I'm guessing there're exceptions to this? but that's amazing. You should tell phanna if you already haven't.the hitlag and shieldstun time depend entirely on the damage of the attack
the formulas are :
hitlag = (2 + damage/3) frames ; half of it when crouch cancelled.
shieldstun = (4.45 + damage)/2.235 frames
when you use a move a lot, its damage is reduced and so are the hitlag and shieldstun, and this makes them a bit less efficient at pressuring.
Peach's "pillar" (using perfect nairs only) cannot be grabbed. It can be escaped with a roll/ spot dodge, and a jump will probably just end up in you getting hit.A few requests:
With Peach's frame perfect nair pillar hitting a shield, would it be possible for an opponent to roll or jump out, or would it only be possible to grab to escape?
The timing for continuing Roy's DED depends on whether it hits or not (or so it feels like, it might just be the hitlag affecting my judgment.) If so, I think the frame data that's currently out is only for non-hitting.
And last but not least: Mr. Game & Watch's Judgment Hammer in terms of the match timer. I've always wanted to test a theory that the number shown has a corrolation to the match timer, but haven't had the frame perfect data to test it against. Would it be possible to get a few hammers done at different specific times in a match?
Thanks in advance.
I don't know the methods that one would use to make a perfect BTT, I know Doraki's done several (at least) "perfect" BTT using AR, and he's probably better at coming up with the strategy for completing it.Got an idea, probably been thought of before and proven impossible, however.
Dr. Mario's BTT lowest possible time is believed to be 13.40, but I'm wondering if it would be at all possible using frame perfection to get to the end of the run with enough time left as the platform is at the height (or around there) of it's path and use a frame-perfect down B to raise all the way up to meet it (or at least get on it before it's at the bottom of it's path) and then, if needed for extra height if the platform isn't at the correct height, full jump and use another frame-perfect down B to gain the rest of the height.