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What Teluoborg is saying is that there's a difference between a dash and a run but there are some options that are only available to you at the very start of your dash.On smashwiki it says that foxtrotting is doing the intial dash over and over again idk.
Mastercore would be your best option for up to date information.Do we have hitstun multipliers and/or properties values (electric, etc) for special moves? They're not present in sixriver's list and I can't seem to find it anywhere else.
Huh. Might this mean that characters with tether recoveries (which can interrupt air dodges) have an advantage when recovering? I may test survival percents with ZSS and get back to everyone here with results on that.I've collected some data on using actions during hitstun. I tested this by using Pikachu's straight ftilt on another Pikachu at various percents. The number is the first frame you can use that action during knockback.
| 50% | 60% | 70% | 80% | 90% | 100% | 110% | 120% | 130% | 140% | 150%
Jump + Specials | 34 | 37 | 41 | 44 | 48 | 51 | 55 | 58 | 62 | 65 | 68
Aerials | 34 | 37 | 41 | 44 | 46 | 46 | 46 | 48 | 53 | 58 | 63
Air Dodge | 34 | 37 | 41 | 41 | 41 | 41 | 41 | 41 | 44 | 49 | 54
Does this directly effect how far you are launched or do you go the same distance no matter what action?I've collected some data on using actions during hitstun. I tested this by using Pikachu's straight ftilt on another Pikachu at various percents. The number is the first frame you can use that action during knockback.
| 50% | 60% | 70% | 80% | 90% | 100% | 110% | 120% | 130% | 140% | 150%
Jump + Specials | 34 | 37 | 41 | 44 | 48 | 51 | 55 | 58 | 62 | 65 | 68
Aerials | 34 | 37 | 41 | 44 | 46 | 46 | 46 | 48 | 53 | 58 | 63
Air Dodge | 34 | 37 | 41 | 41 | 41 | 41 | 41 | 41 | 44 | 49 | 54
If it's an aerial, yes. If it's something you can do on the ground out of jump cancel such as upB or usmash, those actions will interrupt the jumpsquat frames.Also, when performing a jump canceled out of shield option, do your jumpsquat frames need to finish before the move starts?
It would require great timing but yes, Mario's cape and FLUDD can push opponents away from the edge gimping them in this situation.I have been wondering about certain up B moves that clip through stage lips such as Ryu's, MK's, Shulk's, Mario's sometimes, and more. If I'm playing as Mario and I would be hit by the hit boxes of these recoveries while on stage and before they reach the ledge, would it be possible to be standing back and just cape to gimp them through the stage since they wouldn't have reached the ledge yet?
What I got from the time I spent looking into ledgesnaps:
- Ledge grab is on frame 3 of the snap, with frame 1 of the snap being vulnerable.
- If snapping to the ledge from above, the ledgesnap is instead 2 frames with no vulnerability.
- The snap's beginning (i.e. vulnerable frame) is based on where you're reaching for the ledge from.
Correct.Thanks, this is exactly what I was looking for!
Do you know if snapping to the ledge has the same effect for teleporting moves? Like if you Vanish onto the ledge from above, will you still not get any vulnerability?
Training mode counter is accurate for jumps, yes.Just to make sure, but does the training mode combo counter guarantee that the opponent cannot jump out, or is it still off by a few frames for that?
Pikabunz's post covers this.This a good time as any. I know you can air dodge out of hitstun and training mode's combo counter isn't accurate for that but how does that work? Why can you air dodge out of hitstun (why is it even called hitstun if you can air dodge out of it?) and what else can you do out of hitstun?
I checked out that post, thank you. I just started following this thread so I was unaware of it.Pikabunz's post covers this.
Why can you air-dodge out? Because that's how it's coded. As the knockback/hitstun duration increases, the difference between being able to jump/special (have to wait for hitstun to end) or air-dodge (can use out of hitstun towards the end) increases, with using an aerial being in the middle of those two options.
nope, but for sure when run loop begins. although you can Up-special via Jump cancel up-b since you can jump out of dashI believe you can do any special attack out of a dash, not just side special.