ShinRamen
Smash Cadet
That sounds great too. I was thinking 'wavedash' back to get the tipper d tilt to up air kill set up. But yeah, combining these techs seems like it could be the future
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The timing for the neutral B is quite tricky, you need to let the joystick return to neutral state before tapping B, but if you don't hit b quickly enough you won't get the sliding effect.I keep getting grounded wave bounced side B are you guys using a different controller layout or im just messing up the timing lol.
I'm holding Forward on the joystiq while running, and then at the same exact time, press Backwards C-Stick + special (My R Button) for the initial wavebounce, but then cancel with a light shield press into whatever you want. You may even be able to buffer a C-Stick/Jab before you shield cancel but thats incredibly difficult as you essentially have to press c-stick twice within a few frames.I keep getting grounded wave bounced side B are you guys using a different controller layout or im just messing up the timing lol.
I'm holding Forward on the joystiq while running, and then at the same exact time, press Backwards C-Stick + special (My R Button) for the initial wavebounce, but then cancel with a light shield press into whatever you want. You may even be able to buffer a C-Stick/Jab before you shield cancel but thats incredibly difficult as you essentially have to press c-stick twice within a few frames.
Personally, when practicing any tech skill like this, I'm much more consistent the day after practicing it. In one day's training I might get up to 30-40% success rate, but 10 minutes into training the next day I'll be getting it 50-70% of the time. I think it's a combination of my brain consolidating stuff while I sleep, and my fingers being "fresh". I observed the same pattern when I was learning to drive, or doing math homework in college, etc. It's just part of how I learn, and I expect at least some other people are the same way.Hello everyone,
I've been practicing wave bounce back neutral special for about an hour and a half now. The problem is I cannot seem to press C-stick back (mapped to tilts) and L-trigger (mapped to special) on the same frame consistently. I can preform the whole input (including R-trigger light press to cancel needles) about 3-4 out of ten times. I'm wondering if anyone that has had success with this tech could give me advice on consistency. Any help would be greatly appreciated.
Before I read your responses, I went and tried the wave bounce tech again, and to my surprise, found myself doing it much more consistently. I guess you were right when you said that it was easier the next day.O.K. then, I just spent 2 hours practicing this with a GC controller, and think I have a good handle on it.
You do in fact need to make the C stick and special input on the same frame, but there's a little more to it than that. It seems that any C stick input on the same frame as a special input will result in a neutral special, regardless of which direction either joystick is held. (I may be slightly over-stating this, I didn't do exhaustive testing of every directional combination). The resulting neutral special will change orientation and momentum (or not), depending on the directions you hold the joysticks.
You can think of special moves as having 3 "reverse windows":
So, a grounded wavebounce makes use of windows 2 and 3. While holding the left stick forward, you input C-stick backwards and special at the same exact time, a reversed neutral B starts up, reversing all of your momentum, then window 3 begins and the game sees your input with the left stick and switches your orientation back to what it was. The second reverse does not seem to change the direction of your momentum, only your orientation, I don't have a firm understanding of the rules around this, but at least in this case it seems that your momentum follows the direction of your first reverse.
- Before inputting the move. (Only seems to apply while in the air)
- On the same frame as the input. (Can only do this with a C stick, the left stick input determines what special move is used)
- Immediately after inputting the move. (Works whether you are in the air or not, only works with left stick)
You can also execute a "non reversed wavebounce" (we may need a new term for this), by simply moving the C stick the same direction as your left stick. Mechanically, this works the same as the grounded wavebounce, but you never change direction. While this is functionally the same as just releasing the left stick and instantly inputting a special, I actually think it may be easier to do reliably, once you've mastered the timing. Buffering a tilt or jab with the C stick this way could be tricky, but you can easily buffer an F tilt by simply keeping your left thumb where it is and tapping A before shield canceling.
One interesting application of the C stick mechanic is the "standing wavebounce". It's essentially useless in an real match (maybe you could use it to bait an approach, if your opponent is easily tricked). But it can be a useful training tool. Using the same mechanics as the grounded wavebounce, but without any momentum, you can B reverse a neutral special up to two times while standing still. The inputs are the same as you would use for a running wavebounce, but you don't have to run around the stage doing it, which simplifies the training exercise and makes it easier to focus on getting the C-stick and special input on the same frame.
Before today I hadn't spent too much time practicing with the GC controller, but have spent 5-10 hours practicing on the 3ds. I realized how useful the "standing wavebounce" could be as a training tool about 45 minutes into today's practice. I'm now much better at every version of this technique on the GC controller than on the 3ds. Here's how I practiced:
NOTE: I bind tilts to C stick and special to L. If you have C stick set to smashes, replace F tilt with F smash in the descriptions below.
I started by simply training the C-stick reverse neutral B. The only inputs are C-stick and special (left trigger in my case), C stick input should be the opposite direction of where you are facing, then shield to cancel. (again, I didn't try to cancel as quickly as possible, I would just wait and see if I successfully reversed it or not, then cancel). If you input special too early, you will do a non-reversed neutral B, if you hit the C stick too early, you will do a turn around F tilt. And of course, if you do it right, you will do a turnaround neutral B (pay attention to when you accidentally do a tilt. If you aren't paying attention a early tilt followed by a early special will look like a perfect input. I set the training mode camera to zoom to make my mistakes and successes as visually obvious as possible).
After I had spent ~30 minutes doing C-stick B reverses (I could do 3-5 in a row before messing up, but I'd usually mess up a few times in a row too), I practiced running wavebounces for a bit. After 5-10 minutes of moderate success I decided to work on the standing wavebounce, since each attempt, successful or otherwise, tool less time than the running version. The inputs are the same as a running wavebounce, left stick forward, C-stick back and special at the same time. If you do it right, you should see one frame of a reversed neutral B before turning back to your original orientation (you'll see a Sheik-torso sized flash of color, it's pretty obvious once you've seen it).
The timing for the left stick is pretty forgiving, but it does effect what the results of a mistake look like. If you are inputting the left stick before anything else (this is always the case with a running wavebounce, you should probably practice the standing one in a similar way), then hitting special before the C stick will result in a side B, and hitting C stick before special will result in a instant dash attack. If your left stick input is at the same time as your special input, but the C stick input is late, you will do a side B, If the C stick is early and special is late, you will see an F tilt. Technically you can make the left stick input a few frames after the special input (during reverse window 3), but the point of this is to make the running version easier, so I wouldn't practice this.
After I was pretty consistent at that, I went back to the running version and after a few minutes I was more consistent than ever before. I'm sure tomorrow I'll be even better, but I still plan on using the standing version as a regular training exercise to make it more consistent.
This isn't necessarily the best possible way to practice for everyone. It worked great for me, so I thought it would be worth sharing.
Wow, that post ended up a lot longer than I expected.
I do see your point, but even a mini-wavedash can count for a lot. It has a quick way to attack out of it and if mastered it can give Sheik one of the best and quickest punishes in the whole game for otherwise safe moves. There will be times where rolling will be just better as an evasive option, but this gives Sheik some absolutely screwy close range spacing and options.I doubt this will get patched in any significant way. It doesn't enable any broken combos or make Sheik any more difficult to hit, it just opens up more movement options, mindgame tools, and approaches. Utilizing this is very technically demanding, and it's advantages are only as good as the player makes them, unlike other AT's which give some characters unbelievable amounts of free damage off a single setup, like fox's double jab infinite, or Lucas' 0-Death chaingrab. If this does get patched, it probably won't be until there are more dominant players using Sheik; despite being generally regarded as one of, if not the single best character in the game, there aren't a lot of top players who main Sheik, and Nintendo won't spend their developers time tweaking something unless it gets a lot of public exposure.
Actually you can do exactly that. You can "WaveFish" in the air, while landing, on the ground, etc. In fact, It works exceptionally well with bouncing fish especially. Here are some examples.(god help us all if you can do something less marginal and more insane like a bouncing fish out of it).
Good heavens, that first GIF defies physics (and has one of the sickest dodges of a jab I've ever seen).Actually you can do exactly that. You can "WaveFish" in the air, while landing, on the ground, etc. In fact, It works exceptionally well with bouncing fish especially. Here are some examples.
Landing WaveFish
http://gfycat.com/MediumSmallIbadanmalimbe
Grounded WaveFish:
http://gfycat.com/SkeletalSpotlessBelugawhale
Aerial WaveFish:
(Uses the Needle Fidgit tech to cancel the wavebounce into specials, most notably Bouncing Fish and Vanish)
http://gfycat.com/LikelyJampackedIchneumonfly
P.S. I hope they don't patch it. It really feels skillful to pull off and, while I love this game to death, it's good to have some techskill back.
Tronfox. Stop. My fingers can't handle all this delicious tech.Actually you can do exactly that. You can "WaveFish" in the air, while landing, on the ground, etc. In fact, It works exceptionally well with bouncing fish especially. Here are some examples.
Landing WaveFish
http://gfycat.com/MediumSmallIbadanmalimbe
Grounded WaveFish:
http://gfycat.com/SkeletalSpotlessBelugawhale
Aerial WaveFish:
(Uses the Needle Fidgit tech to cancel the wavebounce into specials, most notably Bouncing Fish and Vanish)
http://gfycat.com/LikelyJampackedIchneumonfly
I see. I had no idea it would take so much to get fully rid of this piece of tech. If true, you guys might be able to keep this after all.Wow, I actually didn't realize you could cancel into other moves while in the air. During my testing I only ever tried to cancel into aerials, so I assumed the airdodge was unavoidable. It's pretty rare for there to be a situation where you can use specials but not normal attacks; can Sheik do this in previous games as well? It makes sense as a way to make off stage needle charging easier to recover from, but the timing is so strict it feels like a bug.
If they were to patch this, they would probably just do it by increasing the number of startup and/or cooldown frames for charging needles. If they did that the tech would still be relevant, since the momentum changes would still work, you would just act out of them slower. Completely eliminating this tech would involve drastic changes to the game engine (removing wavebouncing, or changing how specials work with stage friction) or adding a ridiculous amount of lag to a single move, and there isn't really any precedence for changes like that in previous patches. The closest thing they've done is make grounded specials no longer slide off ledges, and I don't think they did that intentionally, or at least it probably wasn't their real goal; just think about how Dreamland 64 would have worked without those changes, people would fall off the stage or platforms every time they used a special near the ledge when the wind was blowing their direction.
@ TakeYourHeart : I see your point about this being somewhat inconsistent with some of the games design principles, but move canceling isn't all that rare in smash: jumps can be canceled with item throws, up smashes, and up specials, rolls can be canceled by grabs and item throws, etc. Character specific canceling is a little more rare, but still not totally absent, Sonic can cancel his spin dash charge in a few ways, DDD can cancel his up B (bad example, but true), and Sheik can cancel dash attack into grab (OK, that one might get patched out).
Let me know what you think was sloppy and I'll be happy to fix it up . I did redo the OP recently too and it should be a little easier to read.Aaanyway, since the description on the OP is extremly sloppy and imo not correct at all
I'm sorry if anything was confusing but I showed all examples of 7 frame cancels, and even explained it as much faster than a normal wave needle (14 frames). I was suggesting that we perform the the tech by buffering to cancel early, not the other way around.Now what OP suggests is that we Needle start, go to Needle charge and cancel that asap.
This is, infact, possible. HOWEVER, this takes 14 frames to happen at least, and requires you to be frame perfect. (If you are not, it will delay it further).
Shielding, let go, then attack is faster than that (somewhere in the 10 frames)
This is all correct.Now, how do we apply our tech here? So, what you need to do, is buffer the C-Stick during the 7 Frames of the NEEDLE START animation and then hit Shield, also within that timewindow. If you are too slow, you'll get into the Needle charge animation. You don't want to be there, it limits you extremly.
If done correctly however, we can SKIP both needle charge and needle cancel and throw out our attack on the fastest frame. It takes a total of 7 Frames and is always frame perfect. (7 Frames is not instant, but faster than human reaction, which is 10-12 on average).
1. It's not necessary but I find it easier to pull off while holding it.So thats about the knowledge i have.
What I don't know:
1. Do we need to hold special
2. Does the order of C stick & shield matter?
3. Do w need to let go of shield within those 7 frames as well (I'd say so)
4. why defuq this works. I have literally no idea.
Try these inputs out and see if they work any better for you.Since it's a 7 frame tech with... 3-6 inputs, it's super hard to figure them out exactly, I'm sorry.
What i guess is that we Needle>let go of special>C-stick>shield>let go of shield(>let go of C-stick).
Thats sounds logicaly to me, order might be different tho.
This is all I see in the OP regarding the tech, and it's what I consider sloppy. You talk about a 1-2 frame window, and compare this even to waveneedeling which afaik works completly different and from a different mechanixc, so yea, thats what bugs me.----------------------------------------------------------------------------How I THINK it works (Sorry, its very hard to do considering I haven't practiced much yet):
How I THINK it works (Sorry, its very hard to do considering I haven't practiced much yet):
I think this takes principals from the Wave Needle, where your needle changes your momentum, and then the shield cancels your needles, but instead buffers an attack in before you actually have the shield input registered (or at the same time? it's difficult for me to tell). It doesn't make sense to me as to why it can happen so instantly, as needles typically have a few more uncancellable start up frames ( I could be wrong) but I'm pretty sure you can INC as fast as you can do the inputs.
Updated Theory:
The inputs are really tricky for whatever reason. My new theory is that when you press L (or R) during Needles, instead of L programmed to cast a shield right away, there seems to be a programmed 1-2 frame window of programmed "go back to neutral state so that you can then shield" and THEN shield will come out should you still be holding (Probably seen by developers as an easy way to let Sheik cancel her needles without changing the code for shields in general). I think this is why you can also wave needle without shield ever coming out- you simply let go of shield during this weird window where L acts like a "go to neutral" action rather than "shield". Because this small window of weirdness exists, I'm guessing you can buffer in a move and, if done correctly, the move will go off at the same time as "go to neutral", since it's unlikely they would have added any lag whatsoever to this property of "go to neutral". The end result is you never need to wait for shield or neutral out of needles.
Don't get me wrong, but @ tronfox64 stated himself that he recently updated the OP, so it would be nice if all the info would be found there.@ Wasserwipf : No need to rag on the OP, it was one of Tronfox's first posts here, and the tech was (and still is) being developed. If people really want to understand this tech, they should read the whole thread, not just the OP. The excellent gif's tronfox provides in the OP demonstrate what is possible with the tech, explaining how it works and how to do it is what this conversation is for. As for your technical questions, I suggest you review some of my earlier posts; my analysis provides answers to several of your questions, and although my thoughts are not hard fact, they are consistent with all the evidence we've found so far.
On the subject of inputs; releasing buttons has no effect on the tech as long as each input in entered in the correct order and with the correct timing. There are two exceptions to this; if you are trying to use neutral B while running, and choose not to use the C-stick + special input method, you need to release the left joystick at the correct time to avoid using side-B, and if you do not buffer an attack prior to inputting shield to cancel needles, you should quickly release the button to avoid shielding after you've canceled the animation.
This is f*****g amazing! I think I just became a Shiek main. First day and I'm already pulling it off. With standard controls too! I'll be in the lab if you guys need me >:D----------------------------------------------------------------------------Intro-------------------------------------------------------------------------------
Hey guys. New Smashboards user here.Glad to be a part of the ninja revolution.
Was recommended to move this to it's own thread from the Sheik Compendium of Advanced Techniques, Combos, and Tricks thread so here it is. Guess this isn't my first post any longer ^^
Anyways, I was messing around with wave needling... and accidentally instant needle canceled (INC?) into a jab (diagonal c-stick ftw). I then spent forever trying to recreate it (wasn't quite sure what inputs I had used) and finally managed to do it well enough to record it. However curiosity got the best of me, and alas I tried other moves as well... and lo and behold it worked with each. Essentially what this means is that any move can be used at any time while running with whichever direction of momentum and facing you want.
-Anyways the Gifs-
Note: Further techniques and applications have been discovered throughout the course of this thread, and have been added to this OP.
Another Note: Don't give up when trying to practice anything below! The inputs have really strict timing and must all be pressed within very quick succession. It took me probably 2 straight hours of failed practice just to do it once in a blue moon (With enough practice, everything here can be ingrained into muscle memory for near flawless execution mid match).
-----------------------------------------------------Tech 1: Instant (7 Frames) Needle Cancels----------------------------------------------
Running Reverse DTilt (with reverse momentum):
http://gfycat.com/BleakSameIchthyostega
Running Reverse DTilt (with standard momentum):
gfycat.com/ContentEsteemedFrillneckedlizard
Running DTilt:
http://gfycat.com/EvergreenBlissfulGalapagossealion
Running Jab:
http://gfycat.com/SeriousNeglectedHorsemouse
Running Reverse Jab:
http://gfycat.com/SarcasticExhaustedKomododragon
Running FTilt (I'm so good at spacing /s):
http://gfycat.com/SleepyGlossyEmu
Running Reverse FTilt (has a ton of reach if you space it better than I did):
http://gfycat.com/ScaryGleefulEgg
As @ Jaxas has pointed out, it seems you can do any move out of running Needle Cancels.
Whats really cool is how Needle Cancelling covers the options that Perfect Pivoting cannot, and vice versa. In neutral standing animation or fox trotting/dash dancing? Perfect Pivots covers pretty much any option with sliding momentum (I think people in general hugely underestimate the usefulness of PPs and Forward Attacking Perfect Pivots [FAPPs... coincidence, I swear]). Already committed to a full run? Instant Needle Cancel into whatever you want in whichever direction you want with momentum. They go together like Peanut Butter and Jelly.
This seems to be about as fast as you can Needle Cancel into attacks out of a Dash Dance:
http://gfycat.com/SelfassuredDeepHornbill#
-Old- How I THINK it works (Sorry, its very hard to do considering I haven't practiced much yet):
I think this takes principals from the Wave Needle, where your needle changes your momentum, and then the shield cancels your needles, but instead buffers an attack in before you actually have the shield input registered.
Updated Theory:
The inputs are really tricky for whatever reason. My new theory is that when you press L (or R) during Needles, instead of L programmed to cast a shield right away, there seems to be a programmed 1-2 frame window of programmed "go back to neutral state so that you can then shield" and THEN shield will come out should you still be holding (Probably seen by developers as an easy way to let Sheik cancel her needles without changing the code for shields in general). I think this is why you can also wave needle without shield ever coming out- you simply let go of shield during this weird window where L acts like a "go to neutral" action rather than "shield". Because this small window of weirdness exists, I'm guessing you can buffer in a move and, if done correctly, the move will go off at the same time as "go to neutral", since it's unlikely they would have added any lag whatsoever to this property of "go to neutral". The end result is you never need to wait for shield or neutral out of needles so long as something is buffered to come out during this window of weirdness.
Inputs for Needle Canceled Attacks: Run > [Let go of left stick for a split second] > hold B (or B-Reverse, I use R as a second special button for this) > C-Stick > Shield
> > Hold (My ) > >
Note on inputs #1: Make sure to hold down special button until after you press shield. This makes it incredibly more reliable for some reason. If done correctly, you should start an attack 7 frames after your running animation
Note on Inputs #2: I might recommend setting your extra shield button (R in my case) to Special Attack, as it feels a bit more natural to press R and L in quick succession than B and L and it allows me to flick the C-Stick to the right for FTilts within the tightly timed execution window much more reliably since my thumb doesn't have to be committed to B as well.
Note on Inputs #3: I realize my description of the inputs is mediocre at best. When I started learning it, I consciously thought of it in 2 steps. 1. Cancel Run into Needles (with whichever direction you want, essentially the start of a wave needle if your going to B-reverse) and then 2. as quickly as my fingers can (you should still be within the first few frames of bringing out needles), buffer the input of the attack I want to use, and like a frame later add in a brief L to add in this "go to neutral" weirdness phase.
Grab applications:
Originally I couldn't get it to work with grab (I could have just been failing) so the closest thing I could pull off was this
Wave Needle standing grab:
http://gfycat.com/AppropriateDisgustingArthropods
Edit: Actually there does seem to be a grab option with that seems better than a regular boosted grab. Will have to try to figure out the inputs more precisely. Ill post any gifs of it right here if/when I do.
Edit2: This may actually be a roll cancelled grab.
----------------------------------------------Tech 1.5: Landing Attacks out of aerial Needle Charging-----------------------------------
(NOTE - THE BELOW GIFS NO LONGER WORK AS WELL IN 1.0.8 DUE TO NEEDLE GLIDE NO LONGER CARRYING MOMENTUM OFF LEDGES. You can still wait until your in the air, but the speed is slower):
(Just input C-Stick > Shield just before you land while needling)
Edit: You can actually still do these almost as fast using the tech below. it's still not quite as fast, but its faster than a normal B-Reverse while airborne.
http://gfycat.com/BlueJitteryCrow
http://gfycat.com/HardNaturalBat
http://gfycat.com/DearestDigitalAlligatorsnappingturtle
http://gfycat.com/PracticalSpotlessDinosaur
http://gfycat.com/HighSilkyLamprey
Inputs: While charging Needles in the air, buffer an attack just a couple frames before landing, then quickly press shield to cancel the charge and let the buffered attack come out.
While airborne: (my ) > About to hit ground > > (shield just as you hit the ground)
------------------------------------------------------------------------------------------------------------------------------------------------------------------
One other "weird thing". Every once in a while I accidentally do an extreme wave needle backwards while still facing the same direction I was running. It puts you into neutral extremely quickly too. Imagine a wave needle that's twice as fast and far, and keeps you facing forwards instead of turning you. No idea how to replicate this yet but it has something to do with left/right C-stick in combination of left/right stick while Needle Canceling
Edit: This has been fully discovered now too and has a huge myriad of applications! See below!
^ ---------------------------------------------------------Tech 2: Wavebounce Cancels-----------------------------------------------------------
(Note this is different from from traditional wavebounce in inputs, and produces a slightly further bounce in the air. It's [imo] a good bit easier than current wavebouncing methods as well, but it's still definitely worth knowing both):
This "weird thing" has been Figured out thanks to the video by @TheReflexWonder towards the bottom of this page! Its a Grounded Wavebounce Cancel that acts similarly to a backwards wavedash believe it or not. It can also be used in the air for forward-facing-yet-retreating needles, needle fidgit options such as airdash back and then cancel into bouncing fish, or for needle landing (which you can then integrate tech 1.5 out of).
Added - Examples of Retreating Wavebounce Cancels from the next page:
--
New - Aerial and Grounded "WaveFish":
(You can "WaveFish" in the air, while landing, on the ground, etc. In fact, It works exceptionally well with bouncing fish especially. Here are some examples.)
Landing WaveFish
http://gfycat.com/MediumSmallIbadanmalimbe
Grounded WaveFish:
http://gfycat.com/SkeletalSpotlessBelugawhale
Aerial WaveFish:
(Uses the Needle Fidgit tech to cancel the wavebounce into specials, most notably Bouncing Fish and Vanish)
http://gfycat.com/LikelyJampackedIchneumonfly
--
Making a Read:
http://gfycat.com/SparseOilyAmoeba
Wavedash into Shield & Punish:
http://gfycat.com/SilentDeadlyKestrel
Avoiding & Punish (You could decide to not bring out her shield for faster punishes too):
http://gfycat.com/TiredFamousBass
Reverse Momentum Forward facing Needle Edgeguard:
http://gfycat.com/GrimTotalJavalina
Punishing Rolls:
http://gfycat.com/PastelShockedAkitainu
http://gfycat.com/IllinformedPartialGnatcatcher
http://gfycat.com/DopeyAcrobaticGreatdane
Punishing Dash Attacks:
http://gfycat.com/EsteemedSlightAfricanelephant
Covering the Ledge while recovering high:
http://gfycat.com/QueasyAgreeableDouglasfirbarkbeetle
Releasing Needles instead of Canceling:
http://gfycat.com/RecentFantasticCopperbutterfly
Mindgames? (can be done a bit faster than done here too):
http://gfycat.com/DampSpeedyAuklet
Inputs for Grounded Wavebounce Cancels:
While holding , press + (My too make it much easier), and then cancel with
Edit4: Fixed up the post... a lot. Also, read the entire thread to get a full understanding of how everything works, as a good amount of information was discovered from various users as to how and why both these techs work.
I don't play competitively so I'm not quite sure what the implications of this are... but something tells me 20XX includes Sheik.
Welcome to the Ninja academy. You must have some Sheikah blood within you to be pulling them off that quickly! Awesome!This is
This is f*****g amazing! I think I just became a Shiek main. First day and I'm already pulling it off. With standard controls too! I'll be in the lab if you guys need me >:D
Don't give me too much credit lol! It's far from consistent. And I love the technical stuff personally. I'm a big fighting game fan and have only gotten into competitive Smash over the past three months but I'm hooked! Loving Sheik's ability to defy gravity. Thanks to anyone that contributed to this threadWelcome to the Ninja academy. You must have some Sheikah blood within you to be pulling them off that quickly! Awesome!