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http://www.ssbwiki.com/PAL50Isn't that true because PAL is 50fps? Unless they use a 60hz TV and booted Melee in 60FPS mode, wouldn't it mean you have 1/6th more time to SDI?
That’s normal, phantom hits can hit twice (one phantom and one proper hit).So something weird happened to me today while playing that I didn't know could happen.
I was Fox and I naired a young link. I got the phantom hit while we were both in midair and then I continued my trajectory forward. Then the young link jumped back immediately into where I was nairing and then actually got hit by the same nair that he was just phantom hit by.
Is this possible or did something else happen?
1) Shield stun depends on the damage of the hitbox. Dropped turnips do different amounts damange depending on how far they fall. On the Peach Boards, Quetzalcoatl has made a thread about this. You can calculate shieldstun using KirbyKaze's shieldstun calculator thread or strongbad's knockback, etc. spreadsheet found in Kadano's thread.Two questions
1) How many frames of shield stun does a dropped turnip give? If it bounces in shield a few times is the shield stun multiplied?
2) In the game code are there values for every move a character can use including rolls, tech animations and such? We're would such data be found?
No.if falco or fox goes for a shine-->JC grab on sheik is it possible for sheik to wavedash OOS to avoid it?
I think she can because she crouches extremely low during her jumpsquat. I remember playing with M2K and he was trying to demonstrate how this happened with nair OoS, but it was pre-20xx so we couldn't ensure both players' inputs were frame perfect. It should be simple to test in debug, so I'll check this when I get a chance if no one else gets to it first.if falco or fox goes for a shine-->JC grab on sheik is it possible for sheik to wavedash OOS to avoid it?
thanksI think she can because she crouches extremely low during her jumpsquat. I remember playing with M2K and he was trying to demonstrate how this happened with nair OoS, but it was pre-20xx so we couldn't ensure both players' inputs were frame perfect. It should be simple to test in debug, so I'll check this when I get a chance if no one else gets to it first.
thanks. similarly i also just found a gif of sheik being able to wd oos safely when falco goes for shine-->nair.I just checked in debug and Fox doesn't have any problems grabbing sheik's jumpsquat. However, if he's not close enough to you, you can get enough frames of backwards movement from your wavedash to avoid the grab. Her jumpsquat and airdodge landing lag animation are low enough to avoid a shine -> nair from Fox, though.
That's a interesting point. I don't think it's possible though.I think she can because she crouches extremely low during her jumpsquat. I remember playing with M2K and he was trying to demonstrate how this happened with nair OoS, but it was pre-20xx so we couldn't ensure both players' inputs were frame perfect. It should be simple to test in debug, so I'll check this when I get a chance if no one else gets to it first.
http://www.ssbwiki.com/TurnWhen I test it, I can dash the opposite direction im facing and be in the turnaround state for ~1 frame but when i do a weak input (like to walk) it's ~12. Am I screwing up? Is there any way to speed this up? I'm trying to test the frame leniency of the dthrow -> turnaround dtilt at the ledge with Marth M2K always does but the 12 frames just seems super slow.
It’s not guaranteed at all, unless the Fox / Falco neglects the proper response to beat it. See http://smashboards.com/posts/18643517Edit: Since I'm already asking, what IS the frame leniency on the dthrow dtilt option select at the ledge for Marth v Fox/Falco (either one since I'm assuming they're very close if not the same) and at what %s is it essentially guaranteed?
It's kinda of known among tech junkies that ICG has to do with shield pushback, but I'm not sure it's extensively documented anywhere.What do the L and R letters next to the animation state in debug mode mean? What causes them to change?
Also, is it already known that the invisible ceiling glitch is caused by taking a hit while the victim has Attacker Shield KB Velocity?
No. There aren't many aerials in the game that can ever link into grab. Even Peach's FC aerial to grab can be spotdodged. Not sure about Falcon's knee to grab. You can use this to figure out how much frame advantage/disadvantage you have:Does Marth have any attacks that have enough shieldstun to guarantee a grab/any other attack afterwards?
Example: shffl nair-grab or late fair into dtilt or something.
No. There aren't many aerials in the game that can ever link into grab. Even Peach's FC aerial to grab can be spotdodged. Not sure about Falcon's knee to grab. You can use this to figure out how much frame advantage/disadvantage you have:
http://smashboards.com/threads/frame-advantage-on-block.309694/
Momentum from the roll was canceled by G&W being on the platform and then the platform moving in such a way he was no longer on the platform. Here's a similar recreation. His looks a little different, but I'm confident it's the same principle.G&w super jump 00:38:19
@ Kadano @ Stratocaster @ schmooblidon
http://www.twitch.tv/mikehazegaming/v/7216884
Mike said he'll highlight it to youtube, sorry for twitch link guys^^
Yo that was cool, gunna look at this properly tomorrow. :oG&w super jump 00:38:19
@ Kadano @ Stratocaster @ schmooblidon
http://www.twitch.tv/mikehazegaming/v/7216884
Mike said he'll highlight it to youtube, sorry for twitch link guys^^
If you haven't read Kadano's overview of Z-powershielding: http://smashboards.com/threads/official-ask-anyone-frame-things-thread.313889/page-17#post-185125811.) How does Z-powershielding interact with things such as Marth dash forward/back? As in, does z-powershielding double the window or increase it by a flat 2 or what?
2.) Do any other relevant characters have windows > or < 2 on their powershield out of a dash forward/back? If so, who and what are the windows?
3.) How much dmg does each hit of Falco fair do? How does staling interact with mulihit moves/effect the damage falco fair deals? If I only hit with the 2nd hit does it then do more dmg than if I hit with the 1st and 2nd because the 1st would have already staled it some etc
Is this not the case with Sheik's needles? I recall seeing a video that demonstrated a significant difference in their damage based on how far you were from the opponent due to staling. That would only be possible if each needle was treated as a separate move.@ Rachman Adding to what @ Stratocaster said about staling: Each move you hit with will occupy only 1 staling slot. So even if you hit all 5 hits of the fair, it only counts as 1 move in the staling counter. However the staling counter will update as soon as you hit with the fair first time, so the consecutive hits will be staled more.
Good point. I'm not exactly sure how it works for needles and projectiles, but I think they're treated differently.Is this not the case with Sheik's needles? I recall seeing a video that demonstrated a significant difference in their damage based on how far you were from the opponent due to staling. That would only be possible if each needle was treated as a separate move.
Sounds accurate what your telling me, & also I've done shorter versions with various characters. Gifycat will come in handy to look at if I want to learn it! -Thanks StratMomentum from the roll was canceled by G&W being on the platform and then the platform moving in such a way he was no longer on the platform. Here's a similar recreation. His looks a little different, but I'm confident it's the same principle.
http://gfycat.com/WarpedAggressiveHamster
It's frame perfect and likely not character specific.
I actually got this recorded in a set yesterday LOL!Yo that was cool, gunna look at this properly tomorrow. :o