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At 0 percent the grab duration is 90 frames.How is what I said defying the formula?
^This.it's known that Lucarios sideB acts like a grab, so you can break out of it.
I actually did a bit of testing since my last post; I believe I've figured it out.
Basically, with PSA I modified Marth's FTilt so that it did 20% on all hitbubbles with no knockback (so there's no tip and predictable dmg with no kb so I don't have to worry about him being out of range for the second hits), IASA on frame 6, hitbox start on frame 1 and hitbox termination on frame 11. Originally I had it IASA on frame 1 but this caused complications (it was too easy to cancel the tilt into a walk accidentally, even when going frame-by-frame). So for this test, Marth's frame data for FTilt is:
Hit - 1-10
IASA - 6
Duration - 43
Base Damage - 20% (21 unstale, 19.63 w/ 1x stale)
I wanted to test 3 things here. 1) Hitting with the same move a second time before the first's hitbox expires. 2) Hitting with the move again after the first's hitbox has expired but before the animation expires. 3) Hitting with the move again after both the hitbox and animation of the first move have expired (i.e. after Marth has gone into another action entirely). Results:
Condition 1 - 42% (Both actions got the unstale bonus - after thinking for a bit about why Nana wouldn't experience Popo's stale entry, I expected this.)
Condition 2 - 42% (As long as the second action was initiated within the 43-frame animation, both actions got the unstale bonus - unexpected, as I thought the entry might have been made on hitbox expiry)
Condition 3 - 39% (Second hit was given 1x stale as long as it was initiated on frame 44 or after - expected for obvious reasons)
To double-check this, I tried buffering a DTilt into itself - sure enough, 9% on both hits. So from this we know that a move is entered into the stale move queue on the first frame of the next -different- action. Of course, this means you can abuse the buffer to get an unstale bonus for the same move twice in a row.
As a side note, from this we also know that the game checks 3 things in this order: 1) If anything is in the buffer, it goes directly into the appropriate action (taking into account certain button combinations, eg a dash buffered but with the stick held to the side on execution results in a walk), otherwise 2) it goes into air/ground idle appropriately, performing any actions associated with that frame's animation. Finally, 3) If there is any button input, the action is again changed on the same frame to another action based on the buttons input between the current frame and the last.
Incidentally, there's something else I found: If you buffer multiples of the same move, the game keeps track of how many times the move hits and adds the move that many times to the top of the stale queue (I noticed this after I was FTilting Snake constantly across FD for lulz, the next time I did the move after his death it did 9% rather than 19%, doing it properly frame-by-frame also confirmed this).
Of course, I double-checked this using DTilt again. 3 unbuffered DTilts produced a damage sequence of 9%, 8%, 7%. 2 buffered DTilts into an unbuffered DTilt produces the damage sequence 9%, 9%, 7%.
For people who don't wanna sit through a minute+ of bull****.....
http://www.youtube.com/watch?v=i3hn6DkMjs8&t=1m38s
^ Skips right to the part.
No idea what caused it. Looks like stage shenanigans tho.
What is this a response to?ZSS is -5.
Jab will be GAed.
Spotdodge doesn't work against a normal 6-frame grab.
Does work against Snake and the likes obv.
Sheik's BDACUS, from what I've heard, is easier than her normal DACUS.
meh, after doing both more consistently, both are hard in their own way (BDACUS seems obnoxious to do from air release, DACUS not so much, etc.)ZSS is -5.
Jab will be GAed.
Spotdodge doesn't work against a normal 6-frame grab.
Does work against Snake and the likes obv.
Sheik's BDACUS, from what I've heard, is easier than her normal DACUS.
No. What may be happening in the instance you describe (using your example from your previous post) is that the hitboxes on those moves come out at different times and the spacing changes due to the clash, causing one move to win out over the other when they come out again (This assuming that the moves start at the same time, which they most likely are if both players are hitting the attack button after the clash). The initial clash occurs due to more than likely the moves not starting at the same time.So is the hitlag of a given move the basis for which move gets to go through after a reset?
I see what you're getting at, the only reason why I believe it's not possible is because moves that induce relatively large amounts of shieldlag+stun take a relatively large amount of time to actually get their hitbox out again+the amount of frames spent flinching from the laser hit. On the flip side, you could try relatively faster attacks (same deal for moves with multiple hitboxes), but they don't induce near as much shieldlag+stun so you probably wouldn't be able to lock them there. The most I suppose you could do is a "hard" hit->laser->"soft" hit. But that'd be about it.Oh diggity, I've got a really good question!
Okay, so this is admittedly fairly rare in singles, but in doubles it's a different story. Normally, as we're all aware of, a move has to go through a substantial amount of hitlag on shield, making things like smash attacks very punishable. However, if one gets interrupted from an outside source while performing the move, can they cancel the hitlag they'd normally take and do another move while the opponent has some amount of shieldstun? I ask because I remember experimenting w/ Falco + a character, w/ falco ground lasering to force a move to end before it's hitlag allowing you to do a lulzy "IASA" effect (ex. D3's dsmash). I guess it ultimately boils down to the "Order of operations" for attacks (kinda reminds me of Damage/battle/phases back in my Yugioh days lol).
So for example, let's say a dsmash with a hitbox on both sides, for the sake of simplicity (like ROB or Lucario, since laser turns you around to face whoever hit you w/ it) is hit with grounded laser as it's performed on shield. Can they somehow induce enough shieldstun, keep a hitbox out, and perform another one on shield without the augmented lag?