MythTrainerInfinity
Smash Champion
Gentlemen! RCO lag.
http://vgbootcamp.com/entry.php?16-Metagame-Minute-RCO-Lag-Mechanics
http://www.smashboards.com/showthread.php?t=252451
So, this will involve some theorycraft, due to DI 'n all, but let's look at our frame data...
Jab1
Hitbox on frame: 6
Hitbox ends on frame: 9
IASA: 10
Complete on frame: 20
(Dis)Advantage: -8
Shieldstun: 5
Hitstun: 18
Jab2
Hitbox on frame: 9
Hitbox ends on frame: 12
IASA: 13
Complete on frame: 22
(Dis)Advantage: -7
Shieldstun: 6
Hitstun: 21
For Jab 1 (assuming we hit someone on frame 6):
3 frames of hitstun advantage at the end of the move, but take into consideration RCO lag...
The 3 frames become 18 for the soft landing of Mario, Luigi, Peach, Ganondorf, Kirby, Fox, Falco, Wolf, Captain Falcon, Squirtle, Charizard, Lucario >.>, and Marth if they use certain B moves before landing on stage.
What are our options then?
Usmash
Hit Box 1 on frame: 12
Dsmash
Hit Box on frame: 17
Force Palm
Grab Starts On frame: 9
Fair
Hit Box on frame: 7
Uair lol
Hit Box on frame: 10
Dair
Hit Box 1 out on: 4
And our grabs obviously.
So... we can get away with things like... if Falco uses his Side B onto the stage and we Jab him out of it we get a free DSmash, USmash, Force Palm, etc. out of it. Guaranteed kill setups, how about that?
So yeah, if we had concrete data about our Aura Sphere charge we may have even more setups.
http://vgbootcamp.com/entry.php?16-Metagame-Minute-RCO-Lag-Mechanics
http://www.smashboards.com/showthread.php?t=252451
So, this will involve some theorycraft, due to DI 'n all, but let's look at our frame data...
Jab1
Hitbox on frame: 6
Hitbox ends on frame: 9
IASA: 10
Complete on frame: 20
(Dis)Advantage: -8
Shieldstun: 5
Hitstun: 18
Jab2
Hitbox on frame: 9
Hitbox ends on frame: 12
IASA: 13
Complete on frame: 22
(Dis)Advantage: -7
Shieldstun: 6
Hitstun: 21
For Jab 1 (assuming we hit someone on frame 6):
3 frames of hitstun advantage at the end of the move, but take into consideration RCO lag...
The 3 frames become 18 for the soft landing of Mario, Luigi, Peach, Ganondorf, Kirby, Fox, Falco, Wolf, Captain Falcon, Squirtle, Charizard, Lucario >.>, and Marth if they use certain B moves before landing on stage.
List of moves that give you the lag.
*The first number is the amount of frames of lag you get for a soft landing and the second number is the lag for a heavy landing.
[/COLOR]
UpB - 15F/30F
UpB - 15F/30F
UpB - 15F/30F
UpB - 2F/10F
UpB - 2F/7F
UpB - 15F/30F
SideB - 15F/20F
SideB - 15F/25F
DownB - 15F/25F
UpB - 15F/19F
SideB - 15F/25F
UpB - 15F/19F
SideB - 15F/20F
UpB - 15F/36F
SideB - 15F/25F
UpB - 15F/30F
SideB - 15F/20F
UpB - 15F/24F
UpB - 15F/30F
UpB - 15F/30F
UpB (ledge snap) - 15F/5F
UpB (free fall) - 15F/30F
UpB - 15F/35F
-situational
peach - after she closes her umbrella once with upB (it does not go away if you reopen it)
bowser - only when you're in the air with upB (going off stage with grounded counts)
dk - only when upB was used in the air (going off stage with grounded won't get penalty)
kirby - after turning back from a stone from a downB
ganon - only when you're in the air with sideB (going off stage with grounded counts)
fox - after saying "fire" with upB
falco - after saying "fire" with upB
falcon - only when sideB was used in the air (going off stage with grounded won't get penalty)
pikachu - after getting the full distance of the first upB
lucario - during the freefall animation of up B (for heavy lag)
Canceling the penalty with an aerial.
The blog says using an aerial as you land overrides the penalty which isn't completely true. You still get extra lag added to your aerial's landing lag. The amount of lag that gets added is about 35%-40% of the aerial's original landing lag. Since this a percentage increase, you really want to use your least laggiest move when you land for the safest and quickest landing.
Comparison of aerial landing lag to aerial landing lag with the penalty.
Pikachu
Nair 25F>34F
Fair 15F>21F
Bair 30F>41F
Uair 24F>33F
Dair 40F>55F
Pika's fair is the safest move as it is by far his fastest move and only adding 6 frames with the penalty. Pika's Dair with the penalty adds a massive 15 frames of lag adding up to almost a full second of lag when he lands with it. That's enough time for Ike/DDD to hit him with an fsmash. So be careful with what you land with. For some characters, sometimes it's best to just land with a soft landing instead of an aerial since it's always 15 frames.[/COLOR]
Usmash
Hit Box 1 on frame: 12
Dsmash
Hit Box on frame: 17
Force Palm
Grab Starts On frame: 9
Fair
Hit Box on frame: 7
Uair lol
Hit Box on frame: 10
Dair
Hit Box 1 out on: 4
And our grabs obviously.
So... we can get away with things like... if Falco uses his Side B onto the stage and we Jab him out of it we get a free DSmash, USmash, Force Palm, etc. out of it. Guaranteed kill setups, how about that?
So yeah, if we had concrete data about our Aura Sphere charge we may have even more setups.