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i approve so much of your new name/avatar, whoever you once were.No one does, it's a terrible prank being played by a dark corner of SWF upon the rest of us.
Player from UK.who's jolteon?
lol, thanks.i approve so much of your new name/avatar, whoever you once were.
wtf since when? I was like, who's this cool shy ronnie dude? It's YOU!? Buuuuuuuuuuuuuuuuuuuuuuuuuuulol, thanks.
@Beat: Yeah, I am.
Since like 2 weeks ago LOL.wtf since when? I was like, who's this cool shy ronnie dude? It's YOU!? Buuuuuuuuuuuuuuuuuuuuuuuuuuu
1. My goodness. I wish. But no.1. Can I grab/utilt after doing sh ac Nair with Marth on a shield before my opponent is able to do something?
2. Assuming Marth is chaingrabing Fox/Falco (neutral DI): at what % are they able to shine before he can regrab (with and without Pivot grab)
Nope, you can always jump.Is there a frame within dash dancing (particularly thinking about the same frame you input dash in the opposite direction) where it is impossible to jump?
Hmm I just tested it and there is definitely a frame within dash dancing that I'm unable to jump. Like I am most definitely pushing the Y button and Marth is definitely not jumping. Maybe it's on a frame (or frames) AFTER the actual turn around input? I am inputting jump and turn around very close to each other and Marth is not jumping on some frames. If turn around + jump on the same frame makes you jump backwards then maybe it's not on that frame.Nope, you can always jump.
"Turn around" + jump at the same time just makes you jump backwards without turning around.
You cannot jump during the first frames of pivoting. You should continue holding the direction after turning for longerHmm I just tested it and there is definitely a frame within dash dancing that I'm unable to jump. Like I am most definitely pushing the Y button and Marth is definitely not jumping. Maybe it's on a frame (or frames) AFTER the actual turn around input? I am inputting jump and turn around very close to each other and Marth is not jumping on some frames. If turn around + jump on the same frame makes you jump backwards then maybe it's not on that frame.
IDK, I hate to find myself disagreeing with someone who is definitely more familiar with this kind of stuff but I am finding that there is at least ONE frame where you can't jump within dash dancing, and that frame is very close to the turn around input.
Wait, so how do pivot nairs work then?Nevermind, I was bored and this bothered me, so I checked it quickly. I was half wrong, there are things I never encounter when TASing...
Dash and run are defined as following, right?
Dash: the initial frames of your run, during which you can pivot.
Run: Follows the dash when you hold a direction for a while. Turning around is slow.
During the dash animation (not stand, not walk, not run), you can't jump on the same frame you turn around (pivot).
The dash animation is still active if you let go of a dash before it turns into a run, all the way until you come to a complete stop (unless you cancel it otherwise of course).
Other than that, jump always overprioritizes turn-around.
Hm, OK.You'll do a retreating jump if and only if you hold backwards before the last jump-start-animation frame.
So if you start holding backwards on any frame before that, including the frame you press jump, you'll jump backwards.
Um... you turn around, you jump, you nair...?Wait, so how do pivot nairs work then?
Yes. Basically, if you're dashing, you lose one frame from the hold-back window. Not dashing, the jump frame is included in that window, when dashing it's not.So the correct way to do a dashing retreating jump is dash->jump->hold back during the jump start animation or on the frame you hit jump.
What I'm trying to say is that because of the fact you cannot jump during your turnaround, pivot aerials are therefore 1 frame slower than other pivot actions (pivot tilts, smashes, etc)Um... you turn around, you jump, you nair...
You can also pivot from standing and walking, in which case the pivot is ignored instead of the jump. Pivot > jump only when dashing.Yeah basically if you input the jump AND pivot on the same frame, the jump is ignored. A pivotted aerial is done by inputting jump on the frame after you input the pivot.
Guess I should have used a different description, but I shouldnt have to explain what plateauing is (as the video you used is peak tech skill -_-). I have good tech skill but I mess up by misstiming things, and was wondering if learning exact frame timin for moves would help efficiency more than feeling it out. DRGN got it right as far as what I needed to hear about matchups.If you've plateaued on tech skill, you're doing it wrong.