No worries.I've been having a little bit of trouble with this and this actually helped alot, so thanks!
Also, a little bit off topic but when did you become a moderator?
Today apparently.
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No worries.I've been having a little bit of trouble with this and this actually helped alot, so thanks!
Also, a little bit off topic but when did you become a moderator?
Wasn't this in Brawl or Melee? Where getting hit out of a Smash deals knock-back either equal to 20% more damage then you had when hit (100% knock-back is treated as 120% for the moment), or knock-back is increased by 20% overall?The Rosalina boards found something interesting: http://smashboards.com/threads/rosalina-up-tilt-kills-at-19.382681/#post-18188607
Luma's utilt killed at 19%. Part of this was rage, with Luma's utilt having a very high base knockback (with poor growth), but what led to a kill luma interrupted a Bowser Jr. Smash Attack.
After further testing with my team of scientists (@Parcheesy @ Spirst ), this seems to be a global mechanic, not exclusive to luma or utilts. We only tested vertical moves (Fox Usmash, Mega Man utilt/Dsmash, luma utilt), but we would imagine it works for all moves. Interrupting any charging smash attack with a move resulted in the opponent flying further than if they were doing nothing. Curiously, max launcher speed is the same, so it would seem like the deceleration after the initial launch is delayed leading to more distance traveled and KO's. This also works against tilts & specials (tested by interrupting ganondorf's utilt and Rosalina/Greninja's neutral B's). However, we could not get it to work against a jab combo (luma spin) or a non-charging special (gravity pull).
My personal hypothesis: interrupting any move during its startup frames (and possibly during the frames where the hitbox is active) results in this type of "counter-hit" mechanic delaying the deceleration after getting hit.
I would encourage more people to investigate this, but it seems very interesting. Possible ways to go about testing interrupting active hitboxes is to use invincibility stars.
Interestingly, it also worked when hit out of a tilt or special rather than just smashes. It did not however work for jabs.Wasn't this in Brawl or Melee? Where getting hit out of a Smash deals knock-back either equal to 20% more damage then you had when hit (100% knock-back is treated as 120% for the moment), or knock-back is increased by 20% overall?
Could be a training mode thing (which would be odd...). I didn't do any testing in training mode.I'm hitting Ganon out of utilt and he's not dying a percent earlier. Training mode.
The Rosalina boards found something interesting: http://smashboards.com/threads/rosalina-up-tilt-kills-at-19.382681/#post-18188607
Luma's utilt killed at 19%. Part of this was rage, with Luma's utilt having a very high base knockback (with poor growth), but what led to a kill luma interrupted a Bowser Jr. Smash Attack.
After further testing with my team of scientists (@Parcheesy @ Spirst ), this seems to be a global mechanic, not exclusive to luma or utilts. We only tested vertical moves (Fox Usmash, Mega Man utilt/Dsmash, luma utilt), but we would imagine it works for all moves. Interrupting any charging smash attack with a move resulted in the opponent flying further than if they were doing nothing. Curiously, max launcher speed is the same, so it would seem like the deceleration after the initial launch is delayed leading to more distance traveled and KO's. This also works against tilts & specials (tested by interrupting ganondorf's utilt and Rosalina/Greninja's neutral B's). However, we could not get it to work against a jab combo (luma spin) or a non-charging special (gravity pull).
My personal hypothesis: interrupting any move during its startup frames (and possibly during the frames where the hitbox is active) results in this type of "counter-hit" mechanic delaying the deceleration after getting hit.
I would encourage more people to investigate this, but it seems very interesting. Possible ways to go about testing interrupting active hitboxes is to use invincibility stars.
The extra knockback while an opponent is charging a Smash is nothing new. The reason you don't see a change with Pit's F-Smash is because the extra knockback is being applied to the first hit, since he's no longer charging a Smash once the second attack hits.Here's a video pertaining to the whole "counter hit" discussion above. Sorry for the small screen. Near the end of the video, I was able to kill a Luigi charging a Down Smash with Upperdash Arm at 51%. I am somewhat able to replicate this in training mode, but it barely misses out on the KO for some reason.
There's definitely something going on here. I'm trying to hit characters with Pit's FSmash while they're charging, but no noticeable additional knockback is really gained. I'll try it on other moves.
Ah, perhaps I misunderstood the topic then. Thank you!The extra knockback while an opponent is charging a Smash is nothing new. The reason you don't see a change with Pit's F-Smash is because the extra knockback is being applied to the first hit, since he's no longer charging a Smash once the second attack hits.
The extra knockback that Rage provides isn't applied in Training Mode.
If I understand correctly, due to how spikes on stage work (they bounce you now instead of simply sending you up or leaving you on the ground), you can tech a spike hit if you're standing directly on stage and shield a little after the move hits. It basically eliminates all knockback of stage spikes.Quick question, I keep hearing about teching in terms of stage spikes. I'm aware of the general use of the word for landing on flat surfaces but I'm unsure how exactly to tech a stage spike. How does I tech stage spike?
I'm not referring to a top to bottom stage spike, I'm referring to an off stage smack into the stage which redirects your momentum sort of thing.If I understand correctly, due to how spikes on stage work (they bounce you now instead of simply sending you up or leaving you on the ground), you can tech a spike hit if you're standing directly on stage and shield a little after the move hits. It basically eliminates all knockback of stage spikes.
Ex: I screw up a PS of Ganon's Dair on stage. Instead of being stomped into the air, I tech in place, and am now about 20% more damaged, but otherwise fine.
If you press the shield (L or R on the GCN controller) right as you make contact on a surface, including a stage, you will "tech" the impact and significantly lessen the distance you are bounced away. In most cases, it reduces your bounce knockback to almost nothing, allowing you a chance to recover. This is pretty much exactly the same thing as a "ceiling tech".I'm not referring to a top to bottom stage spike, I'm referring to an off stage smack into the stage which redirects your momentum sort of thing.
EDIT:
www.youtube.com/embed/wb2NU4plZN4?t=5m25s
This is what I'm talking about. WFT trainer stage spikes CF and the commenbtators mention how he could have teched it.
At 5:28? You can tech any hit that hits you into a solid surface, including all stage spikes. You just time it like you would a normal tech. If you hold up, you tech and do a sudo wall jump. If you just tech without a directional, it'll leave you at the location you teched, eliminating all knockback, and you'll start a normal fall.I'm not referring to a top to bottom stage spike, I'm referring to an off stage smack into the stage which redirects your momentum sort of thing.
EDIT:
www.youtube.com/embed/wb2NU4plZN4?t=5m25s
This is what I'm talking about. WFT trainer stage spikes CF and the commenbtators mention how he could have teched it.
At 5:28? You can tech any hit that hits you into a solid surface, including all stage spikes. You just time it like you would a normal tech. If you hold up, you tech and do a sudo wall jump. If you just tech without a directional, it'll leave you at the location you teched, eliminating all knockback, and you'll start a normal fall.
Hey, thanksIf you press the shield (L or R on the GCN controller) right as you make contact on a surface, including a stage, you will "tech" the impact and significantly lessen the distance you are bounced away. In most cases, it reduces your bounce knockback to almost nothing, allowing you a chance to recover. This is pretty much exactly the same thing as a "ceiling tech".
In short, teching a stage lets you live through getting stage spiked/stage bounced.
Read here for more information:
http://www.ssbwiki.com/tech
I suppose it depends on character. I know that recovering with Lil Mac is still a pain in the ass either way, but less so with a neutral tech. =pHey, thanks
I was aware of how to tech things of flat surfaces, I just thought it was a different mechanic for walls/diagonal surfaces. So generally I want to hold up when I tech a stage spike for recovery purposes and hold no direction if I feel I have a chance at punishing. Correct?
The Smash titles run at 60 frames per second. You can think of it as frames on a movie reel, I guess, but when people talk about frames in terms of moves and move animations, they generally use it as a measurement of time. For example, if an attack's hitboxes start on Frame 15, that's the equivalent of one-fourth of a second (15/60, after all).Also, I never understood frames, heh.
Do things ONLY come out on frame 2 or more? I remember hearing somewhere about the first frame being one in which you input, and the next frame being the earliest that anything could come out...
It might've been something I saw when discussing 30 FPS games compared to 60 FPS ones though, I dunno.
Didn't Shine and Rest come out on frame 1 in Melee, though?
Also hitting an object counts as well, right? Like a balloon or statue? (Sorry if it's already been answered).Moves that are used most recently will be scaling down damage/knockback more than those you used 8 moves ago.
The maths involved seem to be slightly different to Brawl, but more research is needed.
Moves that enter the queue need to hit an opponent, hitting shields or whiffing does not count.
So this is really old (and unfortunately unfinished...) but here's a link to some research I did a while back on stale moves in Sm4sh.Also hitting an object counts as well, right? Like a balloon or statue? (Sorry if it's already been answered).
Bummer.So this is really old (and unfortunately unfinished...) but here's a link to some research I did a while back on stale moves in Sm4sh.
Long story short: Hitting a bomb-omb/crate stales, but hitting certain objects (like Villager's UpB Balloons) do not stale.
This was all tested on 3DS v1.01 however, and may have changed
You cannot cancel Turnaround animation with Pivot Grab, You may cancel skid or the beginning frames of Dash GrabCan someone explain these to me?
1: Why does inputting a grab sometimes cause an F-Tilt to happen? And sometimes when I try to pivot grab, I get a Reverse F-Tilt.
Nairs, maybe.I can see this being especially useful on Mega Man!
Yep, A sticks and tilt sticks are the same thing.Couls you go into detail on how grab breaks work? Also, when you say A sticks you mean having set the C stick for tilts, right?
Don't forget Grab also counts as 2 inputs, attack and shieldYep, A sticks and tilt sticks are the same thing.
Well, I'm no expert, but breaking out from grabs quickly is just getting as many imputs in as possible. Since C-stick imputs outright override control stick imputs, but only for a brief moment if you do it right, holding one way and tapping the other with the C-stick will rack up imputs very quickly. There was a guide for it or something in the competitive Brawl section, it's probally the same here.
I don't think so. If you can successfully pivot grab without it you're probably good to go.Whoa, you can B-turnabout with Smash-stick?!? This makes wavebouncing a lot easier.
Edit: I just did my first Super Speed Wavebounce Explosive Flame in 1x speed. This is terrifying.
Edit2: Is there any mechanical reason to have a grab button assigned?