Chiroz
Tier Lists? Foolish...
Also does anyone get random Pivot Grabs even when you're 100% sure you didn't input a Pivot? It only happens when I play Mewtwo. I have no idea wtf is going on.
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Nope.Also does anyone get random Pivot Grabs even when you're 100% sure you didn't input a Pivot? It only happens when I play Mewtwo. I have no idea wtf is going on.
Someone told me it's my controller after using it for a while. Good thing I just bought a new controller yesterday, lol.Nope.
It's not about how far back, it's about the fact that it kills at the ledge.Not me personally, no. I honestly avoid it all together as a ledge guard. I find u/d/f-tilt better and safer options if I am waiting for them to get back. How far back can you be to actually hit them? I've never really tested it to be honest.
I usually go for the spike in those situations.It's not about how far back, it's about the fact that it kills at the ledge.
The thing is, when someone grabs the edge a second time they have to stay for a few frames and they have 0 frames of invulnerability. This means that if you ledge trump someone (or if your opponent lets go of the ledge by himself) and they are about to re-grab the edge you can charge a D-Smash and get a free kill.
It's a very situational scenario but one that you can create almost everytime if you just instant ledge trump chars as they grab the ledge with Teleport or the instant ledge grab technique. It also works if they are just waiting there at the ledge without doing anything waiting on you to perform a laggy move. You can surprise them with a D-Smash.
It seems to have more knockback than the sourspot of F-Smash and it seems to have the exact same horizontal range as F-Smash. Someone correct me if I am wrong.As far as other uses go, I find D-smash to be a pretty decent bait move since it looks so laggy. In my experience, players tend to try to punish it hard but M2 recovers surprisingly quick. I almost use it exclusively over f-smash simply because it's a lil harder to punish.
Confusion is basically a normal second jump for baiting purposes. Ness, Lucas and even Yoshi have similar jumps (though YoshiDoes anyone else hate Mewtwo's double jump? It is so annoying in the neutral. I just want to be able to bait people with two normal jumps like most characters. This jump is crap! I would rather have a better Teleport range.
Confusion lags way too much to use it as a second jump to bait, you might bait an attack but you won't get anything out of it.Confusion is basically a normal second jump for baiting purposes. Ness, Lucas and even Yoshi have similar jumps (though Yoshi
can mitigate with eggs).
Though if you ask me I wouldn't be jumping much in neutral until the opponent jumps first. Mewtwo's aerials
work much better against aerial opponents than grounded. Use tilts and shadow balls to try to get them up there first.
Yeah you're right Confusion is more of a defensive feint.Confusion lags way too much to use it as a second jump to bait, you might bait an attack but you won't get anything out of it.
I agree abour not jumping at all. I normally don't "bait" jump in neutral. If I am jumping in neutral I am mostly spacing an aerial.
Enjoy some smash theorycraft 101 on how to make marth mains be quiet and prove the disjoint on Mewtwos dtilt is BIGGER THAN MARTHS
1) Marths dtilt hurtbox extension
http://i.imgur.com/uIFQtkV.png
2) Max range to hitbox start = total disjoint
http://i.imgur.com/5jJogJT.jpg
3) Mewtwos hurtbox maximum extension (On the spark)
http://i.imgur.com/9pHb1bm.png
4) Mewtwos hitbox max range + disjoint
http://i.imgur.com/MDdsZqc.jpg
Conclusion: Mewtwos dtilt has a considerably large disjoint and it is larger than marths.
All arguments to my evidence are to be submitted via screenshot or video proof only.
Well it's half true, the tip certainly is disjointed but the base isn't, and that's where the sweetspots are.I dont care about the range, the point is the disjoint.
Too many people think that mewtwos tail is his hurtbox when thats just a flat out lie. Mewtwos tail is a better sword than marths.
Ohhhh my god.Well it's half true, the tip certainly is disjointed but the base isn't, and that's where the sweetspots are.
You don't need to exaggerate to show Mewtwo's merits. Mewtwo only pokes to stay safe while Marth thrives on doing that
constantly so it's a bit short-sighted to just say Mewtwo's tail is a better sword just because it has slightly longer reach.
Ohhhh my god.
I am not. Talking. About. Range.
Disjoint disjoint disjoint.
I did this purely to quiet the people who say that mewtwos tail is a full hurtbox. That disjoint is HUGE. This has nothing to do with the range.
I could do it for all his tail attacks but it takes so long.
I didnt spent like 2-3 hours testing dtilts alone by myself last night to just lie to myself on the internet lol.Ummmm, is his disjoint really more than Marth's? That seems very doubtful.
I'll test it myself later on.
The disjoint is not more than Marth's, but it's approximately the same. You had an error in one of the pictures in that you didn't account for the hurtboxes positions (most notably the pic with Marth's Dtilt). Most people don't know this but hurtboxes and hitboxes are actually 3D and operate on a 3D plane. Mewtwo's foot hurtbox was too far back which is why Marth's attack barely hit there instead of hitting. It would have been better to test with Mewtwo facing the other direction.
Onto Mewtwo's tail. Have you payed attention to how it moves during attacks? Most animations for Mewtwo that don't use his tail leave it's hurtbox outside of the range character's attacks will land. Not sure if this was a thing in Melee but I'm guessing it wasn't?
We're kinda disadvantaged on Duck Hunt though.
Im working off the sparks, not the other character. If I tested this vs G&W who has no z-depth, it would be the exact same. The spark shows the maximum range of any attack.The disjoint is not more than Marth's, but it's approximately the same. You had an error in one of the pictures in that you didn't account for the hurtboxes positions (most notably the pic with Marth's Dtilt). Most people don't know this but hurtboxes and hitboxes are actually 3D and operate on a 3D plane. Mewtwo's foot hurtbox was too far back which is why Marth's attack barely hit there instead of hitting. It would have been better to test with Mewtwo facing the other direction.
Onto Mewtwo's tail. Have you payed attention to how it moves during attacks? Most animations for Mewtwo that don't use his tail leave it's hurtbox outside of the range character's attacks will land. Not sure if this was a thing in Melee but I'm guessing it wasn't?
We're kinda disadvantaged on Duck Hunt though.
No, you don't get what he means.Im working off the sparks, not the other character. If I tested this vs G&W who has no z-depth, it would be the exact same. The spark shows the maximum range of any attack.
When I zoomed into both images and counted the pixels it was literally 98 pixels for both attacks from the same angle/distance, however in one instance, I managed to clip marth in a equally-timed dtilt battle. I never once managed to hit mewtwo. I must have tried this like 50 times the score was 1-0.
I have a potentially silly question.
So if Mewtwo teleports down into the stage and the teleport doesn't reach full length before "hitting" the ground, Mewtwo moves in an L shape, moving the approximate remaining distance of the teleport left or right, dependant on which way he is facing.
Now, when you do this you have noticeable lag as Mewtwo reappears. However, if you perform the teleport the approximate distance above the stage that is slightly more than the maximum range of teleport, he has a landing animation lag, rather than the "reappearance" lag from the teleport.
Are these two lag times different? The second one looks a lot shorter but when I was testing how early I could shield/Jab from it it felt very similar in lag time if not the same. The reason I ask this is on Battlefield/Miiverse/Dreamland we can teleport our maximum distance from the top platform into the stage without getting the "reappearance" lag, is this a practical way of moving around this stage and repositioning (obviously as long as you aren't practically teleporting right on top of them)?
Wow, thanks for the speedy response!When Mewtwo Teleports, at the end of the Teleport he has a "twirl" animation. When Mewtwo's Teleport ends in the air he also has this twirl animation and then when he lands he gets ANOTHER landing animation (double lag). This is why teleporting in the air on top of the stage is mostly always a bad idea.
It is possible to Teleport at a range where Mewtwo is still in the air but his twirling animation makes him land, this will cancel the twirling animation and initiate the landing animation. The landing animation is shorter than the twirling animation, it also allows Mewtwo to "slide" briefly.
It is possible to Teleport at a distance where the twirling animation is not even seen (cancels frame 1 by the landing animation), if you are able to do this then you will have less lag. This is kind of hard to do consistently though and the lag is still there (it's just a little bit less), it mostly happens when you teleport perfectly above the ground or teleport in a perfect diagonal.
So to answer your question: Yes, there are ways to have less landing lag when teleporting into the ground (although it's slightly less lag), it's a distance/angle relation that I honestly don't know that well.
Look I'll explain this clearly.You're counting pixels? The characters are different sizes though. @.@
I was referring just to the pic with Marth's Dtilt. Where it appears his sword reaches inside his foot without connecting, which is due to it being on a different Z axis. The display of how much range it has is very unclear. The other pictures looked fine to me. It seems Mewtwo's tail doesn't have a hurtbox approximately1/3rd of the base closest to the tip. I'm assuming it's not move specific.
edit: asked a dumb question that I immediately remembered the answer to. whoops
Yes I know that. Your picture does a great job of representing the Z axis and vertical range of Marth's Dtilt, but I thought the whole point was how far it reaches horizontally which it does not represent very well.All attacks in smash 4, and brawl, will 'spark' if the attack is literally a pixel away from hitting. This shows an attacks maximum range. If a character has a hurtbox with a z depth and the attack clearly goes through them, the spark might appear inside a characters hurtbox, but it will only ever appear on the pixel outside the maximum range of an attack.