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I think DLC omegas are actually Wii U sized, bizarrely enough... I'll take a look at a more sane time.I know 3DS blast zones are larger than Wii U. What I don't know is "in what manner?"
I know for a fact the ceilings are higher.
However, I have no idea what the comparisons are for the other three blast zones. If someone could fill me in on that, that'd be great. 3DS FD vs Wii U FD is all I really care about, BF would be nice to know too if you're up to it.
If you're suggesting comparing these between versions, the different versions use different scales for the same stat for God-knows-why so it's completely useless in this regard. I have no personal access to the Wii U version at any rate.Something about comparing a distance launched stat post match...
Roughly 30 for Rosalina. I don't know if it varies between characters but I assume it doesn't.Does anyone know the amount of frames the ledge trump animation has? (when someone gets trumped)
I believe you can up throw, use 8 other moves, then up throw again and it will still be slightly stale, but either way you have the gist of it correct.So, does the staling list last? So if I want to stale Uthrow with Diddy, I would need to have used Uthrow within the last 8 moves right?
I was just thinking that if I Uthrow at the beginning of the game, it won't be stale at all in the end, or at the time I need it.I believe you can up throw, use 8 other moves, then up throw again and it will still be slightly stale, but either way you have the gist of it correct.
This is news to me. The only discovery I've heard is that more damage reduces the number of I-frames when grabbing the ledge. And I can certainly confirm that from what little I've tested, just not with precise numbers. It seems that whatever you get at 0% is about double what you get at 100%, and it's possibly reduced very little beyond 100% damage. But if air time is indeed a factor, then I'm unsure how to proceed. With the many different ways and distances you can get launched offstage, different air speeds and falling speeds of all the characters, recovery moves, any numbers I do get would be effectively useless data. Even the I-frames granted by an instant ledge trump would have a big asterisk, because the amount of frames it takes to fall and grab the ledge is different too among the cast.The longer you're in the air before you grab the ledge, the more i-frames you receive while hanging. I believe the range was something like 20-120f?
Mmm, perhaps not. None of this data seems wildly inaccurate at a glance. And nobody likes a proofreader they didn't ask for. Dearest KuroganeHammer , Samus' bomb activation timer is 63-80, not 52-80.Probably a good time to note that KuroganeHammer updated with
ledge options last night.
Always good to have a second set of eyes though.
What do you mean? How long you can hang on the ledge before you will get trumped? The FAF you can act when you get trumped?Does anyone know the amount of frames the ledge trump animation has? (when someone gets trumped)
The amount of frames the actual animation of the character that gets ledge trumped.What do you mean? How long you can hang on the ledge before you will get trumped? The FAF you can act when you get trumped?
I didn't actually notice this trait until now, but it's had its hitlag set to 0 since the beginning of time, so I guess it is intentional. Living up to the name of Quick Missile I guess.I don't know if this is the right place to post this (I don't visit the Smash 4 area often, and I play it very casually) but luigi's side-b custom #3 produces no hitstun/hitlag (freezeframes)... is this intentional?
You suffer 28 frames of lag when you get ledge trumped. Might vary from character to character, but I doubt it's by much.Does anyone know the amount of frames the ledge trump animation has? (when someone gets trumped)
http://smashboards.com/threads/smash-4-running-walking-speed-rankings.371564/page-3#post-20041871Do we have the frame data for Foxtrots. What I am mainly looking for is the time in which it is impossible to Shield.
Mewtwo has a tech where he can DJC SB and shield as soon as he hits the ground. One use for it could be shielding out of a foxtrot, as you can jump out of a foxtrot, but not shield.
Basically, I am trying to find out how viable of an option it is, and to do so I need to know the frames for foxtrot, the other info is easy.
Well it wasn't my vid, so I went to the youtuber and apparently there is a #2. I can't check it out myself because I'm out of town without Smash 4.Would've been good to see it on a custom stage rather than that one.
Those bombs on the ground act as 'road blocks' much like an opponent does.
Both chars going through one wouldn't necessarily negate the other as it occurred at separate times.
Marth is in front of Lucina when going through the first bomb but Lucina is ahead of Marth as he passes through the second bomb.
Recorder would've been smart to have done it from the right side which had the bombs horizontally (or at least very close to) aligned.
Doesn't mean there isn't something different here though.
But what decides which moves do which? How can someone find out on their own (like maybe in mastercore)?Marth's spotdodge cancels momentum, Lucina's spotdodge preserves it. Just another minor difference between the two.
Kind of interesting to me though, I remember being disappointed awhile back that Luigi's spotdodge didn't preserve momentum and just assumed that it'd be a standardized thing across the cast without actually checking for exceptions.
God.But what decides which moves do which?
Taking additional knockback while in a smash charge state is known. No video necessary. As for the exact increase in knockback, I believe it's 20%. This doesn't mean that KO percents are improved by precisely 20% because knockback values, rage, and the % at which you die of a certain move at a certain point of a certain stage are somewhat indirectly related to each other. But the short answer to your question is a definite yes.I did a quick test myself and posted the results on Youtube, but by any chance, has this been extensively explored already, with a video explanation and everything?
o yeahKuroganeHammer minor question about air acceleration. Jumping out of a walk/dash/run can cut the acceleration time down, right? If so, does it cause your air speed to match whatever your ground speed was (or automatically put you at max if your ground speed exceeds your max air speed)?
Also, I remember you mentioning thrown item velocities differing from character to character (likely along a similar pattern to ledge getup attack power variations). Ever plan on collecting that data?