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Shellshift infinite

redcometchar

Smash Journeyman
Joined
Apr 19, 2015
Messages
378
Location
Side 3
Theoretical infinite

Didn't see this anywhere else


Tested on samus with no di


So this is pretty cool, also pretty unfeasible but hey 20xx. It works by using the interupt mechanics of shellshift to shellshift again earlier and then exploiting moonwalks to shorten the distance squirtle travels between consecutive shell shifts. Since shellshift doesnt really scale much with percent, it works well. It abuses hard landing lag as well as hitstun, and requires a frame perfect dash out and moonwalk.


I would like to point out that the opponent can di out at any time with in or down, but away will not work. after about 30 percent, you then can follow all possible di options except up for floaties at around 70.


1 dash

2 dash

3 dash First 8 frames dont matter but there must be at least 8 frames of dash before shellshift can begin

4 dash

5 dash

6 dash

7 dash

8 dash

9 (1) begin shellshift

10 (2)

11 (3)

12 (4)

13 (5)

14 (6)

15 (7) Window for first frame of no input begins

16 (8)

17 (9) hit connects, first frame of hitlag

hitlag

hitlag about 3 frames across the board

hitlag

18 (10) (1) First frame of opponent hitstun (about 21 frames)

19 (11) (2)

20 (12) (3)

21 (13) (4)

22 (14) (5)

23 (15) (6) Window for first frame of no input ends

24 (16) (7) (1) first frame of dash in current trajectory

25 (end) (8) (2)Window for first frame of input backwards begins

26 (9) (3) Window for first frame of input backward ends

27 (10) (4)Input backward is held until next direction

28 (11) (5)

29 (12) (6)

30 (13) (7) Window for first frame of input diagonal forward begins

31 (14) (8) Window for first frame of input diagonal forward ends

32 (1) (15) (9) Shellshift begins

33 (2) (16) (end)

34 (3) (17)

35 (4) (18)

36 (5) (19)

37 (6) (20)

38 (7) (21) Last frame of hitstun

39 (8) (end) (1) First frame of hard landing lag (4 frames)

40 (9) Second shellshift will hit in the next 3 frames, now repeat above procedure

41 (10) (2)

42 (11) (3)

43 (12) (4) last frame of both hitbox and hard landing lag




Slightly unrelated but since I have your attention


By the way there is a lot of misinformation about shellshift floating around, specifically hydropivot in the current version. Im going to clear it in case it wasnt already. It looks like shell shift got nerfed again at some point before 3.6 full


Im using this video for misinformation comparison

https://www.youtube.com/watch?v=LTleUo52zOE a good video to be sure but it didnt line up with my numbers in testing.

I am running a 3.6 mirror though so maybe its that


Frames 15-22 of shellshift can be canceled with pivot but the slide lengths dont change in this window, extra distance is provided by extended time in shellshift.


If direction of original dash is inputted on frames 10 to 14 and the last frame of the input a boosted slide is the result with frame 12 being the longest slide.


Also and shell stall input frames last until frame 9 not frame 6 if only stalling for a few frames.


Here is an updated version of his (daftatt's) graphic
upload_2016-1-23_2-33-31.png
 
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