Pixel_
Smash Ace
- Joined
- Mar 28, 2015
- Messages
- 881
nvm doesn't affect knockback: https://m.reddit.com/r/smashbros/comments/2h51un/bowser_jr_takes_different_amounts_of_damage/
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Bowser's Tough Guy armor is a character specific mechanic. It is active at all times and functions like knockback based - "heavy armor". If a move deals an amount of knockback lower than a certain threshold, damage and hitlag are delivered, but Bowser himself will not flinch or be interrupted in any way. The threshold is very small, but by crouching, you can reduce the knockback delivered to Bowser and bring some moves under that threshold when they otherwise wouldn't be, like Falco's blaster.Wait what is Bowser's resistance to knockback when he is standing vs moving? You would think running would resist him the most IRL
You mean the Firefox boomerang thing? Mewtwo can technically do it on DL and Lylat, although it is because of slopes and not an input.Are there specials other than Fox/Falco upB that can be B-reversed twice?
I think I looked into it a long time ago and didn't find any others, but I might've missed something.
More of a Z, but that's what sparked my interest, yeah.You mean the Firefox boomerang thing? Mewtwo can technically do it on DL and Lylat, although it is because of slopes and not an input.
Mii Gunner's Grenade Launch can be B-reversed up to three times (IIRC) while holding the charge.Are there specials other than Fox/Falco upB that can be B-reversed twice?
I think I looked into it a long time ago and didn't find any others, but I might've missed something.
Nah. A wavebounce is a turn-around B, then a B-reverse.Wait, I'm confused. This isn't a wavebounce?
video plsI know that Back Slash can be reversed a total of three times, but we're talking about Up Specials & not Side Specials. Still wanted to briefly share that~
I don't know if the frame data has ever been gathered, but I got it just then in under a minute using frame skips... which anyone could have done at any point...Do we have frame data for move canceled grabs? Boost Grab and RCG? I mainly want input information, but if we have everything then I would love to have it.
So a frame 1 jab cannot catch an item?So I was testing stuff for catching items like Link's bombs and Diddy's bananas and found this:
Using Fox Is Openly Deceptive work from catching items in the air with z or airdodge, I looked at catching items with the A button. First I found that it appears that items can only be caught with Dash Attack, Jab, DTilt, and FTilt. I then calculated how fast we could catch an item using a method similar to this and found that it is also a frame 1-5 window. I then found the range for a catch (unfortunately I am unable to put it in units as that kind of stuff goes over my head) on my custom stage. I then looked at whether or not an item could be caught during active frames.
Using Peach's jab (3-4) it looked like it could not be caught during active frames and Peach would be hit. If caught on frame 1, catch animation would begin with no active frames with it. If caught after frame 1 the move will still come out and the bomb will be caught. Also, it looks like items cannot be caught with smashes or UTilt.
So it seems like items can be caught from frames 1-5 so long as they take longer than 5 frames to come out, otherwise it is frames 1-active frames. So this is the one instance where a slower attack may be better.
Why this matters is in a situation like this:
Diddy is holding a banana and in shield. Link hits the shield with a move that has -5 on shield. Diddy's banana toss out of shield comes out on frame 7. While Link has 2 frames before the item is thrown, that is not enough time to actually hit Diddy, but he can catch the Banana rather than shield or go for another defensive option and possibly use it to his advantage.
The frame 1 jab would be replaced by a catch.So a frame 1 jab cannot catch an item?
https://youtu.be/xdH4mHmQdgcThis has no applications, but does anyone else know how to do a slowed down version of a fighter's dash animation?
I dunno man, running in place at the ledge is handy for characters whose dash attacks can hit characters on the ledge.This has no applications, but does anyone else know how to do a slowed down version of a fighter's dash animation?
A while ago (note the date) I did some tests. I'm not sure how relevant they still are though.Do we have frame data for Links shield? Specifically frame advantage when compared to shield?
I left the feld empty. I tested it and apparently leaving empty = 0. I thought it would 1,05 it by default.Did you put the stale multiplier in
The 'quick step' is essentially a perfect pivot out of a dash dance. The distance gained forward is dependent on the initial dash not being interrupted with the dash back for as long as possible then having the dash back interrupted by the pivot as soon as possible. So best possible scenario (with normal controls): you dash forwards, on the 6th frame of the forward dash you dash back, then on the third* frame of the dash back you pivot by hitting the joystick back in the original direction you started in for one frame only.Does anyone by chance know what exactly is happening mechanically for the bidou techs "stuttered run" and "quick step"?
Hell yea this is the kind of response I was hoping for, really thorough explanation man. I thought for some reason that each run after the stutter was going straight into a run, but it makes more sense that it's a dash input being buffered. So this is possible with all lengths of skids, just less practical? Good to know that you can do this with a/b stick too though, definitely gonna experiment with this more.The 'quick step' is essentially a perfect pivot out of a dash dance. The distance gained forward is dependent on the initial dash not being interrupted with the dash back for as long as possible then having the dash back interrupted by the pivot as soon as possible. So best possible scenario (with normal controls): you dash forwards, on the 6th frame of the forward dash you dash back, then on the third* frame of the dash back you pivot by hitting the joystick back in the original direction you started in for one frame only.
*yes it must be the third frame. It's impossible to do on the first frame, and if you do it on the second frame, the 'dash back' will turn into a mere pivot, having only been held for one frame.
The mechanics of the 'stuttered run' are tied to the character's short skid animation and the way that movement inputs, while potentially controlled by two sources, can only be controlled using one at any one time, with the a/b/c-stick overriding the joystick (in the case of the a/b-stick for one frame, and in the case of the c-stick for as long as it is held).
So the inputs the game is receiving in the case of a stuttered run are 'smash forwards', 'smash up for one frame', then on the following frame it is receiving a 'fully held forwards' input, and in order to get from fully up to fully forwards in one frame that must have been a 'smash forwards' input, and at this point it's just a matter of waiting out the very short skid animation till the second 'smash forwards' input gets turned into a buffered dash. This can of course be done with the A-stick as well, and the mechanic is not limited to using the skid animation either, e.g. you can do a dash item throw using the C-stick with Link, and so long as you don't release the C-stick before frame 8 while continuing to hold forwards on the joystick, it will buffer a dash.
If you're talking about using the particular method outlined in the video, then it's only for skids that are short enough, so like 11 frames max presumably (? really not sure.).So this is possible with all lengths of skids, just less practical?
Fresh attacks do x1.05 the normal damage.I have a question. I noticed sometimes in Vs. Mode that some FRESH attacks do one percent MORE than their base damage. What exactly is the cause of this?
Thank you. I figured it had something to do with decimals. I am always paying attention to percents, and a multiplier of 1.05 already sounds meta-changing.Fresh attacks do x1.05 the normal damage.
So, for example, an aerial Thunder Jolt does 4.8% in Training Mode. That's its base damage. But a fresh aerial Thunder Jolt in regular play does 4.8 * 1.05 = 5.04%. And because only the digits to the left of the decimal place are displayed, in Training Mode it says it does 4% while in regular Smash, it'll do 5% when fresh.
Bidou seems to work because holding down Special turns the Special Stick into a directional input. With Tilt Stick, holding down Attack then also turns the C-Stick into a directional input, but it's more like half of an input.anti-bidou ? tilt stick bidou? caught wind of this. can any1 enlighten?
yeah this i understood. the tilt stick directional inputs are not strong enough to help with perfect pivoting etc, so it's not quite what i'm looking for.Bidou seems to work because holding down Special turns the Special Stick into a directional input. With Tilt Stick, holding down Attack then also turns the C-Stick into a directional input, but it's more like half of an input.
I've heard you can do Bidou with Smash Stick as well, but it requires holding down Attack and Special and having A+B Smash on.
Quick question : is it possible by altering slightly the timing to transform the dash dance > pp into a pp > turnaround ? Because that looks like it's what the Marth is doing in the video (notice the lack of dust effect) and that seems incredibly faster frame wise.The 'quick step' is essentially a perfect pivot out of a dash dance. The distance gained forward is dependent on the initial dash not being interrupted with the dash back for as long as possible then having the dash back interrupted by the pivot as soon as possible. So best possible scenario (with normal controls): you dash forwards, on the 6th frame of the forward dash you dash back, then on the third* frame of the dash back you pivot by hitting the joystick back in the original direction you started in for one frame only
The short answer is no. I did actually make some mention of this in the post you quoted, just slightly further down. I said that you cannot do the pivot out of the dash back too early otherwise the dash back would become a mere pivot (i.e. a PP).Quick question : is it possible by altering slightly the timing to transform the dash dance > pp into a pp > turnaround ? Because that looks like it's what the Marth is doing in the video (notice the lack of dust effect) and that seems incredibly faster frame wise.
seems like edge cancel to me https://www.youtube.com/watch?v=WnGQ7nl1Y1c&index=73&list=PLD9fiAYTZE10NSdz9_8qcNRHJY4gvVqJOhttps://m.reddit.com/r/smashbros/comments/4lltzk/ally_wavelands_onto_dreamland/
So about this...ally basically 'wavelanded' onto the stage. It should have to do with the same mechanic that allows the lagless ledge getup, but Id expect him to have airdodge landing lag...instead he seemed to have been flashing with i-frames until midway into the backthrow?