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Oh boyIs that a problem? You're playing a game where you have to master an arbitrary input and turn it into muscle memory just for the sake of reducing your aerial's landing lag, and there is rarely, if ever, a reason not to do such a thing, and the only thing this input actually does is just make the game harder lol.
As far as ledgehop attacks go, I think these are your best bet. I use them as well, with AD zair being a nice if slightly unsafe way of mixing up. AD z-air becomes a safer option against characters who like to jump aerials in at you when you recover.I usually go with drop > dj > fair / AD zair or something.
http://www.smashmods.com/forum/thread-4913-post-103706.html#pid103706Magus said:As for why attack is better to use than grab, the boost grab window is 3 frames. The earliest boost smash can be input is frame 3 (frame 1 inputting attack to do dash attack, frame 2 releasing attack, frame 3 inputting u-smash), and ends 1 frame before the length of their jump startup attribute (you're not actually jumping; it's just what the input window variable uses). When you try to boost smash on frame 3 using grab button you'll get a boost grab instead, but using attack button you'll boost smash. Frames 4+ will work with either button. Using attack instead of grab is the only way to boost smash with 4 frame jumpers (works on frame 3 with attack), and 5 jumpers you're doubling the input window by using attack instead of grab (3-4 with attack vs 4 with grab).
Myself said:I've wondered if in some matches where reeling in is very risky, if it may be viable to tether grab -> press down to drop -> sweetspot with PKT2 from below?
Screw these things I said before, I've found something better:Myself said:Also, is there any possible way to cancel a reel in once you have started it?
Why isn't Lucas as cool as Ness? Like, even remotely close?
I lol'd ****ing hard.What are you talking about, Lucas shoots ice.
Alright, I started doing :stick6:stick2::stick8::abutton: instead and I got what I thought was the timing, but it only seems to go about 1/5 of FD and seemed to look more like a running Usmash than a DACUS. Any suggestions?When you get a dash grab it means you would have gotten the boost smash off had you used Attack instead of Grab.
Alright, I started doing :stick6:stick2::stick8::abutton: instead and I got what I thought was the timing, but it only seems to go about 1/5 of FD and seemed to look more like a running Usmash than a DACUS. Any suggestions?
I rewrote my instructions, maybe they'll be more clear. If you are max distance you probably don't want Lucas to drop very far if at all before you airdodge up, so you need to be fast. You can get within sweetspot range from underneath tho and still stay surprisingly far below the stage imo. When you tether drop (2nd time) within sweetspot range, you are really just putting yourself in a neutral air state, meaning you can immediately snap to the sweetspot without falling. Just play around with the spacing and execution a bit, but it seems like it can be done pretty safely. More safely than waiting around to get spiked off your tether while you mess around with reel in timings.No U said:And I'm not quite sure exactly what you're suggesting with that tether trick, the last step you say to immediately tap down and hold right, and you'll grab the edge? That'd just make you tether fall to your death though? Or do you mean to airdodge up near/past the edge and then do that, cuz you couldn't airdodge that high if you just tethered from far away.
I've beaten it twice. It's one of my favorite games.NO U said:Also one last question... how many of you people have actually played Mother 3?