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Nope.does the Uair have a hitbox before it cancels?
Or something from Naruto.i get what you were going for with the name atleast (ken combo vidjo drop tipman spike) but a snake flash sounds like something a drunk redneck uncle would do at a highschool graduation
Wow , good tech Fire! , I´m looking forward to see more of those in the future, and I´m going to be in the lab maybe tomorrow with my partner so we can help with the Uthrow chaingrab Thread.
That's a pretty darn small window. Honestly it would be kind of silly if the opponent were in shieldstun/hitlag for the entirety of the initial hit to the autocancel. If the opponent escapes here, imo they deserve it, but I doubt you'll find anyone that's aware of this situational technique enough to prepare for that option.Hrrm; the frame data exposes a flaw (so I'm posting it here instead of reddit), mainly that there's a 3 frame delay between the end of shieldstun and the letting-go-of-cypher hitbox.
Nope. Full hop Dair definitely autocancels. You can actually fastfall toward the end of the animation; I do it frequently to catch missed techs with an immediate jab reset.EDIT: Also late (since it doesn't seem like you frequent the Snake boards anymore hence the lack of ping), but @ Chesstiger, the problem with FJ down air is that it still suffers from the landing lag down air does, and doesn't autocancel.
True and potentially very useful.EDIT2: Hrrm; on PS2 and Joshy's story, at least, Snake can FH->stick->down/neutral air and have his aerial hitbox come out, or he can airdodge afterwards.
If the stick misses, it has additional endlag and you can't put out an aerial before landing from the full hop.I can imagine FJ->stick (miss) ->down/neutral air->grab -> uthrow -> jump ->fair back onto the platform (or off the stage, if possible) -> DJ onto top platform if available -> C4 when they get up -> restick to be a good punish to a spotdodge, but I don't know if the frame data and hitbox data works out.