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Nope, there's a hitbox on frames 17-24 if you activate it as early as possible (double tap B) or 26-33 if you just press it once. 2 frames of invincibility on start-up (frames 2-3). It's not on contact, it's just there.Huh, doesn't Bouncing Fish activate on contact after its startup, though? Or do moves like Bouncing Fish, Flip Jump, and Monkey Flip have a slight delay to their hitbox?
No no not quite, I was saying that you get a hitbox on frames 26-33 whether you like it or not but you can activate the second kick as early as 17-24. There's automatic activation and manual (manual is better though).^ Is correct for Bouncing Fish it's a manual activation only. Monkey Flip and Flip Jump have automatic and manual activation.
I used bad wording. That's what I thought you meant. :xNo no not quite, I was saying that you get a hitbox on frames 26-33 whether you like it or not but you can activate the second kick as early as 17-24. There's automatic activation and manual (manual is better though).
Invincibility is frame 3-4.Nope, there's a hitbox on frames 17-24 if you activate it as early as possible (double tap B) or 26-33 if you just press it once. 2 frames of invincibility on start-up (frames 2-3). It's not on contact, it's just there.
Running upsmashes, skidding in general, stopping moving in general, perfect pivoting. Possibly also Jump Cancel Item Tossing and... basically everything that involves moving along the ground.I humbly apologize if this question has already been asked in the previous 34 pages, but what are all of the instances that Traction / Friction would be noticeable or when it occurs?
I know of some examples like when the character mashes out from a grab getting the ground release animation & when an opponent shields an oncoming attack
H'oh boy. . .tyvm for the reply. Frankly though, I'm even more confused about Shulk's Speed arts now because his skidding is extremely huge yet his running up smash does come to a halt quicker. It's just that his running speed applies to the distance of the up smash. But again ty to the maxRunning upsmashes, skidding in general, stopping moving in general, perfect pivoting. Possibly also Jump Cancel Item Tossing and... basically everything that involves moving along the ground.
Meta Knight's d-smash has the fastest charge frame on F1. Hits on F4.I think the fastest charge window is the minimum of Frame 2 for Diddy Kong U-Smash (which is active on Frame 5 uncharged, iirc).
This may be pretty obvious to some of you, but I'm just now learning this:
Moves with fixed knockback have their knockback/hitstun increased by Rage, which gives them better frame advantage.
People dragging opponents down with autolink hitboxes and stuff allow you to do a little more if you're at high percents. Neat.
Is there an approximate value to which the hit stun is increased by?I was a fool. Good correction.
Also:
Hitstun is directly proportional to knockback, so however much rage increases the knockback by is how much the hitstun is increased. Hitstun is knockback *0.4.Is there an approximate value to which the hit stun is increased by?
Thank you so much for this. You have no idea...Hello everyone, I haven't seen many players using an instant drop-down after using an aerial on a platform, so I figured I'd make a post to see why people think it's a bad option or just inform them that this technique exists.
When one is above a platform, you can just hold down to drop right through. If you use an aerial however, you are forced to land on top of the platform. After this landing, it would be nice if you could drop straight through the platform and use an up-air to keep up your aggression while staying safe. If you try this however, you end up crouching instead, as it seems there is a window where you can't just drop down.
It turns out though that if you perform any action at all, you will be able to drop down again. Because of that, just turning your character around makes for a fast and easy way to let yourself drop down through the platform immediately. Walking forwards will also allow you to drop down, but I find it harder to perform consistently without dashing.
Here's an example of what I'm talking about. https://gfycat.com/MiserableImpureIberianbarbel
Sorry if this has already been brought up, I'm just looking for some discussion around this mechanic.
I'm fairly certain that it does save frames. My evidence for this is based on the fact that if I successfully perform the turnaround drop after a move (using Zelda's Up-Air right now), it works fine, but if I miss the buffered turnaround I only end up crouching despite using the same timing. That means it has to be slower, right?Well, to my understanding, that's more of a failsafe than a technique. By doing that you're always guaranteeing that you're doing it more slowly than timing it perfectly. Instead of dropping down on the first possible frame, you're choosing to react to when you turn around instead, which may take multiple frames depending on your reactions.
For me this definitely saves frames! I was so tired of landing on a platform then trying to go down only to get crouch animations and then most likely take an attack in the face. All I had to do was turn around first...I'm fairly certain that it does save frames. My evidence for this is based on the fact that if I successfully perform the turnaround drop after a move (using Zelda's Up-Air right now), it works fine, but if I miss the buffered turnaround I only end up crouching despite using the same timing. That means it has to be slower, right?
That said, the time save is definitely more noticeable when you autocancel a move, so in some cases it might not be necessary. Samus' up-air doesn't seem to have to wait long before dropping, so it might not be as useful there. It's worth looking into what moves the technique saves the most frames on, and if there are any where it actually wastes frames. I only play ROB though, and he autocancels basically everything, so I won't be able to help much with this.
You don't roll, you dash.Ive literally never been able to pull off a perfect pivot. If im somehow not flicking the stick fast enough then i have a limitation of my left thumb, which is entirely possible since my left hand has terrible dexterity lol. Im not even waiting for the roll to begin im immediately flicking the other direction and i just roll normally.
That would explain it.You don't roll, you dash.
The distance is not the same. This is easy to test as Little Mac, and probably Captain Falcon. Please don't spread misinformation.If no smoke appears it is frame perfect. If smoke appears it is not frame perfect but the same distance and FAF is the same.
Ok sorryThe distance is not the same. This is easy to test as Little Mac, and probably Captain Falcon. Please don't spread misinformation.
You could probably do a rolling input from slightly left to slightly down so you don't accidentally dash or down-smash.What are the inputs for turnaround d-tilt?
Anyone?Has anyone already discovered how to connect two hits with a down smash?
It's a very circumstantial combination of knockback distance and angle, if you hit with the inner part of the hitbox (closer to your own body) it will probably sent the opponent towards the other one.Anyone?