Darkshooter
Smash Ace
I always wondered: How comes the Pokemon Stadium in Melee is a counterpick?
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The default mode of the stage is neutral. The transformations are not. Almost all the transformations give Fox the advantage thanks to various walls he can endlessly shine you against. Large obstacles also allow him to camp well.I always wondered: How comes the Pokemon Stadium in Melee is a counterpick?
Fix ed.But yeah, its not neutral because the MBR decided it wasn't.
But yeah, its not neutral because it's not
if the link is okay by the ToS you agree'd toIs it ok to post threads with links?
<3if the link is okay by the tos you agree'd to
then yea
but if you mean
you posting a thread, co posted by link the hero of time dude
then no
not acceptable
Using L moves your left hand a bit and makes controlling the analog stick a bit difficult for most people, I've heard. Dunno about pro level part.I'm using the L button to wavedash and the L button to l-cancel.
Is there any setbacks in the future just using L in pro level play?
explain that again, wheres the extra 10 come fromIts significantly easier to do it with two buttons. For fox, you have a 3 frame window to let go of L/R and then press it down again (jump, release, press). If you use two buttons its a 13 frame window before releasing both L/Rs (unless u wanna shield again)
Most of the moonwalk is your initial dash, I believe when you start slowing down, that is when you are out of initial dash.does anyone know if you can non-JC shine out of a moonwalk, or does it still count as your initial dash
not grabsCan you buffer shield grabs?
Actually, better question: What actions can you buffer?
http://www.smashboards.com/showthread.php?t=81139Here's a history question:
Does "Thunder's combo" refer to just fox's waveshine-> jab or jab resets in general? I always thought the former but noticed it being used more generally recently.
thanks
Here's the structure of the combo:
You must start the combo with a shine or anything that combos into shine and can lead into this after the shine, such as drill, nuetral aerial etc. It only works on certain characters who fall from shine For this thread, it's basically info on initiation on Fox and Falco) or characters that don't fall from shine but DIed so they do fall from shine. Some characters go further than others, Imyself am not exactly how sure, just look at Foxandfalco's shine guide, it might be in there, if not, look in any other guides on Fox, or the statistics list made by Mew2King. After shining them, WD out of shine (waveshine) then immediately jab them while they're on the ground. If you jab successfully, they should be unable to move and are forced to stand up in place, but if they are holding a direction, they wil roll that direction out of the initial combo, but I think they can't do that until a certain percentage, but It's not a very high one. They can also do a get-up attack if they are pressing a button that triggers that.. As they are getting up (Don't wait for them too though, at least not in the intitial combo) immediately do a falling shffld uair on top of them, this should pop them up behind you if they didn't DI It. This is when you usmash them from wherever they may be. If you performed this on a Fox/Falco from 0-Whatever % they're at now, you should be able to dash and catch them before they hit the ground with a grab, and then chain throw till you can't and do whatever from there, but the grab addition isn't part of the initial combo, just one of the many other ways of doing this combo and working different methods in, which I will explain later. There are several different ways to get out of this, but don't expect people who have never seen this to get out of it on purpose. You can hold down and tech the uair at low percentages, or smash DI and tech it at any percentage. I beleive they can DI the uair to far for you to reach, but only in one direction. Like I said before, they can hold left or right before the jab to roll that way. There are a few ways of getting out of it, but once you try it, you'll see how great it is. There are many ways of starting it and following it up, it's too good.
Basically: Aerial>shine>jab>falling uair>usmash="Thunders' Combo"
hitlag is the consequence of multiple frames of hit detection (probably a more accurate way to word that but essentially it will be the same thing in layman's terms) that normally don't occur when you would shuffle an aerial or attack otherwise. IIRC, hitlag and shieldlag are equal, meaning the shuffle timing for hitting a shield or a person is the same, while missing has different timing. this is the only way attacks differ, to my knowledge. what else do you mean by the comparison of the two? there is shield stun data somewhere, but it is not directly proportional to the damage of an attack. for instance, i am pretty sure luigi's nair gives more shield stun than his up+b. it is a pretty good rule of thumb, though: obviously volcano kick or falcon punch have more shield stun than a samus ftilt or a young link dash attack.I have a few questions.
1) What is hitlag?
2) And how does an attack that hits an opponent compare to an attack that does not.
3) How do you know how many frames of shield stun an attack causes?
4) Is the length of shield stun proportional to the damage that the attack does?