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Idk if you forgot, but I already answered this. lol Maybe you never saw it, but if you just didn't find my answer sufficient, I'm afraid your out of luck because there's only a handful of people who actually use shield dropping enough to confidently answer a question like this about it.If you want to shield drop and then fast fall, do you have to shield drop and then move the control stick back to neutral, and then fast fall? Or can you just move to the shield drop spot and then go down?
No. The FF input only requires a downward tilt on the stick, and as far as I can tell it's either the same or even less distance from neutral than a shield drop (I'd guess less). I don't think anyone knows exactly how shield drops work in terms of how far down you need to press. I can do straight down, but I do them diagonally because it's easier and more reliable. I KNOW for a fact that if you are shai dropping out of a dash and have the stick pressed all the way to the rim that you have to be EXACTLY at 45 below horizontal. Being at 44 or 46 will not cause you to drop through (I have tested them by pausing and holding shield + the angle and then unpausing).
That being said, I don't know what determines the drop if you are moving your stick at an angle further below horizontal without pushing your stick to the rim (like you would for a dtilt or LAftilt; I do standing drops with the LAftilt-type press, trying to go at exactly 45). My theory is that there is a line drawn from the left 45 to the right, and in order to shield drop at any non-full press you need to be directly on that border for at least one frame. That would explain why tilting the stick at 45s is easier than tilting straight down. It essentially slows down your change on the Y-axis, meaning you'll spend more time at each individual height (assuming the speed of the stick movement is the same, which it will be since you should ideally be moving as slow as possible anyway). I can't know any of this for sure because I don't have any way of measuring how far I am pushing my stick other than by my instinctive feeling. If I could test to see how many units down you have to move the stick and compare that to how many units a full press to the rim is, I could figure it out with the Pythagorean theorem (down being a leg, and the full press @45 being the hypotenuse). If I got all this, then I could compare that to the units a stick must move in order to register as a FF input.
It probably wouldn't matter much in the end. You'll just have to get accustomed to how much you have to release the stick before pushing back down for the FF. It didn't feel like I had to full release when I did it, but attempting to keep the stick as low as possible during the shield drop in FF in Training Mode on 1/4th speed would make it a lot easier to tell.
yes to the first.Immediately after the stun the aerial will come out? Basically, you can aerial during any part of a tumble correct?
Can I use the c-stick to lessen the stun from an attack? Let's say a Falcon stomp for example purposes.
MYTH BUSTEDI remember seeing in a video IIRC that you can alter the amount of time your stunned by use of the control stick.
BUSTED AGAINBy leaving tumble, you gain more control over your character's DI
Are you sure? I know the difference isn't much, but I think you do gain in control and/or total distance (depending on your character)BUSTED AGAIN
it does nothing to your air momentum (besides make it slightly worse because you had to let go of your DI in order to wiggle.) the only reason you ever want to do it for a non-peach character is if you want to have the option of air dodging if you need it.
MYTH BUSTEDthe only reason you ever want to do it for a non-peach character is if you want to have the option of air dodging if you need it.
show me a vid, don't buy it allAre you sure? I know the difference isn't much, but I think you do gain in control and/or total distance (depending on your character)
Cool, thanks for testing that. Can you test Jiggs and Kirby too since their jumps have weird properties?Sveet, I think you're wrong as well. Tapping out is ever so slightly detrimental to your horizontal distance ontop of that. Should be pretty easy to test, though. Just do an aerial asap out of tumble for one test and nothing for the tumble. In fact I will test it right now.
Yup, makes 0 difference. Tried on stadium with motion sensor bombs in training mode. Take a semi-floaty (I used Doc) and damage him (two motion sensor bombs = 56%), stand at easy to see point on stage and throw down to ensure same placement every time. Back up and run into it holding the direction straight against. Either do nothing or fair to get you out of tumble. You get the same distance regardless. Will try again with another character using the same method.
Since you didn't get a good answer, tapping out should be left/right. Think of it like a single dashdance as fast as you want it to be. Way better than rotating the sticks and making yourself fastfall or lose all momentum for too long.Quick dumb question: What inputs count for a mash-out? Does rotating the sticks real fast work?
Unless you're Donkey Kong. Then you end up with a 9-frame advantage.Oh well ignore then. I guess the only thing he needs to be aware of is any sort of jump will make you jump break, but you still retain a 0 frame advantage except vs Bowser.
The context was mashing to break out of grabs, not just grab breaking in general. I thought that, given the context, the meaning of what I said would be clear enough.DK gets an advantage when he breaks out
bowser gets an advantage when others break out
I got confused so I clarified.The context was mashing to break out of grabs, not just grab breaking in general. I thought that, given the context, the meaning of what I said would be clear enough.
So you get 37 frames of invincibility, but can't let go until 29, giving you 28 frames to do whatever you want.Ledgegrabbing Lag: Link (4); Everyone else (8)
Disabled Regrab Period: ALL (29)
Ledgegrab Lag + Regrab Lag: Link (33); Everyone else (37)
Ledge Invincibility: Link (33); Everyone else (37)
From Magus.