first place.
 

ZSaberLink

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Fox Is Openly Deceptive Fox Is Openly Deceptive So I had some questions about your DThrow guide btw. First, for DThrow to USmash, does your post mean that all the hits of USmash will connect? Or just some of them?

Secondly, I feel like I'm missing something with DThrow to UAir. It's been said that if you read their DI, it's guaranteed (which I can't say I'm sure how to do on reaction), and I noticed folks talking about using the A-Stick to be faster. How exactly is this supposed to work? If you just have a link to a post/video that describes this, that'd be great too. After doing the DThrow, should you immediately do a full hop or something? Or do you dash a direction and then jump? When do you actually start the UAir? More often than not, I think I'm short hopping and then using UAir, which is pretty useless at kill %s.
 
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Fox Is Openly Deceptive

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Fox Is Openly Deceptive Fox Is Openly Deceptive So I had some questions about your DThrow guide btw. First, for DThrow to USmash, does your post mean that all the hits of USmash will connect? Or just some of them?

Secondly, I feel like I'm missing something with DThrow to UAir. It's been said that if you read their DI, it's guaranteed (which I can't say I'm sure how to do on reaction), and I noticed folks talking about using the A-Stick to be faster. How exactly is this supposed to work? If you just have a link to a post/video that describes this, that'd be great too. After doing the DThrow, should you immediately do a full hop or something? Or do you dash a direction and then jump? When do you actually start the UAir? More often than not, I think I'm short hopping and then using UAir, which is pretty useless at kill %s.
Yeah all three hits of U-smash are meant to connect at the percents I list. I believe that in the instances where they don't all connect I made a note of it. U-smash is sometimes kind of weird though. The first two hits do their best to position the opponent directly above Link but occasionally they stuff up and e.g. you'll miss the second hit or something due to an overcompensation by the first hit.


The thing with D-throw to Uair is that it almost always requires frame perfection, which is totally doable of course if you buffer the inputs, but it's only possible to buffer the Uair if you have the A-stick (unless you want to deal with lightly tilting the joystick, which you don't, because it's imprecise at best and you need to free your joystick up to follow DI). The A-stick allows you to input the Uair during your jumpsquat frames without cancelling the jump.

For the characters that you never have to dash forwards for a frame or two for:
What you want to do is grab them, know that you're going to go for an Uair due to their percents (with your own rage factored in), hit down to D-throw them, then from this moment onward you want to only be focused on which direction they got launched; you should have memorised the timing for the other inputs. You want to hit and hold jump so that it gets buffered within the last 10 frames before the FAF of the D-throw animation, then you want to hit the A-stick up at any point during the 7 frames of your jumpsquat to ensure that it gets buffered and begins on the first airborne frame. The timing for these two inputs should be done mechanically without thinking, which frees your mind up to focus on which direction you want to jump. You have until the last jumpsquat frame to recognise which direction the opponent got launched and then simply point the joystick in the right direction. That should be the extent of what you need to worry about, which is very humanly possible; the rest should be done frame perfectly without you needing to think about it.

For the characters who will require you to dash forwards for a frame or two first:
I feel that this can't as realistically be reacted to, and so it will require a read on your part; will they DI away or behind you? I've found that it's only after they start to get consistently punished for DIing away that they'll start to mix it up. If you need to dash forwards first (remember, only for a frame or two (just enough to make you slide forwards during your jumpsquat)), then you want to buffer the dash forwards input in the last 10 frames of the D-throw animation, then time it so you immediately jump as soon as you begin to dash (hit and hold jump) followed by an immediate A-stick Up input.
 

DarkDeity15

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The bomb to footstool to Nair lock data was just about completed if anyone would like to take a look. I'll just do a couple of touch-ups and it'll be ready for the OP.

Edit: It's done. I'll continue working on Dtilt to Uair now that it is lol.
 
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ZSaberLink

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Yeah all three hits of U-smash are meant to connect at the percents I list. I believe that in the instances where they don't all connect I made a note of it. U-smash is sometimes kind of weird though. The first two hits do their best to position the opponent directly above Link but occasionally they stuff up and e.g. you'll miss the second hit or something due to an overcompensation by the first hit.


The thing with D-throw to Uair is that it almost always requires frame perfection, which is totally doable of course if you buffer the inputs, but it's only possible to buffer the Uair if you have the A-stick (unless you want to deal with lightly tilting the joystick, which you don't, because it's imprecise at best and you need to free your joystick up to follow DI). The A-stick allows you to input the Uair during your jumpsquat frames without cancelling the jump.

For the characters that you never have to dash forwards for a frame or two for:
What you want to do is grab them, know that you're going to go for an Uair due to their percents (with your own rage factored in), hit down to D-throw them, then from this moment onward you want to only be focused on which direction they got launched; you should have memorised the timing for the other inputs. You want to hit and hold jump so that it gets buffered within the last 10 frames before the FAF of the D-throw animation, then you want to hit the A-stick up at any point during the 7 frames of your jumpsquat to ensure that it gets buffered and begins on the first airborne frame. The timing for these two inputs should be done mechanically without thinking, which frees your mind up to focus on which direction you want to jump. You have until the last jumpsquat frame to recognise which direction the opponent got launched and then simply point the joystick in the right direction. That should be the extent of what you need to worry about, which is very humanly possible; the rest should be done frame perfectly without you needing to think about it.

For the characters who will require you to dash forwards for a frame or two first:
I feel that this can't as realistically be reacted to, and so it will require a read on your part; will they DI away or behind you? I've found that it's only after they start to get consistently punished for DIing away that they'll start to mix it up. If you need to dash forwards first (remember, only for a frame or two (just enough to make you slide forwards during your jumpsquat)), then you want to buffer the dash forwards input in the last 10 frames of the D-throw animation, then time it so you immediately jump as soon as you begin to dash (hit and hold jump) followed by an immediate A-stick Up input.
Hm ok. Thanks for the explanation. So in order to do a frame perfect DThrow to Nair or DThrow to UTilt, I presume you have to buffer the jump and simply press A in the first case, and in the second case, have your joystick up (no tap jump) and press A repeatedly? With USmash, it seems a bit harder with the A-stick, unless you're using A+B or something.
 
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Fox Is Openly Deceptive

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The bomb to footstool to Nair lock data was just about completed if anyone would like to take a look. I'll just do a couple of touch-ups and it'll be ready for the OP.

Edit: It's done. I'll continue working on Dtilt to Uair now that it is lol.
I see you got in contact with @Nd_KakaKhakis then. I had been wondering when he'd make a post about it himself, but it's fine.
(I haven't forgotten.)
As you may be aware there's a lot more that was tested.
Hm ok. Thanks for the explanation. So in order to do a frame perfect DThrow to Nair or DThrow to UTilt, I presume you have to buffer the jump and simply press A in the first case, and in the second case, have your joystick up (no tap jump) and press A repeatedly? With USmash, it seems a bit harder with the A-stick, unless you're using A+B or something.
Nair in the jumpsquat frames before touching the joystick then immediately use the joystick to follow DI if necessary before the jumpsquat is over.
Either tilt the joystick up during the D-throw animation then hit A during the last 10 frames of the D-throw animation before you can act or just hit the A-stick up during those last 10 frames.
Just input an U-smash normally with the joystick plus A during the last 10 frames of the D-throw animation. Not difficult in the slightest. Even when you have to dash forwards for a frame or two then immediately U-smash, the joystick method works fine.
 

JohnKnight416

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I know that I've discussed about this previously and haven't explored much on this topic afterwards. But recently, I've been watching this video and I've saw some footage demonstrating of what can happen when Link performs Biduo Tech.

The first example mainly seems useful for Link to catch his opponents off guard in my opinion. But the next example after the first one seems useful for Link to get into his Jab setups.

These are just a few examples of what Link can do with Biduo Tech. But these few demonstrations could make significant changes to Link's Neutral Game. Though, of course, Link would have to sacrifice some of his own personal techniques in the process, such as his Bomb Throwing techniques.

For anybody curious about all of this, feel free to watch the video, which is listed at the bottom, and send me your very own personal thoughts and opinions about Link using Biduo Tech. I personally feel like there's a bunch of possibilities for Link to perform with Biduo Tech and that it's worth experimenting in the lab.

The video link is right here:
https://www.youtube.com/watch?v=avr9CQlSqRI (Watch at 14:14 to view Link performing Biduo Tech)
 
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Fox Is Openly Deceptive

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I know that I've discussed about this previously and haven't explored much on this topic afterwards. But recently, I've been watching this video and I've saw some footage demonstrating of what can happen when Link performs Biduo Tech.

The first example mainly seems useful for Link to catch his opponents off guard in my opinion. But the next example after the first one seems useful for Link to get into his Jab setups.

These are just a few examples of what Link can do with Biduo Tech. But these few demonstrations could make significant changes to Link's Neutral Game. Though, of course, Link would have to sacrifice some of his own personal techniques in the process, such as his Bomb Throwing techniques.

For anybody curious about all of this, feel free to watch the video, which is listed at the bottom, and send me your very own personal thoughts and opinions about Link using Biduo Tech. I personally feel like there's a bunch of possibilities for Link to perform with Biduo Tech and that it's worth experimenting in the lab.

The video link is right here:
https://www.youtube.com/watch?v=avr9CQlSqRI (Watch at 14:14 to view Link performing Biduo Tech)
Alright, I'll admit, the Jab thing is actually pretty cool. Does this mean I'll be switching to biduo? No. Why? Because now that I know this is a thing I figured out how it works mechanically and I can do it just by using the joystick.

By doing an initial dash, immediately returning the joystick to neutral, immediately tilting the joystick slightly forwards then immediately returning it to neutral again, you can Jab out of an initial dash much much sooner than normal. (Not as difficult as it sounds btw.)

Having said that, I'm not entirely certain at this stage whether this is any faster than simply walking and using the diagonal A-stick to Jab directly out of a walk. What I can say is, if it is faster, the difference is minimal. The movement itself is faster, yes, but because you have to wait a small moment as you skid before you can Jab, they're much more comparable than you might think when looking purely at the time it takes to get the Jab out over a certain distance. And one plus to simply walking is you can more easily adjust that distance. I'd probably sooner look into getting more consistent with hitting the diagonals on the A-stick than getting more consistent with this other movement.
 

JohnKnight416

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Alright, I'll admit, the Jab thing is actually pretty cool. Does this mean I'll be switching to biduo? No. Why? Because now that I know this is a thing I figured out how it works mechanically and I can do it just by using the joystick.

By doing an initial dash, immediately returning the joystick to neutral, immediately tilting the joystick slightly forwards then immediately returning it to neutral again, you can Jab out of an initial dash much much sooner than normal. (Not as difficult as it sounds btw.)

Having said that, I'm not entirely certain at this stage whether this is any faster than simply walking and using the diagonal A-stick to Jab directly out of a walk. What I can say is, if it is faster, the difference is minimal. The movement itself is faster, yes, but because you have to wait a small moment as you skid before you can Jab, they're much more comparable than you might think when looking purely at the time it takes to get the Jab out over a certain distance. And one plus to simply walking is you can more easily adjust that distance. I'd probably sooner look into getting more consistent with hitting the diagonals on the A-stick than getting more consistent with this other movement.
Well it mainly comes down to your personal preference to decide on whether or not you want to switch over to Biduo Tech with Link. Anyways, this is basically an unexplored area for Link and that only time will tell when a Link main finally discovers the capabilities that Link can pull off using Biduo Tech. So it seems like there's more researching to do in the lab.
 
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ZSaberLink

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So I was practicing my DThrow UAir & NAir by putting my left trigger on jump and it worked pretty well :). I admit in the heat of battle, I can sometimes mess it up, but I think I'll eventually get there. However, I'm noticing when Link has rage a lot of his DThrow stuff doesn't seem to connect at all (esp. DThrow UAir). Has anyone looked into what works/doesn't with rage? like @ 100% & 150%? Fox's guide works great without rage.
 

ZeldaZephyr

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So I was practicing my DThrow UAir & NAir by putting my left trigger on jump and it worked pretty well :). I admit in the heat of battle, I can sometimes mess it up, but I think I'll eventually get there. However, I'm noticing when Link has rage a lot of his DThrow stuff doesn't seem to connect at all (esp. DThrow UAir). Has anyone looked into what works/doesn't with rage? like @ 100% & 150%? Fox's guide works great without rage.
I believe the dthrow to uair combo won't connect if the opponent has a high %. perhaps it might work on fast fallers. I'll research more into this and see what works with rage and what doesn't. Link's spin attack might be a great kill option with rage.
 

Fox Is Openly Deceptive

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Well it mainly comes down to your personal preference to decide on whether or not you want to switch over to Biduo Tech with Link. Anyways, this is basically an unexplored area for Link and that only time will tell when a Link main finally discovers the capabilities that Link can pull off using Biduo Tech. So it seems like there's more researching to do in the lab.
That's the spirit. Objective arguments be damned.
So I was practicing my DThrow UAir & NAir by putting my left trigger on jump and it worked pretty well :). I admit in the heat of battle, I can sometimes mess it up, but I think I'll eventually get there. However, I'm noticing when Link has rage a lot of his DThrow stuff doesn't seem to connect at all (esp. DThrow UAir). Has anyone looked into what works/doesn't with rage? like @ 100% & 150%? Fox's guide works great without rage.
I do recommend that people get a trigger button set to jump to make this easier, yes.

With rage, I'm pretty sure that everything still works, it's just that it works earlier [which of course means it also stops working earlier as well, not that this matters so much because you'd also be killing earlier etc]. You might want to think about it more in terms of "when the opponent gets hit this high, D-throw to X will/won't work", because they'll endure the same hitstun I believe [sources: http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-37#post-19749326 ; http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-58#post-20520392 ]. But as an example I just tested then, let's just say that you're at 150% or more and you just finished off a Sheik's stock. They come back and they're on 0%. You get a grab. What you'd want to do is treat them as if they are actually at around 36%. So U-smash will work right away, U-tilt is still unavoidable and FH Nair won't work just yet. If instead you threw a bomb at Sheik and then got the grab, all of a sudden FH Nair works and U-tilt can be avoided by DIing away, which corresponds with the D-throw follow ups post nicely. [Yes, I tested this and confirmed it.] I believe it would get a bit more complicated later on though because rage is a total knockback multiplier, so it wouldn't just be a matter of adding on 36% all the time, and naturally this would also vary greatly with the character being tested. One day I'd like to go through and actually give accurate numbers that take into account rage for each character at varying percents, but for now just adapt to the height they get launched and act accordingly.

[The way I'd test it would be to use a custom stage with a very long slightly slanted platform above an equally long flat base (with like, little notches or something down the bottom so that I know exactly where I am in relation to that base), then I'd go to a real match, set handicap to on, set Link's percent to whatever rage I want to test e.g. full rage at 150%, set the opponent's percent to whatever I want to test, e.g. 0%, then see at what point exactly the D-throw makes them land on the platform where instead if I inch forwards slightly more they won't land on it (killing both characters after each D-throw to reset the test). Then it would just be a matter of going into training mode, getting Link to stand in that exact same spot and adjusting the opponent's percent until they land perfectly on the platform in the first spot but miss it in the second spot. I did this for Sheik as seen above, and I got 36% and this seemed to be accurate when I tested the appropriate follow-ups as listed in the long d-throw post, but this was just a quick test, so for all I know it might actually be 35 or 37%.]
 

ZSaberLink

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That's the spirit. Objective arguments be damned.

I do recommend that people get a trigger button set to jump to make this easier, yes.

With rage, I'm pretty sure that everything still works, it's just that it works earlier [which of course means it also stops working earlier as well, not that this matters so much because you'd also be killing earlier etc]. You might want to think about it more in terms of "when the opponent gets hit this high, D-throw to X will/won't work", because they'll endure the same hitstun I believe [sources: http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-37#post-19749326 ; http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-58#post-20520392 ]. But as an example I just tested then, let's just say that you're at 150% or more and you just finished off a Sheik's stock. They come back and they're on 0%. You get a grab. What you'd want to do is treat them as if they are actually at around 36%. So U-smash will work right away, U-tilt is still unavoidable and FH Nair won't work just yet. If instead you threw a bomb at Sheik and then got the grab, all of a sudden FH Nair works and U-tilt can be avoided by DIing away, which corresponds with the D-throw follow ups post nicely. [Yes, I tested this and confirmed it.] I believe it would get a bit more complicated later on though because rage is a total knockback multiplier, so it wouldn't just be a matter of adding on 36% all the time, and naturally this would also vary greatly with the character being tested. One day I'd like to go through and actually give accurate numbers that take into account rage for each character at varying percents, but for now just adapt to the height they get launched and act accordingly.

[The way I'd test it would be to use a custom stage with a very long slightly slanted platform above an equally long flat base (with like, little notches or something down the bottom so that I know exactly where I am in relation to that base), then I'd go to a real match, set handicap to on, set Link's percent to whatever rage I want to test e.g. full rage at 150%, set the opponent's percent to whatever I want to test, e.g. 0%, then see at what point exactly the D-throw makes them land on the platform where instead if I inch forwards slightly more they won't land on it (killing both characters after each D-throw to reset the test). Then it would just be a matter of going into training mode, getting Link to stand in that exact same spot and adjusting the opponent's percent until they land perfectly on the platform in the first spot but miss it in the second spot. I did this for Sheik as seen above, and I got 36% and this seemed to be accurate when I tested the appropriate follow-ups as listed in the long d-throw post, but this was just a quick test, so for all I know it might actually be 35 or 37%.]
Cool. I was thinking of doing a similar test at some point. Anyways, I'm noticing that with Link at 100% the Dthrow to UAir still does work, just a lot earlier. Sorry about the misinformation earlier. For example I was typically getting it on Fox with no rage from 100-150%. With about 100% damage on Link, I'm noticing I get the kill super early at like 80%. I think my two main problems were not doing the FJ Uair correctly, and often doing the DThrow UAir too early. After looking at the UThrow kill % chart, Link kills super early with his UThrow once he has rage. Somtimes, the gap between DThrow -> UAir no longer killing vs. just UThrow now killing isn't all that much.
 
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D

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Ok, I have to ask be cause I really really want to use one of the Hori gamepads that you plug into the wiimote but still has the layout and latches that the GC one dues but + one button and triggers that don't have the analog movement... Just look at it!

Has anyone tried it yet? I want to know if it's good before I decide to actually get it as I'm kinda low on the muns ATM.
Also I'm almost done with Link tether recovery hitbox... reachbox?... What ever it's called I'm almost done with it. Sorry it took so long but I'm kinda lazy and it was my first time doing something like this
 

Stryker95

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Ok, I have to ask be cause I really really want to use one of the Hori gamepads that you plug into the wiimote but still has the layout and latches that the GC one dues but + one button and triggers that don't have the analog movement... Just look at it!

Has anyone tried it yet? I want to know if it's good before I decide to actually get it as I'm kinda low on the muns ATM.
Also I'm almost done with Link tether recovery hitbox... reachbox?... What ever it's called I'm almost done with it. Sorry it took so long but I'm kinda lazy and it was my first time doing something like this
I hear the Hori pad misses inputs sometimes and the analog stick isn't very good, but have never tried it for myself.
 

DarkDeity15

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Ok, I have to ask be cause I really really want to use one of the Hori gamepads that you plug into the wiimote but still has the layout and latches that the GC one dues but + one button and triggers that don't have the analog movement... Just look at it!

Has anyone tried it yet? I want to know if it's good before I decide to actually get it as I'm kinda low on the muns ATM.
Also I'm almost done with Link tether recovery hitbox... reachbox?... What ever it's called I'm almost done with it. Sorry it took so long but I'm kinda lazy and it was my first time doing something like this
Trust me, you're way better off just using the classic contoller pro over that thing. I've been using a CC pro for years.
 
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D

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Ok... I've come this far and just can't seem to find a good circle for the reach of the Tether recovery. Top picture shows the points where you are able to reach the ledge and the blue dots are either 1st or 2nd frame perfect making them (not entirely sure WHICH due to how frame advance works in training mode). And the red once are just the best I could get with how the stage creator works.

And how I got to this is by putting Link at end of each platform and making sure that he is in about the pixel perfect ich position then moving another Link from all of those positions putting a dot at the ledge shown in the picture coming now.

If anyone has an idea on how I should make that stretched out circle as precise as possible or some other way that I could do to get an even better end result, I would highly appreciate it. I'm kinda stuck right now...

Edit: Keep in mind that the dots at the bottom shows when you are at the top platforms and the dots at the top are when you are at the bottom platforms.

Edit Edit:... I'm officially dumb, I did the blue dots wrong. To get the correct position for each blue dot other then the one right under Link you have to move them all up 3 dots. Sorry -_-'
 
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JohnKnight416

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Ok, I have to ask be cause I really really want to use one of the Hori gamepads that you plug into the wiimote but still has the layout and latches that the GC one dues but + one button and triggers that don't have the analog movement... Just look at it!

Has anyone tried it yet? I want to know if it's good before I decide to actually get it as I'm kinda low on the muns ATM.
Also I'm almost done with Link tether recovery hitbox... reachbox?... What ever it's called I'm almost done with it. Sorry it took so long but I'm kinda lazy and it was my first time doing something like this
I've haven't tried it, but I have used a GC controller before and that I own a WiiU Pro controller. In a sense, this is a combined version of both a GC and Pro controller since it designed like a GC controller, expect the fact that it includes 4 trigger buttons (L, ZL, R, ZR) like the Pro controller.
Despite its unique design however, I don't hear many benefits from it and instead heard critics about it. Like recently, I was watching a video by "My Smash Corner" stating what is the Best Control Setup for SSB4. Note that he doesn't factor in any personal preferences in this video as they are Subjective and instead he explains the factors of this video 100% Objectively.
At a certain point in the video, he talks briefly about the third party controllers such as the one shown in the image that you're presenting right now. From My Smash Corner's experiences with the controller, he says that the Joint Sticks on that controller feel wonky to him. It may be b/c the one he got was cheaply made as he sort of mentioned in the video. But either way, in my opinion, it might be better to just use either the GC or the Pro controller over this one.

Here's a link to My Smash Corner's video on what the Best Control Setup is for your controller and a timestamp about My Smash Corner's opinion on the controller shown in your image:
https://www.youtube.com/watch?v=cGWCzuUMnxM
8:45 - My Smash Corner's thoughts on the controller.
 
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Fox Is Openly Deceptive

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Ok... I've come this far and just can't seem to find a good circle for the reach of the Tether recovery. Top picture shows the points where you are able to reach the ledge and the blue dots are either 1st or 2nd frame perfect making them (not entirely sure WHICH due to how frame advance works in training mode). And the red once are just the best I could get with how the stage creator works.

And how I got to this is by putting Link at end of each platform and making sure that he is in about the pixel perfect ich position then moving another Link from all of those positions putting a dot at the ledge shown in the picture coming now.

If anyone has an idea on how I should make that stretched out circle as precise as possible or some other way that I could do to get an even better end result, I would highly appreciate it. I'm kinda stuck right now...

Edit: Keep in mind that the dots at the bottom shows when you are at the top platforms and the dots at the top are when you are at the bottom platforms.

Edit Edit:... I'm officially dumb, I did the blue dots wrong. To get the correct position for each blue dot other then the one right under Link you have to move them all up 3 dots. Sorry -_-'
This is pretty good actually. All that is really required in any case is a general idea of the tether area of effect, so I wouldn't worry too much about getting it pixel perfect.
To fill in the missing points toward the top and bottom (and closer to the stage), you could create a platform that you can fall through in that general area, then on the same exact frame each time (using frame skips (it doesn't matter which frame you choose exactly, just so long as it's consistent)) try to tether the ledge. Then check to see if it works all the way along the platform. Having noted at what points it works and what points it doesn't, go to edit the stage and create a platform slightly higher or lower than the first platform and do the same along that.
Note also that the platforms can be made much much closer to each other than the grid-lines suggest, and this would become more important with the missing sections as there would be only very minor differences (if any) between how high/low you can be.
I may not have explained that very well, so if you want to discuss it further, maybe just PM me.
 
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This is pretty good actually. All that is really required in any case is a general idea of the tether area of effect, so I wouldn't worry too much about getting it pixel perfect.
To fill in the missing points toward the top and bottom (and closer to the stage), you could create a platform that you can fall through in that general area, then on the same exact frame each time (using frame skips (it doesn't matter which frame you choose exactly, just so long as it's consistent)) try to tether the ledge. Then check to see if it works all the way along the platform. Having noted at what points it works and what points it doesn't, go to edit the stage and create a platform slightly higher or lower than the first platform and do the same along that.
Note also that the platforms can be made much much closer to each other than the grid-lines suggest, and this would become more important with the missing sections as there would be only very minor differences (if any) between how high/low you can be.
I may not have explained that very well, so if you want to discuss it further, maybe just PM me.
Yeah, I can probably make the platforms eve tighter on each other though the reason I didn't do that was the limit to how many tings you can fill a stage with, I was starting to get close to it. And also I have a thing for making thing's look "good". Also sadly I may not be able to check the area above Link (below ledge) as putting platforms within a certain area around under the ledge will cause it to disappear for Nintendo reasons, but I will try. And I will als do what you said and try and find a few spots below Link (above the ledeg) that are near frame perfect and give us a better view of the area you have. I'm kinda thinking about making multiple stages for each part and then just bringing it all together in an image editing program. But first I will try and change the platforms height to make all of the red dots blue.
 
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Fox Is Openly Deceptive

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Yeah, I can probably make the platforms eve tighter on each other though the reason I didn't do that was the limit to how many tings you can fill a stage with
You can always delete some things.
Also sadly I may not be able to check the area above Link (below ledge) as putting platforms within a certain area around under the ledge will cause it to disappear for Nintendo reasons, but I will try.
I guess there's always the option of trying to use springs? But that may affect things... Even if you just jumped backwards off the stage and fell into the zone where you're missing points of reference, with the screen zoomed out so you could see where you were in relation to the platforms you already have, while slowly adjusting specifically which frame you tether on from the moment you input the jump, that would work.
 

DJTHED

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Okay, so there's a weird thing I discovered about Link's "U-Turn". I don't recall anyone really talking about this so I assume it's not really known.

Now, normally Link's U-Turn is not really that good. That's just how it is since Link's friction and overall speed doesn't really let that happen under normal circumstances. But while experimenting with it earlier today, I found a weird oddity if you release the analog stick in a certain time-frame.



Link teleports a short distance in front of him while standing, and still has some of the sliding momentum he already got from the U-Turn, thus extending the range of his U-Turn slightly. I tried this with most of the cast and the only other characters I found to have this (and doesn't suck at it) was Toon Link, Pit, Meta Knight, Ryu, and Bayonetta. Most of those characters already had insane U-Turns anyway, though.

I have no idea if this is useful or not yet. I haven't played any matches with it. The fact that Link teleports slightly could fake-out some opponents not expecting to be in range of the sword I guess... I might just be putting too much thought into this thinking it could potentially have uses. I don't know, you tell me.


Edit: Just to be clear, this isn't a normal "U-Turn". A normal U-Turn for Link doesn't let him warp a few feet in front of him.
 
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Batu

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What you guys think of the autocanceled dair? Just for the sake of clarity, is when link is too high in the air so the dair can be autocanceled... I think is frame 64, correct me if i am wrong. I see @ScizorVX using it a lot in his matches, and that get me curious... :s
 
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ZeldaZephyr

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Okay, so there's a weird thing I discovered about Link's "U-Turn". I don't recall anyone really talking about this so I assume it's not really known.

Now, normally Link's U-Turn is not really that good. That's just how it is since Link's friction and overall speed doesn't really let that happen under normal circumstances. But while experimenting with it earlier today, I found a weird oddity if you release the analog stick in a certain time-frame.



Link teleports a short distance in front of him while standing, and still has some of the sliding momentum he already got from the U-Turn, thus extending the range of his U-Turn slightly. I tried this with most of the cast and the only other characters I found to have this (and doesn't suck at it) was Toon Link, Pit, Meta Knight, Ryu, and Bayonetta. Most of those characters already had insane U-Turns anyway, though.

I have no idea if this is useful or not yet. I haven't played any matches with it. The fact that Link teleports slightly could fake-out some opponents not expecting to be in range of the sword I guess... I might just be putting too much thought into this thinking it could potentially have uses. I don't know, you tell me.


Edit: Just to be clear, this isn't a normal "U-Turn". A normal U-Turn for Link doesn't let him warp a few feet in front of him.
This is very interesting and i'll give this a try myself!
 

Natmax

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What you guys think of the autocanceled dair? Just for the sake of clarity, is when link is too high in the air so the dair can be autocanceled... I think is frame 64, correct me if i am wrong. I see @ScizorVX using it a lot in his matches, and that get me curious... :s
In my experience it is very easy to punish pre-landing from the side, but I think it has a place as a mix-up
 

Fox Is Openly Deceptive

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What you guys think of the autocanceled dair? Just for the sake of clarity, is when link is too high in the air so the dair can be autocanceled... I think is frame 64, correct me if i am wrong. I see @ScizorVX using it a lot in his matches, and that get me curious... :s
If it had an earlier autocancel such that we could choose to FF it just before we land (i.e. just before we hit someone's shield) and still get an autocancel, it would be significantly more useful. And I'm not even asking that it be possible to autocancel out of a FH or anything (though that would obviously be better). As it stands now though, it takes forever, you can't mix up your fall speed if you want the autocancel, meaning you'll also pogo off shields (getting rid of something that would have been safer on shield than Cloud's FF autocancel Dair), and Link's aerial mobility isn't the best should you change your mind. The point is, it's way too much of a commitment for my liking and it relies a lot on MU inexperience.
 

JohnKnight416

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Okay, so there's a weird thing I discovered about Link's "U-Turn". I don't recall anyone really talking about this so I assume it's not really known.

Now, normally Link's U-Turn is not really that good. That's just how it is since Link's friction and overall speed doesn't really let that happen under normal circumstances. But while experimenting with it earlier today, I found a weird oddity if you release the analog stick in a certain time-frame.



Link teleports a short distance in front of him while standing, and still has some of the sliding momentum he already got from the U-Turn, thus extending the range of his U-Turn slightly. I tried this with most of the cast and the only other characters I found to have this (and doesn't suck at it) was Toon Link, Pit, Meta Knight, Ryu, and Bayonetta. Most of those characters already had insane U-Turns anyway, though.

I have no idea if this is useful or not yet. I haven't played any matches with it. The fact that Link teleports slightly could fake-out some opponents not expecting to be in range of the sword I guess... I might just be putting too much thought into this thinking it could potentially have uses. I don't know, you tell me.


Edit: Just to be clear, this isn't a normal "U-Turn". A normal U-Turn for Link doesn't let him warp a few feet in front of him.
Is it possible for you to perform a Grab or any special moves such as Spin Attack out of Link's U-Turn?
 
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