Conviction
Human Nature
Peach won't die early anymore? :-/
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When I did my testing side b wasYeah I get that, but air dodge cancelled item toss should still work so you can midair jump faster.
It dependsConsidering that Peach is holding turnips more often than not, does this mean she can actually use her airdodge now? This seems like this can really help her defensive game.
Define earlyPeach won't die early anymore? :-/
Yup. No one really mentions is much though lolPeaches already knew this, I'm pretty sure.
Mind elaborating on how you go about doing that button wise and how/why? R+Cstick? Does the distance traveled depend on the velocity/strength of the incoming attack?In shield SDI
It's SDI... while you're in your shield.
Aiyyo that's pretty sexy. I'll make a response video to it haha.
Yeah, I didn't want to leave out the 2 frame landing lag though cause people would probably ask why it wasn't there.Love the topic. Few corrections though (fairly sure, but not 100% on any of these, so someone correct me if I'm wrong):
Default landing lag is 2 frames for soft landing and 4 frames for a hard landing. So Bowser and DK's soft landings are effectively unaffected by RCO lag.
The aerial's landing lag doesn't completely override RCO lag. RCO will instead add lag frames to the aerial's landing (different for each aerial). If your character has an aerial with fast enough landing lag though, it can still end up being way faster than taking the normal landing lag frames.
alrightyAiyyo that's pretty sexy. I'll make a response video to it haha.
Also send me some tags, so I can translate.
Do you have time to test right now? If not I'll turn on my Wii once I get home from work.Yeah, I didn't want to leave out the 2 frame landing lag though cause people would probably ask why it wasn't there.
I don't think RCO lag adds anything to an aerial. How sure are you about that?
alrighty
Hard land is a landing after fast falling.so what's the difference in the triggering of a soft land and hard land?
Seems to be any height beyond short-hop heightHard landing also happens after falling a certain height. I can't test right now
Yes, you have it correct.How does hitstun from jabs affect RCO? Does it go Jab Hitstun -> Force Hard Landing -> RCO lag? Because it goes like that, Ike could have some very interesting set ups out of jab, considering how much hitstun he has on it...
So in theory, Ike could get something like 14 frames of hitstun, and 30-35 frames of RCO, depending on the character...Yes, you have it correct.
Well in Ike's/other Combat Walkers' cases, that could very well set up a combat walk, with the RCO lag still waiting at the end, so they may not want to do that.Also, jab -> attack frame traps, while useful, are limited if the opponent sees it coming, due to SDI upward on the jab. It's not guaranteed.
Then they should SDI up and toward the jabbing character. No real downside to it, since ideal SDI involves sliding between two directions repeatedly, anyway, and it stops a Combat Walk from doing much damage or being very effective in general, since holding the button down would get them punished.Well in Ike's/other Combat Walkers' cases, that could very well set up a combat walk, with the RCO lag still waiting at the end, so they may not want to do that.
If you turn-around Jab, then you're not trying to maximize punishment on RCO lag, and you're getting hit by the person who doesn't SDI through you or letting them get away if they SDI up or up and away.Turn around jab. >_>
Besides: if SDIing jabs was truly that easy, Ike would be in trouble. It just doesn't happen. There is also the fact you are risking a Utilt doing that.
Besides, we could always squeeze in two Jab 1s at the start to see what you're trying to do, then react accordingly. But enough theory craft chains.
I didn't know you could turnaround Jab on reaction while being able to Combat Walk with no problem otherwise. I'll take your word for it, though.If you try to SDI behind Ike's jab, you can turnaround jab on reaction. SDIing up on Ike's jab1 allows for easy grab (standing grab has high vertical range), combat walk, or utilt. If we grab, we may be able to bthrow to usmash or walking ftilt depending on %, under tumble %s (~below 80-90)
It's a nasty bit of damage, particularly considering you're facing Ike, and can send you at a bad angle off stage for more damage/gimp opportunities.I didn't know you could turnaround Jab on reaction while being able to Combat Walk with no problem otherwise. I'll take your word for it, though.
That said, what I gather is, "I can get a free jab -> grab (-> dash attack from B-Throw) as a result of this," which is nice, but not particularly nasty.