Is there a thread or link that lists the all the blast line data (width and height) of the tournament legal stages? I've already googled it but found nothing and I'd be really interested to see the exact blast line values. Thx in advance.
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Yes, it's reduced (idk by how much unfortunately). If you want to see for yourself, have Bowser, Jiggs, and any third character start a match on FD. Have the third character grab Bowser, and then use Jiggs to rest him across the stage. Reset the sitution and rest him from the same spot without anyone grabbing him.Somebody told me knockback is dofferent when hitting a grabbed opponent. Is this true? And is SDI possible when this happens?
Grind tech skill so you can wavedash, and lcancel on command almost flawlessly. The biggest limiter is lack of tech skill for new melee players.So as a former smash 4 player who is looking to switch to melee, any advice you could give to me? I will probably use marth, as I used him in SSB4, and I hear he is top-tier in melee, but I am still unsure.
Shield DI = grab for most characters.His dair and fair on sheild can be harder to punish, and his side b has a lot of pushback and shield stun (a lot of characters can't punish it on shield unless they have fast reflexes and wavedash optimally OOS)
Was it something like this (4.FX.19 in my Melee Library)?So I was playing earlier today and I went to shine turnaround wavedash to ledge, and I messed up but I believe what I did was shine > turnaround > press y > cancel my jumpsquat by falling off the ledge > fastfall to grab ledge. Is this possible, and if so is it fast (it seemed fast)?
Yup, that's what I thought. I wonder if it's faster to do this than other methods of grabbing the ledgeWas it something like this (4.FX.19 in my Melee Library)?
There was a video on YouTube that gave a breakdown of all the different options to grab the ledge and how fast they are, but I can't find it after tons of searching. From what I remember (and I could very well be wrong), but I believe shine hog is only slightly faster than shine turnaround WD onto the ledge, especially if you're not FFing the shine hog (which seems pretty hard). I think the fastest method (excluding side-B ledge cancels and pivot hogs) may have actually been a simple WD FF PC drop (where you just turn around and let the extra momentum carry you off). WD pivot WD FF is probably a close second.Yup, that's what I thought. I wonder if it's faster to do this than other methods of grabbing the ledge
Yeah I forgot about that video. Just checked it and it's tied for fastest along with WD-PC drop, although they're only 1 frame faster than many other options. I still might do it cause it looks coolThere was a video on YouTube that gave a breakdown of all the different options to grab the ledge and how fast they are, but I can't find it after tons of searching. From what I remember (and I could very well be wrong), but I believe shine hog is only slightly faster than shine turnaround WD onto the ledge, especially if you're not FFing the shine hog (which seems pretty hard). I think the fastest method (excluding side-B ledge cancels and pivot hogs) may have actually been a simple WD FF PC drop (where you just turn around and let the extra momentum carry you off). WD pivot WD FF is probably a close second.
That's why I made the Melee Library. The video you're looking for is in the Fox section at 4.FX.8. Here you go:I can't find it after tons of searching
There is the MasterHand Tool made by Dantarion and WindOwl which reads Melee character files and tells you most info about them. The information from that program is consolidated in a spreadsheet linked in Kadano's thread.Is there a complete table with absolute all frame data, stats etc. of all characters somewhere?
Or only the seperate ones for each?
I wouldn't trust the video to be perfectly accurate. For example, in the shine -> turn -> wd clip the fox does run -> RunBrake -> crouch -> shine, whereas in the shine turn edge canceled jump (sometimes called shinehog btw) clip the fox does a proper running shine, which alone could explain the difference. Also sadly the vid lacks wd -> st -> wd.Yeah I forgot about that video. Just checked it and it's tied for fastest along with WD-PC drop, although they're only 1 frame faster than many other options. I still might do it cause it looks cool
I've been generally under the assumption that WD>ST>WD is very fast and very reliable for most if not all characters, it's just when you play in CT and do something fancy everyone always freaks out which I find to be priceless so it's worth it to me regardless.I wouldn't trust the video to be perfectly accurate. For example, in the shine -> turn -> wd clip the fox does run -> RunBrake -> crouch -> shine, whereas in the shine turn edge canceled jump (sometimes called shinehog btw) clip the fox does a proper running shine, which alone could explain the difference. Also sadly the vid lacks wd -> st -> wd.
Well, I can't find a link to any spreadsheet, or even a relevant subsection, in his post though. Can you guide me to it?Sorry for the double post
There is the MasterHand Tool made by Dantarion and WindOwl which reads Melee character files and tells you most info about them. The information from that program is consolidated in a spreadsheet linked in Kadano's thread.
It's the first link under "Hitbubble, frame data analysis". It used to have the word "spreadsheet" in it, but I guess he changed it You want to click "download link."Well, I can't find a link to any spreadsheet, or even a relevant subsection, in his post though. Can you guide me to it?
Eh, faster timing doesn't mean that executing the wd is harder. Though the point still stands that wd requires different inputs depending on jumpsquat, so it's best to practice it first with your main anyway (as anything else tech related of course).Just do it all with Sheik. Sheik has a shorter jumpsquat than Luigi so it will be harder with her
In my experience people have problems with the shorter jump squats when first picking up the game. Not exactly sure whyEh, faster timing doesn't mean that executing the wd is harder. Though the point still stands that wd requires different inputs depending on jumpsquat, so it's best to practice it first with your main anyway (as anything else tech related of course).
Interesting, for me and some other players I know 3 frame jumpsquat wds were the easiest to learn, it's probably very individual.In my experience people have problems with the shorter jump squats when first picking up the game. Not exactly sure why
It actually never had "spreadsheet" in it (I looked into all past revisions of the post), but I added it in now. =)It's the first link under "Hitbubble, frame data analysis". It used to have the word "spreadsheet" in it, but I guess he changed it You want to click "download link."
From what I understand:I was curious, does hitstun/hitlag vary from move to move / character to character? And is there a difference between shieldstun and shieldlag with respect to hitlag and hitstun?
More precisely, if I hit a Peach with a Bair as Falco vs doing the same against Falcon, will the time differ from when I am able to react because of the character difference, and will Peach or Falcon be able to recover slower/quicker depending? Or is it all universal?
And regarding shields, is the stun/lag different for shields?
Hitstun is a fraction of knockback which in turn depends on a lot of different factors which you can read about here. One of those is weight, which is different between characters. Most of the factors are different between each move, such as knockback growth, base knockback, etc. Some factors are "environmental" such as crouch armor, and being hit in a charged smash attack. Being hit while in the crouch animation will cause you to incur 2/3 of regular knockback, and so 2/3 of regular hitstun. It also causes you to incur 2/3 of regular hitlag. Being hit by an electric move, e.g. Fox's shine or Captain Falcon's fair, will cause the victim to take 1.5 times the hitlag, but the attacker is unaffected.I was curious, does hitstun/hitlag vary from move to move / character to character? And is there a difference between shieldstun and shieldlag with respect to hitlag and hitstun?
Captain Falcon would recover faster because he weighs more, but both he and Peach incur the same amount of hitlag.More precisely, if I hit a Peach with a Bair as Falco vs doing the same against Falcon, will the time differ from when I am able to react because of the character difference, and will Peach or Falcon be able to recover slower/quicker depending? Or is it all universal?
It's the same for all shields, except Yoshi. He doesn't incur shieldstun.And regarding shields, is the stun/lag different for shields?
In the hack pack, yes. Idk about TEIn the 20XX TE thing or whatever is their like a thing thats lets you know if your opponent is still in hitstun like in PM's debug mode?