Sudai
Stuff here
I always FAir > BAir just because. Never tested it, dunno if it'd be better than FAir > ROFLCopter..but iunno. I think someone tested it a while back but I don't remember.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Motion to rename "ROFLcopter"' to "WAFFLEcopter," at least when referring to using it to recover/momentum cancel (even if you kill yourself in the process)FAir > ROFLCopter
I guess I took this and assumed you meant to include airdodge. GnW's Nair as an example, finishes faster than his airdodge, which is why it's better to get the bucket out anywayit's how fast the move finishes.
I don't believe Swordgard's assertion. I'll check your Snake topic tmrw when I have the chance.Stingers... no.... for MC purposes, you want to be able to FASTFALL. Yes, airdodging can work if it ends faster and you don't need to fastfall, but Swordgard told me fastfalling (strangely) affects horizontal knockback. So even if airdodge is faster, an aerial would still work better. (Read the Snake boards. "How to DI" topic made by myself)
No, it doesn't count.Airdodging counts as an "aerial" for momtentum cancelling purposes.
Sure, but knockback isn't a curve. That's what I'd thought, too. But in Brawl, the x and y components of knockback are totally separate. Each character has a parameter for each of their horizontal and vertical drift speeds. When you're flying away in knockback, there's a horizontal component and a vertical component (and each of your drift speeds helps resist your knockback in each). Fastfalling just increases your vertical drift towards the stage, thus helping you. It doesn't affect the amount of horizontal knockback. The curve is a lieI believe it. Think of how a curve works.
____ < knockback
If you fastfall, you make more of a curve.
(This is talking about pure horizontal knockback. Obviously if you are hit up a bit or down a bit its lessened. But to a certain degree, it does work)
I'll go test it again tmrw, but I've already tested this stuff lots of times lolI'd like other people to try out these things themselves, but my results are consistent. FF'ed fair>side B is best for horizontal knockback (simple enough, comes out fastest, and the side B startup lag is justified by the "oomph" it gives ROB back to the stage which acts as a ROB "bucket brake". For vertical, Dair and Fair>Bair if you fast-fall them perfectly work best.
lol, wth is wafflecoptering?? it's the greatest name for an AT ever btwAnd Infzy, I nearly cried when I saw your 2nd video on DI'ing/momentum cancelling right after I presented the Wafflecopter to the boards. I would have felt so bad if you had discovered it about 6 months before anyone else did
Now I don't get what you're saying. Airdodges allow you to escape hitstun. That's all stingers was tryin' to say, and that's correct. "best momentum-canceller" is where terminology is too confused to have any meaning; no character has a "best momentum-cancel strategy" until you're talking about a particular scenario (starting point + trajectory + amt of knockback from the hit, + whether or not you're holding an item).Yes stingers, that does work. But it's not really for MC purposes.
Well, actually........ -_- it gets a bit more complicated.
It's not your best MC purpose, and if it is, it's not your best "You will survive" thing.... (thinking Ike airdodge to side-B. I think that's his best MC, but he'll just SD.... lol)
Yes. If you'd had an item (ex. gyro) in-hand, then instead of the Fair, you would have wanted to airdodge (which starts earlier than the Fair could have), then immediately cancel the airdodge with an item-throw.. and then fastfall (would take its own frame afaik) and then over-B. If you're really good, then you'd have DI'd slightly differently to account for the fact that you weren't able to fastfall as early since the item-throw, while allowing you to escape hitstun early, couldn't itself be fastfalled.is there anything that could be done to be better?