Sinji
Smash Master
I find when I input shine>grab too fast my output becomes shine stalled. How much lag is betwwen the shine and grab?
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Don't know the exactly frame data. However, it's not frame 1, 'cuz you have to wait for hitlag to end. You can "buffer" it in the sense that if you hold the control stick opposite the direction Fox is facing, he will turn around when hitlag ends. I'm pretty sure that if you just tap the control stick the opposite direction, but let it return to neutral before hitlag ends, Fox will not turn around. This means you can't truly buffer it (assuming I'm right).What's the first frame you can turn around in shine (on hit, if it matters)? Assuming it isn't frame 1, can you buffer the turn around during hitlag? I want to do THIS.
If you're talking about running across a platform, then yes. A regular drop through lasts 3 frames (you drop through on 4). A shield drop is 1 frame (you start to drop through on frame 2). TUTORIALWhen walking or sprinting on a ledge is it still faster to shield drop than just dropping straight through?
Ya sorry I did mean a platform.Thank you.If you're talking about running across a platform, then yes. A regular drop through lasts 3 frames (you drop through on 4). A shield drop is 1 frame (you start to drop through on frame 2). TUTORIAL
Wait what? What do you mean by that?Also, you land immediately with a horizontal wavedash if the platform you stand on is moving upwards =).
You land immediately from normal WDs and still have landing lag...Wait what? What do you mean by that?
So on fountain, if I waveland on a platform moving up, I won't go through the normal 10 frames of landing lag? I can act immediately while moving?
Oh I didn't know they had differences in what you can do out of them. Are there more besides these?SDM uses Soonest Actionable Frame. The difference is that there are two things for an attack; IASA, and SAF. If there is no IASA, then SAF is just the frame after the total animation.
Personally I never use SAF. If a move has IASA then using the term "SAF" in place of IASA is misleading, because you can't air dodge or grab ledges out of IASA.
Pleaseeeeeeee SB? <3I have Ice Climbers questions, I know they are a janky character so sorry for heaps of questions...
• List of ways that they can be de-synced, excluding these:
Grab
Whiffed Grab
Roll
Spot Dodge
Landing
Up B OoS
Running into a wall
Getting hit
Up Tilt (going from memory, can't remember if this does or not)
Taunt buffer
Ledge-grabbing
Dash Dance
Pivot ftilt (which other moves can be pivoted in this fashion?)
3, 2, 1, GO!
• Why does Nana sometimes jump when wavedashing on slopes?
• Why is it that when Nana up throws someone below a platform, they sometimes get knocked onto the platform instead of bypassing it?
• How does the ICs different shield sizes trick work from a technical standpoint and to what extent can Popo and Nana's shields be manipulated independent of one another?
• Are Nana's throws 100% random when not near a ledge?
• How does Up B OoS desync work, from a technical standpoint?
• I often find that when I try and do a SH bair with Popo, Nana turns around (facing the same direction as Popo's hammer) halfway through. Is my c-stick press causing this to happen, if so, how can it be avoided?