Warning Received
Nintendo I hurt my finger, send me a complimentary gloveYeah, you're supposed to rotate that control stick.
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Nintendo I hurt my finger, send me a complimentary gloveYeah, you're supposed to rotate that control stick.
Whaaaat? That would mean a whole lot if so, and would make sense from a "fairness" standpoint. That should be tested.I'm pretty sure only left, right and A button inputs affect any capture states, like being buried as was stated. This would make sense from a game design stand point as being put in a Yoshi egg offstage or being inhaled by Kirby to suicide would be a lot more powerful, maybe too powerful, if your mashing led you to burn a jump with X/Y/up or fast fall accidentally.
On a side note, in melee you could mash proactively if you knew you'd be punished by a grab. As a result you'd break out almost instantly. Is that mechanic in Sm4sh?
You can do 15 inputs a second?Most if not all inputs count as mashing from a grab, however only one is registered per frame. Not sure about eggs/burials/swallowing/etc. Tested in 1/4 speed training mode.
Presumably no, since grab ought to be a shield and A input on the same frame, and you can only have one input per frame.Does grab count as 2 inputs?
Each input reduces the amount of time you'd be in a grabbed/captured/asleep state by x frames (I think it's 8? I could be wrong). My guess is that such equipment would add to x in that case.Presumably no, since grab ought to be a shield and A input on the same frame, and you can only have one input per frame.
Since "escapability" is described on an equipment, that suggest internally that there may be a variable describing a character's "escapability" as separate from that character's weight or damage so pretty much anything could be a variable in potential to break out of grabs.
Following up on this, I did a little testing, and this hunch isn't right. Vanilla attack equipment, Vanilla defense equipment, and Vanilla agility equipment didn't affect idle Fox's ability to break out of a grab at 130%, but improved escapability equipment did.Each input reduces the amount of time you'd be in a grabbed/captured/asleep state by x frames (I think it's 8? I could be wrong). My guess is that such equipment would add to x in that case.
Data can be found in the links below, before you ask, there are almost no grab-release followups.What determines the distance an opponent slides away from you after breaking free of a grab in which they were pummeled? I feel like it's character specific. Am I wrong on that one?
Does anyone know the frame data for a broken grab? How soon can either party act after a broken grab?
Yeah this is known for both Marth and Lucina.Is it me or can an Aerial Side B from Lucina be completed faster than on the ground?
Yeah, it's been removed a long time ago in v1.0.4Can someone confirm if Diddy's sideb popgun cancel has been removed from the game. My mate used to be able to do it perfectly but is saying it can't be done before. He even went back and imitated the inputs from the video but it still doesn't work anymore.
I asked the Diddy boards but the only one who actually tested it could only pull it off sparringly before, but now he can't get it. I hadn't learned how to do it, so I'm wondering if other people who could do it consistently can either test it or confirm it's been removed.
Thanks
No that's different. The sideb popgun cancel trick is where you sideb and immediately hold shield, then b reverse popgun. It cancels the popgun but gives you horizontal momentum as well. This was present in the game a day or two ago.Yeah, it's been removed a long time ago in v1.0.4
That's actually really interesting. I think wiff-fit may have a lesser version of it on her Jab 1 (like 1 frame - the very moment her hand returns to her hip, if you input a smash or a tilt you'll get another Jab 1) and there's a decent (and very obvious) one on her Jab 2 where you can do a Jab 1 well before the IASA frames. I didn't check all characters (so there may be more) but I don't believe Palutena has the Lucario thing.There are frames before the IASA on Lucario's jab1 and jab2 during which, if A is pressed, another jab1 is performed. I'm no longer able to record (rip camera) but it feels like it's about 3~5 frames before the jab IASA. Attempting to perform tilts or smashes still gives a jab, even trying to do a turnaround ftilt/fsmash performs another jab1 in the initial direction.
Also it has a glitchy side-effect where it keeps the aura graphics from the previous jab while adding another graphic on top of it, after several repetitions your sparse blue flames will have clumped up into a big blue aura ball.
I am unsure why there is an earlier window for jab1>jab1 and jab2>jab1 than other actions, is this present on other characters? Palutena's jab1>jab1 true combos about 20% earlier than jab1>dash attack does going off the training counter despite both being 7 frames (7f jab vs 1f dash+6f dash attack) so I get the feeling it might be.
EDIT: The normal IASA on jab1 occurs when Lucario's arm is reaching upward after the jab, the jab1>jab1 input is doable after Lucario's paw is above his shoulder. Also, this was on 3DS, in case it's different on Wii U.
SDI got heavily nerfed from this game, so it isn't nearly as effective as it was in Brawl. Though you can still notice when you shift your position a little bit, just tap the control stick in the direction that you want to go when you get caught in a multi-hit and you will see.So this is kind of embarrassing. I...uh...
Can't figure out how to Smash DI correctly. >_>
I've been getting caught in multi-hit attacks left and right and haven't been able to escape them even in situation where I should be. On top of it, I haven't found any guides anywhere on the boards. Can anyone explain for me?
So do you have to tap it in that direction at the exact moment of each hit?SDI got heavily nerfed from this game, so it isn't nearly as effective as it was in Brawl. Though you can still notice when you shift your position a little bit, just tap the control stick in the direction that you want to go when you get caught in a multi-hit and you will see.
Pretty much, wiggling it back and forth is the best way to do it, or depending on the move you could hold the direction away from the attack and escape; it works with most multi-hit jabs.So do you have to tap it in that direction at the exact moment of each hit?
Diddy has a very noticable one as well it gets to teh point where i get stuck doing jab 1 & 2 repetitively and it is frustrating.That's actually really interesting. I think wiff-fit may have a lesser version of it on her Jab 1 (like 1 frame - the very moment her hand returns to her hip, if you input a smash or a tilt you'll get another Jab 1) and there's a decent (and very obvious) one on her Jab 2 where you can do a Jab 1 well before the IASA frames. I didn't check all characters (so there may be more) but I don't believe Palutena has the Lucario thing.
Just did it multiple times super easy. Didn't even need to do Hold Shield before hand. It's actually a super easy tech. I can make a vid just me showing off if ya really need confirmation, but it seriously isn't that hard it is only B-reversing and holding shield.I think Nintendo may start ninja patching certain techs. My friend and I are almost convinced that Diddy's sideb popgun cancel has been patched out, as it went from being easy to do every single time to being borderline impossible with the same inputs. I then asked people on the Diddy boards and they seem unable to do it now too.
How are you cancelling the popgun without holding shield during the sidebJust did it multiple times super easy. Didn't even need to do Hold Shield before hand. It's actually a super easy tech. I can make a vid just me showing off if ya really need confirmation, but it seriously isn't that hard it is only B-reversing and holding shield.
They reason you airdodge is because it is buffered. Buffering is a 9 frame window. The startup frames of peanut gun are more than 10 frames. If you press b and hold shield before the buffering window you don't airdodge.How are you cancelling the popgun without holding shield during the sideb
And yeah a vid would be greatly appreciated thanks
I'm not airdodging. My friend and I can b reverse the popgun and get the momentum after the sideb just fine. The problem is that the popgun isn't cancelling, it's still still shooting the peanut.They reason you airdodge is because it is buffered. Buffering is a 9 frame window. The startup frames of peanut gun are more than 10 frames. If you press b and hold shield before the buffering window you don't airdodge.
Hold B. you can only cancel the popgun when you are charging itI'm not airdodging. My friend and I can b reverse the popgun and get the momentum after the sideb just fine. The problem is that the popgun isn't cancelling, it's still still shooting the peanut.
We were able to get it every single time then one day it just became impossible. One or two other people from the Diddy boards have had the same issue too.
Read my edit, you're talking about the wrong tech. And no that's not true, you can cancel the popgun into another popgun by double tapping it. You can do it multiple times too. You can even cancel it this way into other special moves.Hold B. you can only cancel the popgun when you are charging it
First of all, it is still in the game was smashing just a moment ago.Read my edit, you're talking about the wrong tech
No see I know now you're not doing what I'm talking about. I just did a sideb into a standard b-reversed popgun cancel and it doesn't reverse your momentum, making it practically useless.First of all, it is still in the game was smashing just a moment ago.
Monkey Flip to b-reversal it a simply strat. You momentum shift your increased airspeed. Diddy's Down-B and Neutral-B can be B-reversed can conserve Diddy's momentum.
- Monkey Flip > B-reversal
- B-reversed popgun cancel
Seeing as you can Still B-reverse Peanut popgun and cancel it + Monkey Flip still grants increased airspeed. I don't see why you consider it a completely different tech.
You do know the difference between a turnaround special and B-reversed special, right? B-reversed special generally always shifts your momentum. Holding shield has nothing to do with shifting your momentum, it is simply a method of canceling peanut popgun easier. B-reverse the peanut popgun.No see I know now you're not doing what I'm talking about. I just did a sideb into a standard b-reversed popgun cancel and it doesn't reverse your momentum, making it practically useless.
That's why the sideb popgun cancel is a separate tech, because if you don't hold shield during the sideb you don't get the reversed momentum. But it looks like it's been patched out now.
Ahk cheers I got it now. We weren't holding B down, then when I did start holding B I was doing turn arounds instead of reverses, Thanks heaps.You do know the difference between a turnaround special and B-reversed special, right? B-reversed special generally always shifts your momentum. Holding shield has nothing to do with shifting your momentum, it is simply a method of canceling peanut popgun easier. B-reverse the peanut popgun.