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I can upload an example later tonight or tomorrow if you'd like, but it's not difficult to perform if you have access to the game.Is there a visual for that? I haven't heard of anything like that.
You can jab with the same timing, so it seems related to that window.Does it work because near the end of your pivot, you're essentially returning to neutral? Would make a lot of sense if that's the case.
Looks like it's maybe possible to tech everything?
This explains a really old 3DS video where Ike was able to spike a Wario with eruption offstage. The spike hitbox should only trigger against grounded opponents.. Very odd bug.Just posted in the wario thread, but once wario rides his bike he is flagged as grounded for the remainder of the round. Moves get grounded target knckbck damage and angle instead of aerial target. Dying doesn't reset his flag. Captain falcon cannot spike wario with utilt for example. Samus can (and shouldn't be able to).
So in other words Roy counters Wario because he can probably still get his blazer/up-b sweetspot on Wario while he's in the air that kills early?Just posted in the wario thread, but once wario rides his bike he is flagged as grounded for the remainder of the round. Moves get grounded target knckbck damage and angle instead of aerial target. Dying doesn't reset his flag. Captain falcon cannot spike wario with utilt for example. Samus can (and shouldn't be able to).
Not really an awkward swap at all in SSB4 since they added that fancy new tumble-off-the-edge that transfers your momentum. But I guess since it is a different sort of forced swap then yeah it could be worth checking.So in other words Roy counters Wario because he can probably still get his blazer/up-b sweetspot on Wario while he's in the air that kills early?
At first I was wrapping my head around the idea you meant "grounded" (the spike item, ZSS, Villager, DK induced state) and how is it possible to have him take reduced knockback forever without people noticing... lol
This would also mean Falco down airing Wario will always send him upwards rather than spike... something like this probably hasn't been seen before because that grounded/aerial hitbox split was only recent, but should've been noticed by someone pretty quickly had they been playing the match up regularly at all.
Heh.
Actually does running off the ledge/platform alter this state at all?
It's one of those scenarios where the game "awkwardly" swaps you between grounded and aerial states.
Samus mains noticed this in like January but we shrugged it off as rare. I recently decided to lab everything better after the 50 vs 42 shield hp thing.I, too, want to know more about this and can't believe we are hearing about it now.
That explains this:Just posted in the wario thread, but once wario rides his bike he is flagged as grounded for the remainder of the round. Moves get grounded target knckbck damage and angle instead of aerial target. Dying doesn't reset his flag. Captain falcon cannot spike wario with utilt for example. Samus can (and shouldn't be able to).
Almost positive that Roy's Aerial UpB is considered as a different move from grounded UpB, different BKB/KBG values depending on if Roy himself did it in the air/ground.So in other words Roy counters Wario because he can probably still get his blazer/up-b sweetspot on Wario while he's in the air that kills early?
Anyone else watch this like 15 times?That explains this:
Almost positive that Roy's Aerial UpB is considered as a different move from grounded UpB, different BKB/KBG values depending on if Roy himself did it in the air/ground.
EDIT: Whoops, dub post.
It's frame specific, all forms of IASA work the same. However, when dealing with animations, IASA tends to occur before the actual animation is finished, if that makes sense.I have an enquiry regarding move interruptibility, or IASA, apologies if this was explained previously in the thread. I believe most moves have this, correct? Do all forms of IASA work the same way? As in, can you interrupt any move with the property with the same actions you could for another move with the property? Or are the possible actions you can interrupt with specific to that move? I recall reading a long time ago that IASA was a move specific property and not frame specific, so I assume it's the latter, but I'd like some clarification.
TheReflexWonder did a video on thisI remember reading somewhere that ledge grab and ledge get-up have less invincibility frames the higher percent you're at, but I'm unable to find the source anymore. Anyone know if this is true or if it applies to other ledge options?
That's odd. I can view it just fine. Did you try it since my last edit? But yes basically reflect a ledge grabbing Marth across the Y-axis. He's grabbing the ledge facing the other way.The attachment isn't working but they grab the ledge backwards, right?
I don't know if I would call it a glitch in this game if it connects during a vulnerable moment and reverses.That glitch was possible even in Brawl in a very, very, very obscure rate.
Weird, as that game didn't have snap vulnerability.
Head over to the Lucas boards instead since this thread is more for general Smash 4 mechanics and techniques. Lucas boards are here: http://smashboards.com/forums/lucas.525/.Here's an incredibly noobish question that isn't probably worth your time, but anyways... What are the frames for Lucas's grab? He's my competitive main, and I need to... Git Gud, for lack of a better term.
Knockback = ((((((t+d)/10+(((t+d)*d)/20))*(200/(w+100))*1.4)+18)*(g/100))+b)Has the formula for knockback been derived for smash 4 yet?