Xyzz
Smash Champion
L-cancelling has a six frame window, indeed.
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Don't forget to play against CPU's once in a while. I trained techs for 3 days straight, then I played like **** against level 9s because I had get used at using the techs in combat.Also, what are the the things that I CAN practice alone? I know various things regarding tech skill, but is there any way I can practice combos I would actually use in game? Im assuming I cant really do that though because DI affects combo options a lot......but it doesnt hurt to ask I guess.
It's not in your head. Go into Training Mode and with 1/4th speed, you can see a distinct difference in jump speeds. The frames before your character leaves the ground are considered "jumpsquat". Some characters have as little as 3 frames while others have many more, with Bowser having something like 9 that makes WDing super weird with him. You can find the exact values in Mew2King's "SSBM Statistics" thread. Just scroll down to the part about jump speeds and he lists every characters' stats. He includes the first airborne frame in his values, so just subtract 1 to find out how many frames of jumpsquat a character has. For instance, Marth is airborne frame 5 which means he has 4 frames of jumpsquat. Fox, ICs, Samus, Sheik, Pichu, etc. have 3 frames of jumpsquat which is why their WDs seem less sticky than Marth's. Falco has 5 frames of jumpsquat so his will seem slightly more sticky.another question:
Do different characters have a different amount of prejump frames? The reason I ask is because when wavedashing with fox / marth, it feels very easy to do it continuously, smoothly, and quickly.......as opposed to trying to wavedash with Roy, Zelda, or Ganon. It feels like they "stick" more I guess. When I try to wavedash quickly with those characters I get wayyyyyyy more executional errors (full jumps mostly). Just curious if this is something real, or if its just in my head.
I think the idea of inputs being read in between frames is pretty intuitive. The question seems to be whether to consider that moment as "at the end of the first frame/before the second frame" or "at the beginning of the second frame". To me, viewing each input as having taken place the frame before it is seen is easier to work with in my head. If you could play the game in super slow motion such that you could react to individual frames, it would certainly feel like your input is being executed in the next frame, not the current one which may have already been displayed for 50% of its length of time. So like, if we had 5 second frames, I may do an input 2.5 seconds after the frame changes which would mean it's going to be another 2.5 seconds before it's displayed. The fact that the game doesn't read the input until the 5 second mark is irrelevant because that doesn't correlate with my input, and the only input/output we can really monitor are our own button presses and what we see on the screen.Concerning L-cancels, it’s definitely a seven frame window. Questionable is whether it’s “7 frames before landing” or “6 frames before landing plus the first landing frame”. This depends whether button presses are counted as happening before a frame or on / after a frame. So far, I’ve always used the former, but I always thought it’s not clear at all which one is correct.
I understand the game to work like this:
1. Inputs are read.
2. Based on these inputs, frame 1 is calculated and displayed.
3. At the end of frame 1, inputs are read again.
4. Based on these inputs, frame 2 is calculated and displayed.
etc.
Whether these lines are grouped as (1→2), (3→4) [leading to the “6+1” definition] or as (2→3), (4→5) [leading to the “7” definition] is, in my opinion, personal taste. I like to use the latter because that’s how it feels like when using frame advance – the last calculated frame is displayed for a long time, and during this time you decide on your next input.
However, I’m absolutely willing to comply with popular convention so I don’t confuse people with my button input .gifs.
So, please tell me if you know which of these is the common way of looking at it! If you think that this is too obscure to be discussed here, feel free to answer to me in this thread.
I don't think Fox's usmash sends you at exactly 90 degrees upwards, but no, DIing parallel to a move's default trajectory (either into it or against it) has no effect outside of SDI or ASDI (which don't apply to throws, remember).Quick question. Is it possible to DI the same direction as a moves trajectory? For example, If I were to DI Fox's upsmash straight up, would it have any effect?
http://smashboards.com/threads/tentative-mbr-official-ruleset-for-2012.313252/Hey guys, I'm new to Smashboards and the main reason I signed up was because I needed some help. Well a lot of help. I go to Riverside City College in Southern California. I'm the Public relations officer for the video game club, Riverside Community Gaming. We are holding a fighting game tournament to fundraising for our club, due to it being our first semester as an official club, and one of our 3 games is Super Smash Bros Melee. I know there is a competitive scene. I know there are banned stages and then stage bans during match process, i don't understand how they work though. I also don't know if there are characters with moves they aren't allowed to use or characters that can't be played on certain stages. Well i don't know most of the workings for a tournament and from the total response of the club, we want to have the same ruleset and setup as evo had. Can anyone help a guy out? Thanks in advance for the time to read this.
TL;DR Help, I don't know **** about setting up a Melee tourney.
Omg... this is amazing... thank you so much! <3
If your tourney is open to the general public post in the regional forums and on SoCal FaceBook groups to see if anyone is interested in attending. Having experienced players there can give you some help figuring out how to run the tournament, you can earn some extra funds for your club, and playing good players for the first time is an awesome experience in its own right.Hey guys, I'm new to Smashboards and the main reason I signed up was because I needed some help. Well a lot of help. I go to Riverside City College in Southern California. I'm the Public relations officer for the video game club, Riverside Community Gaming. We are holding a fighting game tournament to fundraising for our club, due to it being our first semester as an official club, and one of our 3 games is Super Smash Bros Melee. I know there is a competitive scene. I know there are banned stages and then stage bans during match process, i don't understand how they work though. I also don't know if there are characters with moves they aren't allowed to use or characters that can't be played on certain stages. Well i don't know most of the workings for a tournament and from the total response of the club, we want to have the same ruleset and setup as evo had. Can anyone help a guy out? Thanks in advance for the time to read this.
TL;DR Help, I don't know **** about setting up a Melee tourney.
<3I live to serve
Do you have any links to any of the facebook groups and regional forums? It would be great to just be part of the community even after our event is over.If your tourney is open to the general public post in the regional forums and on SoCal FaceBook groups to see if anyone is interested in attending. Having experienced players there can give you some help figuring out how to run the tournament, you can earn some extra funds for your club, and playing good players for the first time is an awesome experience in its own right.
So here is my review for my cheap controller bought on ebay:
CRAP!!!
-The joystick is completely random... I move a little and it start to run
-The short hop sometimes just doesn't jump
-L and R really difficult to press
-Different timing for wavedashing
-etc...
Told ya. Now go buy an official one from SmashBoard's Amazon store.So here is my review for my cheap controller bought on ebay:
CRAP!!!
-The joystick is completely random... I move a little and it start to run
-The short hop sometimes just doesn't jump
-L and R really difficult to press
-Different timing for wavedashing
-etc...
If you go to SmashBoards' homepage you will see a regional section. You can also post your tournament in Tournament Listings to people in your area looking for tournaments will find yours automatically. The list of regional FaceBook groups are in a pinned thread in the Melee Discussion forums (so click "Melee Discussion" at the top of this page and it will be one of the top threads).<3
Do you have any links to any of the facebook groups and regional forums? It would be great to just be part of the community even after our event is over.
http://www.smashboards.com/threads/...-teching-and-crouch-cancelling-updated.60218/so...when DI'ing, do I use both sticks? do I hit them in the same direction, or do I have them in slightly different directions? Ive gotten some mixed input regarding this. Also, when it comes to smash DI, you cant really react to a move and smash DI it, right? I think I read that you can only smash DI within 3 frames after getting hit....or something.
Technically the best method is to L-cancel as early as possible (6 frames before hitting the ground) so that the 40 frame tech-fail window you just caused goes away sooner, however in practice just hit it any time within that window of 6 frames before to just as you hit the ground. The shield issue is fixed by letting go of the shield button faster so that it's not still being pressed when your landing lag ends, which is another reason why l-cancelling earlier is technically better as you have more time to let go of the shield button, but seriously, just L-cancel anytime in the window and let go of your shield button ASAP.
You only need to input a light press on one of the triggers (or press Z) in order to L-cancel. Light pressing also helps with the issue of the shield appearing after you land because it's easier to release it.Technically the best method is to L-cancel as early as possible (6 frames before hitting the ground) so that the 40 frame tech-fail window you just caused goes away sooner, however in practice just hit it any time within that window of 6 frames before to just as you hit the ground. The shield issue is fixed by letting go of the shield button faster so that it's not still being pressed when your landing lag ends, which is another reason why l-cancelling earlier is technically better as you have more time to let go of the shield button, but seriously, just L-cancel anytime in the window and let go of your shield button ASAP.
Ah, it appears I have a fellow rambler joining us. lol Welcome.Although I have played melee/brawl somewhat casually, I am fairly new to playing smash at competitive level...
Whether you get knocked down or not is dependent on how much KB a move deals. How much KB a move deals is based on the move, the weight of the character being hit, and the percentage of the character being hit. Crouch cancelling reduces KB and stun (not sure what the details are; I think it reduces KB by 1/3rd, but I could be wrong).hey guys......does each character have a different percentage that they have a viable crouch cancel game, or does everyones CC game become less useful at X percent?