commonyoshi
Smash Hero
So I noticed sometimes I am unable to jump out of a shine in the air, and it seems like it has something to do when I'm doing a shine turnaround... Is this a thing, or is it just me?
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Shine has 4 frames of hitlag. That's why you can shine turn-around bair easily when you're just practicing, but when you hit an opponent it becomes harder to time it with those 4 frames.So I noticed sometimes I am unable to jump out of a shine in the air, and it seems like it has something to do when I'm doing a shine turnaround... Is this a thing, or is it just me?
No idea on Egg Lay. No one's researched it AFAIK. I think from experience though that the escape formula doesn't scale with % (???).Yoshis egg lay data, his perfect djc nair shield pressure and if you cba why his eggs bounce on shields ;o
9 frames.If you're frame perfect how many frames extra do you have to grab the ledge when ledgehop uair regrabbing using regular/backwords double jumps? With marth sorry.
I'd have to do testing & this would depend on Shield DI and other factors. If I had to guess I'd say by 6-8ish frames because grab takes forever to reach full range.Thanks a lot.
Assuming an opponent is at a full grab length away and has hit my shield, say, Marth's FSmash, how much faster is it for me to WDooS -> Dsmash compared with shield grab?
Stomp does 16 damage IIRC, which causes it to have 8 frames of hitlag, which counts toward the timer. Probably most of your issues are because of this. I think it's possible but I'd have to check. Definitely at 0-20%ish.sorry strong bad, i shouldve been more specific, i meant can you meteor cancel and survive, or does it send you too far down before the window opens again
obviously its % specific and depends on how long after the up b is started you get stomped, but ive seen other people get stomped and been in the situation myself at very low %'s, calmly waited until i was about sweetspotting distance, hit up b and nothing happened
you really think youre on frame 20 by the time you get stomped? i usually stomp people kinda on their way up, it seems way shorter than a third of a second
No, this is wrong. Non-throw Knockback/Hitstun is affected by a characters weight. Refer to this graphic for weight lists. While it's not 100% perfect due to the existence of Base Knockback (knockback that occurs regardless of weight and %), a fairly accurate formula is (Weight/100) * Hitstun or Knockback. Hitstun = Knockback * 0.4, so they're directly related. & Mario/Luigi/Doc (NTSC) are the base for hitstun/knockback. At any given % a move will cause less hitstun to Bowser or Samus than it will to Fox or G&W. Don't answer if you're wrong.That's called hitstun, and you are right, it is the same for all characters. The reason Fox is easier to combo than Luigi is because of his fall speed.
You can hold up and then press B, but holding up won't buffer a jump UNLESS you are Jigglypuff or Kirby and have already used a mid-air jump. Additionally, Meteor Canceling window begins frame 8 after exiting hitlag, not frame 1. But yeah, you're right, that's why Fox/Falco are able to meteor cancel so consistently.Does that mean Fox and Falco can meteor cancel spikes on the first frame? (Falco's up-B doesn't even start moving until frame 43)
I've also been told you can't hold up or spam jump in order to meteor cancel, so if you can confirm or deny that it would help clear some stuff up.
Depends on # and severity of Shield DI inputs as well as original spacing.Will foxe's upsmash oos hit peach after here dsmash during shield DI?
D-Smash has to be at least 2 or 3 levels of stale in order for it to even be possible to spotdodge Second hit -> last hit is perfect on shield. But in that case, as long as the char has a spotdodge that ends by frame 22 you should be good. Examples are Doc/Mario/Luigi/Samus/Fox/Falco/Sheik, among others.if i shield sheiks dsmash, how good does my spotdodge have to be for it to be a good idea to spotdodge the last hit in order to run in and punish?
This is a useless question. It's just whenever the height is such that by frame 42 the height loss during the first 41 frames isn't enough to cause you to be grounded.Regarding Falco,
what's the minimum height you have to reach before you can Up-B into the ground and bounce, instead of being forced right?
That is, when positioned on the stage, how many frames after a jump input must you wait to input the Up-B command, to be able to Up-B downwards?
It does assume that you hit with the aerial the frame before you land. ??? Was there something else you wanted to say?That shieldstun calculator seems to mislead people into thinking that you hit with aerials even close to the frame you land. Most of the time most of the shield stun is gone before you even hit the ground.
Samus does not suffer hitlag as it is an article (the hitbox is attached to the bomb rather than Samus). It does 4 damage so 4 frames of hitlag + 3 frames of shieldstun = 7 frames during which the opponent can't do anything. It seems to IASA frame 2 so you have 6 frames of advantage.when samus drops a bomb on her opponents shield, and gets affected (bounced) by the proceeding explosion
how much of an advantage is she at
i ask this because the bomb acts like a projectile, but also interacts w/ samus
so does samus go through hitlag when it explodes as well? or does the opponent suffer the hitlag while samus gets' bounced
-Hitstun is universal. You can't give a character less hitstun, or an attack more hitstun. Roy has the same amount of hitstun as every other character in the game. He's just a semi-FFer so he gets comboed more easily with that stun. To actually give him less hitstun you'd need to reduce the hitstun of all characters in the game by changing the global hitstun constant from 0.4 to something lower. To make him less comboable (but still the same amount of hitstun) you'd need to make him floaty.
The bounce is relevant to what Samus can do with the 6 frames of frame advantage. The fact that said bounce IASA's frame 2 and she would otherwise have no frame advantage is actually very relevant, though.[edit] hearing information like "Samus does not suffer hitlag as it is an article (the hitbox is attached to the bomb rather than Samus)." makes a statement like "The fact that it makes her bounce as soon as it hits shouldn't matter." have more grounds though, so if u kno information like that attatch it to ur assumptions
It was rhetorical.Strongbad was that a serious question about Bowser and Jigglypuff? The heavier a character is, the less hitstun they have. Besides how hard a character gets knocked horizontally (the ONLY factor in this is weight, unless you could double jump momentum cancel which barely matters in this game compared to brawl). Bowser has less hitstun and does not go into tumble because he is heavier.
http://www.youtube.com/watch?v=Xsk6t6MLuUQ#t=4m45sBones, you should probably let Strong Bad answer all questions specifically directed at him...
Which, considering this is the "ask Strong Bad" thread, would be all of them.
It was a rhetorical question to prove my point.Strongbad was that a serious question about Bowser and Jigglypuff? The heavier a character is, the less hitstun they have. Besides how hard a character gets knocked horizontally (the ONLY factor in this is weight, unless you could double jump momentum cancel which barely matters in this game compared to brawl). Bowser has less hitstun and does not go into tumble because he is heavier.
they're all - on shield. fair & bair are -3 tho which is pretty decent.I'd like to know the frame stuff about Ganon's moves on shield if it's + or -. More importantly, Jab, Ftilt, downtilt, Fair, Bair, uair, dair.
When the hitbox connects, both characters go through hitlag. You do 13% damage, so the move has 7 frames of hitlag. If you were to indeed land on the frame after the hitbox connects, then you'd land on the frame after hitlag (l-canceled landlag starting on this frame), which is also the first frame of shieldstun for the opponent.Is the first frame of shieldstun also the first frame in which the hitbox touches the shield? If it begins on the same frame this would automatically subtract 1 frame of advantage from every move.
Like, take an aerial that is performed a close to the ground as possible (move connects on the last frame before landing). Say it does 13% damage (7 frames of shieldstun) and landlag is 7 frames when l-canceled. If shieldstun begins on the same frame that the attack hits, this gives -1, since the defender can act on frame 6 of the attacker's landlag.