Tumultus
Smash Apprentice
Inspired by Project M Samus, I've been wondering something. In that game, she can link jab 1s fairly quickly for some shield pressure. I've learned the timing to Jab 1 constantly without going into Jab 2, but it's not the quickest thing in the world. I was wondering if there were ways this could be sped up.
Crouch canceling the jab animation comes to mind. Similar to Link's now patched infinite, how many frames are shaved off from each jab if this is performed perfectly? If anyone was able to check it out, it'd be really cool.
Our new ftilt's utility at really close range has been nerfed, so now we ONLY have our jab. Jab to grab, and jab to CS are decent strings so I'm really interested to know just how much they benefit from crouch canceling, frame-wise.
How many frames happen between frame 3 (when jab 1 connects) and the next time jab 1 connects? I'm trying to figure out how viable it is to hit a shield with our jab, then jab again as quickly as possible to punish a shield drop, what kind of attacks would we beat out? Anything?
Crouch canceling the jab animation comes to mind. Similar to Link's now patched infinite, how many frames are shaved off from each jab if this is performed perfectly? If anyone was able to check it out, it'd be really cool.
Our new ftilt's utility at really close range has been nerfed, so now we ONLY have our jab. Jab to grab, and jab to CS are decent strings so I'm really interested to know just how much they benefit from crouch canceling, frame-wise.
How many frames happen between frame 3 (when jab 1 connects) and the next time jab 1 connects? I'm trying to figure out how viable it is to hit a shield with our jab, then jab again as quickly as possible to punish a shield drop, what kind of attacks would we beat out? Anything?