Comet7
Smash Lord
is shai dropping in this game?
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I'd like to learn more about the inner workings of clanks. I learned a few weeks ago that Little Mac may just win out on a good number of clank-based situations, so it still confuses me how each duration is handled.I messed around with clanking stuff a little bit earlier and it seems to be more complicated than damage. I had a Link Dash Attack (14 or 13%, depending on where you hit) clank with the back of a Link D-Smash (12-10% depending on where you hit) and they were able to shield on the same frame.
Peach Jab1 (2%) and Luigi Jab1 (3%) had Luigi shield a frame earlier, I think. Mario Jab1 (2.5%) and Luigi Jab1 (3%) were able to shield on the same frame.
Mario F-Tilt (7%) and Ness F-Tilt (10%) were able to shield on the same frame. Mario F-Tilt (7%) and the initial hit of ROB D-Smash (2%) were able to shield on the same frame.
This is just a theory but it's possible that when attacks clink they don't give the same amount of lag to both characters, even if they used a attack with similar speeds.I messed around with clanking stuff a little bit earlier and it seems to be more complicated than damage. I had a Link Dash Attack (14 or 13%, depending on where you hit) clank with the back of a Link D-Smash (12-10% depending on where you hit) and they were able to shield on the same frame.
Peach Jab1 (2%) and Luigi Jab1 (3%) had Luigi shield a frame earlier, I think. Mario Jab1 (2.5%) and Luigi Jab1 (3%) were able to shield on the same frame.
Mario F-Tilt (7%) and Ness F-Tilt (10%) were able to shield on the same frame. Mario F-Tilt (7%) and the initial hit of ROB D-Smash (2%) were able to shield on the same frame.
I used google translate and this came up:Somebody needs to explain this. Can anybody read the moonrunes?
We already figured out it was just wave bouncing on the ground.I used google translate and this came up:
You can also this air 4 expression that defeat the C stick from wearing dash inertia to the Hey Hey Mr. found the ground 4 expression NB [way] C discard the attack NB → in the direction facing in the direction opposite to that stick + opposite
Awesome.We already figured out it was just wave bouncing on the ground.
I think if the attacks have different Hitlag Multipliers, the one with the smaller multiplier will get less lag during clanks. The element of the attack might also change things.I messed around with clanking stuff a little bit earlier and it seems to be more complicated than damage. I had a Link Dash Attack (14 or 13%, depending on where you hit) clank with the back of a Link D-Smash (12-10% depending on where you hit) and they were able to shield on the same frame.
Peach Jab1 (2%) and Luigi Jab1 (3%) had Luigi shield a frame earlier, I think. Mario Jab1 (2.5%) and Luigi Jab1 (3%) were able to shield on the same frame.
Mario F-Tilt (7%) and Ness F-Tilt (10%) were able to shield on the same frame. Mario F-Tilt (7%) and the initial hit of ROB D-Smash (2%) were able to shield on the same frame.
Its more about timing. You literally have to press the opposite direction you are facing as soon as you press B.I can't seem to find anything on specific timing to execute the B-reversal technique.... I end up doing a forward B all the time. Is it more about tilting the control stick rather than timing?
So should I try to press B a bit before the direction or at the EXACT same time?Its more about timing. You literally have to press the opposite direction you are facing as soon as you press B.
The first one.So should I try to press B a bit before the direction or at the EXACT same time?
I think it's because you are able to airdodge earlier than you can do other options (which was also the case in Brawl), including the ability to drift. When you do that, you have to wait until it's over to be able to use all your other options.Does someone have experience in airdodges locking your momentum (in the same way that smash c-stick does) usually right after getting out of hitstun? I haven't yet seen a mention of it but it's really starting to get on my nerves since I'm sometimes unable to move sideways after airdodging right after hitstun ends, leaving me totally helpless. It only seems to occur when the first action after hitstun is an airdodge which is used a lot to avoid followups, which is exactly the reason why this is so annoying. Why does this happen and is there a way to avoid it consistently?
There's a lot of things with ledges that seem to be janky [even though I really dig the ledge mechanics of smash 4]. Not only are Ledge Attack and Ledge Jump vulnerable during startup but some ledge grabs also lack at least 2 frames of invincibility during the ledge grab animation. Apparently this only seems to affect characters who grab the ledge with a teleport move but I don't think anybody actually bothered to test it. We definitely need frame data for the ledge mechanics. Regular get up from the ledge in particular seems to have remarkably good frame data compared to the ledge jump that seems to be the weakest option on the ledge.Double-post for relative importance--
All Ledge Attacks have at least one frame of vulnerability (likely two) immediately before the attack comes out. Some characters must be attacked with a low/forward hit due to their positioning (Mario is very low during his vulnerability, for instance; other characters aren't quite off the ledge yet), but a well-timed anything will beat a Ledge Attack, period.
All Ledge Jumps also seem to have a couple of vulnerability frames before other actions become available, with vulnerability generally starting right as their hands leave the ledge. This makes them vulnerable in largely the same area that Ledge Attacks are vulnerable, though the difference in frame data is often around ten frames (Ledge Jump vulnerable ~Frame 13, Ledge Attack vulnerable ~Frame 23).
If you have a lingering hitbox, you should be able to beat both options. Ledge Climb is vulnerable around Frame 30-35 (for two frames somewhere between that range, varies between character), so trapping Ledge Jump/Ledge Attack and trapping Ledge Attack/Ledge Climb are two separate, realistic options that people can use to cover multiple options at once.
I would make a general thread about it, but I hate using such vague terms as "around Frame 13." If I could record 60 FPS to get the frame data, I totally would (2 frames before Shield is when the vulnerability starts).
I thought shields were 2 frames for a long time, but frame 1 jab testing gave us the indication that they still were.Shield doesn't activate on the first frame of the input but has exactly one frame of start-up lag for all characters. Is this already known? I haven't seen any mention of it so far and would be surprised if nobody noticed it.
I know it isn't quite what you are looking for, but I actually had Jiggs dash attack beat my charged ike up smash. I was perplexed and tested it, it turns out jiggs dash attack has properties similiar to aerials. If the initial hit clanks with something the attack keeps going and you can get hit by the weaker part, so jiggs dash attack beats almost everything. I wonder if other ground attacks got properties like this.I'd like to learn more about the inner workings of clanks. I learned a few weeks ago that Little Mac may just win out on a good number of clank-based situations, so it still confuses me how each duration is handled.
As far as I can tell, Ledge Jumps are the same as in Brawl, but with the ledge grab invincibility frames no longer carrying over if you jump asap. Since you can't buffer actions during a Ledge Jump, it is very hard to actually confirm when the IASA starts. Basically they seem to be invincible until the IASA kicks in. If you had a frame 1 invincible air option and good timing, you could potentially get through meaty attacks.Double-post for relative importance--
All Ledge Attacks have at least one frame of vulnerability (likely two) immediately before the attack comes out. Some characters must be attacked with a low/forward hit due to their positioning (Mario is very low during his vulnerability, for instance; other characters aren't quite off the ledge yet), but a well-timed anything will beat a Ledge Attack, period.
All Ledge Jumps also seem to have a couple of vulnerability frames before other actions become available, with vulnerability generally starting right as their hands leave the ledge. This makes them vulnerable in largely the same area that Ledge Attacks are vulnerable, though the difference in frame data is often around ten frames (Ledge Jump vulnerable ~Frame 13, Ledge Attack vulnerable ~Frame 23).
If you have a lingering hitbox, you should be able to beat both options. Ledge Climb is vulnerable around Frame 30-35 (for two frames somewhere between that range, varies between character), so trapping Ledge Jump/Ledge Attack and trapping Ledge Attack/Ledge Climb are two separate, realistic options that people can use to cover multiple options at once.
I would make a general thread about it, but I hate using such vague terms as "around Frame 13." If I could record 60 FPS to get the frame data, I totally would (2 frames before Shield is when the vulnerability starts).
Shields are still frame 1.Shield doesn't activate on the first frame of the input but has exactly one frame of start-up lag for all characters. Is this already known? I haven't seen any mention of it so far and would be surprised if nobody noticed it.
Oh I see, I didn't actually know that airdodges came up faster than other options in Brawl too, at least it didn't lock your momentum there when buffered. This clears it up and makes it infinitely more bearable when I know the cause of it and thus making it only a simple decision. However, you got me curious on the frame difference between being able to airdodge and all the other things, has any data been collected regarding the subject? Thanks anyways!I think it's because you are able to airdodge earlier than you can do other options (which was also the case in Brawl), including the ability to drift. When you do that, you have to wait until it's over to be able to use all your other options.
tl;dr--Either wait until you could normally drift or airdodge without the ability to drift. It forces a decision of commitment on you.
This time he's showing some kind of extra custom moveset of each character that didnt make it into the game or was removed (?).Yet again another video of RED [...]
Some attacks are programmed to behave this way http://opensa.dantarion.com/s4/mastercore2/. Basically if the attack parameter right before before shield damage is set to zero, when it clanks it doesn't proc hitlag or cancel the animation so you keep going. It can still be outprioritized if the damage difference is 9+ though. Attacks like Jigg's dash attack and DK's smash attacks have this property. I don't know if this was in Brawl, but it is a nice addition.I know it isn't quite what you are looking for, but I actually had Jiggs dash attack beat my charged ike up smash. I was perplexed and tested it, it turns out jiggs dash attack has properties similiar to aerials. If the initial hit clanks with something the attack keeps going and you can get hit by the weaker part, so jiggs dash attack beats almost everything. I wonder if other ground attacks got properties like this.
Hmmm... very interesting.This time he's showing some kind of extra custom moveset of each character that didnt make it into the game or was removed (?).
He supposedly achieved this by some kind of cheat code/hack.
So he finally posted the second part of this weird (custom?) move collection.
Its mostly missing visuals and or sound again. Hoped that it was something bigger like actual new moves added to the game via some moonrune hacks.
Video Description:
チャンネル登録お願いします。
Miiファイターももしかしたらあるかもしれません。
Google Translate: Subscribe please.
Mii Fighter also might be and maybe.
Its kinda hard to tell, but maybe you perfect pivoted a grab?So I just found an odd slide with Sheik. https://www.youtube.com/watch?v=VJBlfOtRTgM
I have no clue how to perform it. It isn't inertia landing because I turned around. I also tried to use DK in training mode to push me with his body when I grab and it didn't work there either. I remember trying to input a grab towards DK, not away from DK.
Also, this is not just a normal walking grab, Sheik does not go that far.
Any clues?
No, because I would have turned and faced DK when I would have grabbed. Also, I slid in the video, you wouldn't do that with a perfect pivot.Its kinda hard to tell, but maybe you perfect pivoted a grab?
I have a question about stale moves:
To my understanding in Brawl most jabs and some "jab-like" moves that required multiple inputs had each individual hit count seperately on the stale queue. Ex: in Brawl if you hit with all 3 parts of MK's f tilt, then that counts as 3 seperate moves on the queue. Mario's 3 hits jab combo (again, all three hits landing) would also count as 3 moves on the queue. I think even Snake's f tilt counted as 2 seperate moves if both hit. Multi hit attacks did not count each individual hit as one move, and some attacks were "too fast" to count as more than one move (ex: wolf pummel and MK/Marth D tilt spam).
Has anyone tested these jabs and "jab-like" moves to see if they function similarly on the staleness queue in Smash 4?
Well I wouldn't want to do the frame data for every character as it is. But for people without capture cards, I'm sure the recordings can be used to find them out properly@ Shaya I know there are some like DK, Ganon, Lucario, and Villager boards that have this stuff already. Perhaps you could save some time doing only the characters that don't have frame data.