Lawrencelot
Smash Lord
Sheik, against whoeverWho are you playing as?
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Sheik, against whoeverWho are you playing as?
What do you mean by "hard to grab"? Do they spot dodge? Do they cover their landings with aerials/wavelands/jabs? Do they dash dance camp? What is it exactly that they do?Just forget that there are better stages.
What do I do against people that are both hard to grab, and always crouchcancel at low percent?
No spotdodging, just a better spacing than mine, and being in the air a lot. But the advice I got now should do the trick I guess, thanksWhat do you mean by "hard to grab"? Do they spot dodge? Do they cover their landings with aerials/wavelands/jabs? Do they dash dance camp? What is it exactly that they do?
The game feels bad when you start ****** someone too hardI was playing melee today and something kept on happening that happens quite regularly but i never really paid much attention to before.
Basically, when you get hit, you go into a certain period of hitstun where you cant do anything. However, sometimes, the opponent leaves the attack with virtually no hitstun at all and seemingly floats away from the attack. A good example of this is when i pillar a spacie, the shine occasionally sends them up without hitstun, and i was wondering what was the explanation for this.
Why do people use anything other than the control stick to jump aside from JC's and WD's?
It just seems impractical to me to hit jump with your thumb and then move it down to the c-stick or to B when you can put your thumb on either one while your left hand does the jump on the control stick.
It's faster for running short hopped aerials. I don't think I would be able to do advancing short hop nairs with Fox with the control stick for jumping. Also, if you jump with the control stick and you unexpectedly get hit with an upwards killing move while you jump I'd imagine it'd be harder to DI.Why do people use anything other than the control stick to jump aside from JC's and WD's?
It just seems impractical to me to hit jump with your thumb and then move it down to the c-stick or to B when you can put your thumb on either one while your left hand does the jump on the control stick.
i don't mean to sound cocky butIt's faster for running short hopped aerials. I don't think I would be able to do advancing short hop nairs with Fox with the control stick for jumping. Also, if you jump with the control stick and you unexpectedly get hit with an upwards killing move while you jump I'd imagine it'd be harder to DI.
I've noticed this too before and I have no idea. It usually seems to happen after the shine though and I used to think it seemed almost like a phantom hit effect but I don't think so anymore.I was playing melee today and something kept on happening that happens quite regularly but i never really paid much attention to before.
Basically, when you get hit, you go into a certain period of hitstun where you cant do anything. However, sometimes, the opponent leaves the attack with virtually no hitstun at all and seemingly floats away from the attack. A good example of this is when i pillar a spacie, the shine occasionally sends them up without hitstun, and i was wondering what was the explanation for this.
No hitstun only happens if you're hit by the same move twice in a short amount of period (which is why it is seen a lot of the time when falco pillars fox due to dair-shine-dair-shine etc). I don't know the exact mechanics of it, but it's something like that.I've noticed this too before and I have no idea. It usually seems to happen after the shine though and I used to think it seemed almost like a phantom hit effect but I don't think so anymore.
My question: Does every character's neutral A make opponents on the ground stand up or does it only work with some characters? I know its useful with Fox/ Falco but I was wondering how many characters really benefit from it.
I did not know this.^ that is not always the case, depending on percentage. Below a certain point the tap reset will not give them the option to do other stuff. It varies from character to character on the different characters, however.
Sheik's tap reset on Fox doesn't let him roll in either direction or get-up attack below like 32. Jigglypuff's I've heard rumours of it being below like 80.
*insert snide comment about West Coast DI*i don't mean to sound cocky but
as a fox main my nairs are totally fine, they have basically the same distance as any other fox i know. and my DI is fine too dog, its all reaction time like anything else
The point where they can begin to do a different getup than stand is based entirely on the attack's launch power, which has been multiplied by their weight, so it follows the weight list in the same way.
Attacks like Peach's jab for example, which has a fixed knockback, will always allow Fox/Falco to Roll or Attack in addition to Stand on a forced getup with it, while it will always force CF to Stand regardless of what he holds/presses on forced getup. This is because the base knockback of her slap multiplied by Fox/Falco's weight puts the launching power beyond the needed amount to allow the additional options, whereas when multiplied by CF's weight the power is below the required amount.
Regardless of the options the attack's launch power allows, in order for them to get a forced getup in the first place they need to be on the ground following the attack after like 13 frames or something, which is a short animation where they lay back down following the ground hit. If they're still in the air when the animation completes they go into a neutral fall stance and simply land on their feet and can do whatever.
This is the damage they need to be at after the hit for Sheik's Needles and Jab to allow the extra Roll and Attack options on a forced getup. Below this they will always do the normal stand on forced getup.
They both seem to have the same damages so I suppose they have roughly the same power at that damage range. Non-fastfallers won't hit the ground again nearly as fast so they land on their feet instead easily when using a Jab. FFers do this too at higher damages or when they DI/SDI the Jab upwards at lower damage.
Bowser .... 45
DK ........ 44
Samus ..... 44
Ganon ..... 43
Yoshi ..... 43
CF ........ 42
Link ...... 42
Dr Mario .. 42
Luigi ..... 42
Mario ..... 42
Ness ...... 40
Peach ..... 39
Sheik ..... 39
Zelda ..... 39
ICs ....... 39
Marth ..... 39
Mewtwo .... 38
Roy ....... 38
Y Link .... 38
Falco ..... 37
Pikachu ... 37
Fox ....... 36
Kirby ..... 35
Jiggs ..... 33
G&W ....... 33
Pichu ..... 32
For the Jab, these are the faster falling and more relevant characters that don't get out of it easily. This is the percent after the hit that these characters will begin to land on their feet if they hold UP when jabbed off the floor.
Fox ....... 71
Falco ..... 43
CF ........ 33
Sheik ..... 25
Roy ....... 20
DK ........ 19
^^ If you're wondering why Fox's is so high there it's because of his fall acceleration being much higher than everyone else's.
Yeah, I've never tried it myself so I had no idea if it would work. Plus for people who don't have great reaction times it might be a little better for DI.i don't mean to sound cocky but
as a fox main my nairs are totally fine, they have basically the same distance as any other fox i know. and my DI is fine too dog, its all reaction time like anything else
I lurve you KKYou're a stupid face.
Of course not. They don't make snide people moderators.Question:
Is KevinM snide?
KevinM is a straight-up G.Question:
Is KevinM snide?
I'm pretty sure if he was a super hero his name would be sarcasmo
fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu**I love you guys dearly.
ROFL, we're gamers I've yet to meet a gamer that didn't have plenty of respect for sarcasm.I would put my money on sitting.