Be specific. Some specials simply can't be b-reversed.Why is it so hard to b reverse certain side b's?
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Be specific. Some specials simply can't be b-reversed.Why is it so hard to b reverse certain side b's?
Some like Toon Link's Boomerang or ZSS Plasma whipBe specific. Some specials simply can't be b-reversed.
I dunno what to tell you. They are just as difficult to b-reverse as everything else (barring some random exceptions I mention here: https://smashboards.com/threads/mechanics-techniques-discussion.368206/page-86#post-21766568Some like Toon Link's Boomerang or ZSS Plasma whip
Try Zapp Branniglenn and @LordWilliam1234https://docs.google.com/spreadsheet...OWFwy_dg04Rrq4a-YF9-VDOhZI/edit#gid=653458040
Do we have a way to get in touch with whoever..."runs" this sheet? There are a few cells that are wrong (like Mario and Bayo's dair advantages), and some things that are super misleading (Luma jab being -9 on drop XD).
Luma jab 3 is +2 on drop btw.
I didn't do Bayo or Rosalina's sheets, but I would assume people would be confused about Bayonetta's and Mario's Dair due to the landing hitboxes. Any aerial with a landing hitbox is safer on shield because the game reduces its landing lag on hit. Don't ask me why the game does that, I could never lock down a theory even when I was looking at this game years ago. Probably deliberate design, though some attacks are still so slow it doesn't make much of a difference - like Bowser's Dair. The higher "lag" value will tell you what the landing lag is on whiff, but since this is a shield advantage chart, "advantage" assumes the attack has hit.https://docs.google.com/spreadsheet...OWFwy_dg04Rrq4a-YF9-VDOhZI/edit#gid=653458040
Do we have a way to get in touch with whoever..."runs" this sheet? There are a few cells that are wrong (like Mario and Bayo's dair advantages), and some things that are super misleading (Luma jab being -9 on drop XD).
Luma jab 3 is +2 on drop btw.
That's just because the shield hitlag is overlapping with the landing lag. I mention it at the bottom in the 'miscellaneous notes' https://smashboards.com/threads/frame-syncing.434603/I didn't do Bayo or Rosalina's sheets, but I would assume people would be confused about Bayonetta's and Mario's Dair due to the landing hitboxes. Any aerial with a landing hitbox is safer on shield because the game reduces its landing lag on hit. Don't ask me why the game does that, I could never lock down a theory even when I was looking at this game years ago. Probably deliberate design, though some attacks are still so slow it doesn't make much of a difference - like Bowser's Dair. The higher "lag" value will tell you what the landing lag is on whiff, but since this is a shield advantage chart, "advantage" assumes the attack has hit.
This is just what happens when you have left over knockback momentum (you were able to cancel hitstun early by attacking out of the medium knockback induced). Holding or not holding a direction during hitstun, during the aerial or during the landing lag won't matter, neither will what aerial you use. In the video example what you did was DI the F-throw away from Dark Pit then you probably held towards Dark Pit and mashed A, resulting in the Fair to Nair (as it will be made a Nair if you input an aerial before you slip off). You will of course still cancel the landing lag by slipping off even if the aerial used hits someone.I have looked in many corners of the internet, but nowhere have I found anything similar to what I have done.
https://youtu.be/vVCULTjkPcg
(sorry for the bad quality)
Lucina ledge canceled a fair into a nair. From my knowledge I know you can ledge cancel some special moves, but I did not realize that aerials could be canceled too in some cases.
I know you don't have much to work on, but I figured I should post this anyway.
(Lucina was at 80% before F-throw, DPit at 29%)
A while back I posted this video to the Lucina boards, but there wasn't much interest on it.
I appreciate any input on this very strange matter, and if you have any questions I can check the replay for more information.
Sorry, I'm still a bit confused. I thought it was impossible to slide off a platform while in landing lag from an aerial, or was it because the knockback caused me to travel faster than her air speed would normally allow, and so I could slide off then?You will of course still cancel the landing lag by slipping off even if the aerial used hits someone.
I went into it in the rest of the post but, maybe think of it like this. The knockback itself caused you to continue moving and then slip off. If it didn't, if using an aerial and landing near an edge stopped you from being sent back the full amount that the knockback otherwise would have dictated, this would be a form of momentum cancel. Knockback causes a lot of weird things that are otherwise 'impossible' like character specific Dair Stalls and increased height on specials etc.Sorry, I'm still a bit confused. I thought it was impossible to slide off a platform while in landing lag from an aerial, or was it because the knockback caused me to travel faster than her air speed would normally allow, and so I could slide off then?
https://m.twitch.tv/tremendodude/v/177742706?t=4h36m14s&desktop-redirect=true
Anyone know exactly what happened here? It looks like the hitstun but not knockback from Thunder was somehow canceled.
(I would have replied sooner but it's becoming increasingly difficult to justify spending so much time doing what I love in an adult world where I haven't been able to afford new shoes in 3 and a half years lol.)That happens on occasion when a Electric effect hits too close to a wall, sometimes you can see the character who got hit vibrate while performing their action. Maybe you can see more interactions like this with ZSS' videos or something.
I do not know the specifics to it, but it's been there since Brawl.
https://smashboards.com/threads/mechanics-techniques-discussion.368206/page-15#post-18280108If diddy inputs his double jump and airdodge on the same exact frame, will he become intangible on F2 or F3?
While I'm at it, what's the buffer priority list again?
Good guess. I'm labbing optimal Mario combos (20MM let's goooo) and ran into a situation where Diddy had 2 frames to do something before Utilt smacked him. I needed to make sure he couldn't jump and start an airdodge on the same frame, and the next best thing is basically a 1 frame link that still gets Diddy hit in my case.https://smashboards.com/threads/mechanics-techniques-discussion.368206/page-15#post-18280108
If you input them on the same frame, you won't DJ, you'll only airdodge, so yeah you'd be intangible on frame 2. If instead you DJ and airoddge on the following frame you'd be intangible on frame 3, but note that this is going to be unrealistically difficult if you're trying to do it frame perfectly out of hitstun (which is what I assume this is in relation to). Assuming you definitely want to avoid having your airdodge input overriding the DJ, allow for a few frames extra in practice.
That's true, but what you might have experienced was getting hit by a light attack that slightly lifted you off the ground due to its launch angle, which would then count as you landing on the platform, and landing on platforms does restrict you from immediately dropping through them directly.Does getting hit interfere with dropping through platforms in any way? IE you get hit by some light attack that doesn't put you into tumble, then you immediately try to drop through a platform.
Edit: no it doesn't, but apparently you can't buffer platform drops. If you try to out of hitstun, you'll get a crouch which makes it seem like you're stuck on the platform.
So what I'm understanding is that it doesn't cause you to fastfall, but instead sets your standard fall speed to maximum, correct?If you input a smash Dair with the joystick or smash-stick on the frame before the first possible frame that you're able to FF, and you hold the downwards input for longer than a frame, you will FF the Dair on the first possible FF frame (i.e. the following frame).
When you use an aerial to cancel a FF, you still get returned to your maximum fall speed, and if you're doing this at around the apex of a jump just as you start to fall this can make it appear like you didn't really cancel the FF at all even though you did.
However I'm not suggesting that you are FFing then doing an aerial.
The reason why I'm mentioning this is because when you input a smash Dair with the joystick or smash-stick at any time from the first frame you're able to FF, it effectively FFs and cancels the FF on the same frame (you won't see a FF spark of course), meaning that you will immediately start falling at your maximum fall speed.
Now as for your more specific question, I checked the above and it all applies to Marth too.
tl;dr just use the tilt-stick.
In the second example, the first being a one frame thing, yes. Add to this whole situation the shiny sparks coming from some of the dairs themselves and you can see where the confusion comes from.So what I'm understanding is that it doesn't cause you to fastfall, but instead sets your standard fall speed to maximum, correct?
Autocancelling always applies hard landing lag to the character (usually, but not always, 4 frames). I sure hope that calculator is applying the correct number for each character.I have two questions.
1
On the calculator at http://rubendal.github.io/Sm4sh-Calculator/
When it lists the frame advantage for autocancelled aerials, do you have to account for soft landing lag?
2
I understand DI in and away, but my knowledge of DI up and down is incredibly low. Is there a general guideline when one should DI up or down (or even the complex diagonal direction)? What angle does DI up/down account for? Does that include the Sakurai angle?
Don't think too much of the general guideline part, it is knowingly quite vague.
So lunar-landing always incurs 4f of landing lag? :[Autocancelling always applies hard landing lag to the character (usually, but not always, 4 frames).
Correct.So lunar-landing always incurs 4f of landing lag? :[