Ryucloud
Smash Journeyman
Thanks Sveet and Reptar ****ing **** defualt pic
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Holding X during any sort of ground lag/action where you are unable to do anything buffers lightshield, I assume what you are doing is pressing Z during the crouch animation. (takes 2 frames iirc)running
then pressing down + Z at the same time (roughly?)
makes you light shield
why is this?
probably some NorCal dudeWho is the oldest (in terms of playing melee) active player?
Kone from the UK has been active for 8 years, and has been hosting tournaments for pretty much the whole of that - he hosted SNY1 and will do the same for SNY2 next summer. He's a legend.tink has got to be approaching that big five oh at this point
I think the time for which the edge is occupied is not tied to the animation or the invincibility. It might have something to do with the animation but I don't think its the same amount of frames. Not 100% on it thoughwhat determines how long you hog the edge while you roll/get up/attack/jump from it?
duration of the whole action? duration you're invincible?
I'm pretty sure Samus' missiles are that exception.knockback doesn't stale in melee, but i seem to remember an exception....
Search function <3It stales in damage only. Same thing for almost all attacks in the game.
Sheik's up-B explosion, Zelda's din's fire, Samus' charged shot/missiles/bombs, Doc's pills, Mario/Luigi's fireballs, ICs ice blocks, Yoshi's eggs, Link/YLink's boomerangs, Pika/Pichu's thunder jolts, M2's shadow balls, and G&W's sausages all stale in both damage and knockback. There may be a few more, but all other moves only staled in damage. If you noticed they're all projectiles, though not all projectiles staled this way for whatever reason (item based, living, and laser type projectiles don't).
what determines how long you hog the edge while you roll/get up/attack/jump from it?
duration of the whole action? duration you're invincible?
still kinda curious about these two if anyone has any more informationahhh
so 2 frame window
oh yea but it doesn't work while standing
so are there diff properties to crouching to cancel the run animation ?
i was aware of the different animations, and yes the % threshold is 100 to trigger the different animations, i was looking to find out what determines how long your character is essentially 'hogging' the edge, preventing anyone else from grabbing it, you know?each animation is different, and each animation (with the exception of the jump from ledge?) has a secondary animation it uses when you have a lot of percent on you (around 100 or so). I think its character dependent on what percent you need.
after you powershield a melee attack, you can drop your shield instantly / do an attack instantly. There is no "shield drop animation" unless you don't let go of the shield fast enough and effectively used the powershield to put your shield up.
just saw this nowThanks Sveet and Reptar ****ing **** defualt pic