JesiahTEG
Smash Master
As many of you may know, the rapid use of moves in succession causes their damage and knockback to be decreased. For example, if I use my Ftilt 8 times in a row, the damage dealt
will be just under half of the damage dealt the first time I used it. In order for this to work, the attack you're using must either hit your opponent or their shield. I think it also works on objects, like the statues in Castle Siege, walls on Shadow Moses (<3) etc.
Anyways, the point is, although I've relatively unexplored this, it seems this could hold a lot of potential for comboing. I'll use Marth as an example. His fair-->fsmash generally doesn't combo, however after spamming Fairs, the knockback is greatly reduced, so fair then puts them in range of an fsmash...Not all the time, but it does work. I want to apply this to Snake, although I feel Snake has less potential with it. I started by testing out all of his depreciation values. Here they are.
HIT #: 1 2 3 4 5 6 7 8 9
----------------------------------------------------------------
Fsmash 23 -19 -17 -16 -14 -13 -12 -11 -10
Dsmash 14 -12 -11 -10 -9 -8 -7 -7- 6
Usmash1 4 -3 -3 -2 -2 -2 -2 -2 -2
Usmash2 10 -9 -8 -7 -6 -5 -5 -4 -4
Ftilt1 8 -7 -6 -5 -6 -4 -5 -4 -3
Ftilt2 12 -11 -10 -8 -7 -8 -6 -6 -5
Ftilt 21 -19 -16 -15 -15 -15 -15 -15 -15
Dtilt 10 -9 -8 -7 -6 -5 -5 -5 -4
Utilt 13 -11 -10 -9 -8 7 --7 -6 -6
Nair1 6 -5 -4 -4 -3 -3 -3 -3 -2
Nair2 5 -4 -4 -4 -4 -3 -3 -3 -3
Nair3 4 -4 -4 -2 -2 -2 -2 -2 -2
Nair4 14 -12 -10 -10 -9 -8 -7 -6 -6
Fair 14 -12 -11 -10 -9 -8 -8 -7 -6
Bair 14 -12 -11 -10 -9 -8 -7 -7 -6
Dair1 6 -5 -4 -4 -3 -3 -3 -3 -3
Dair2 5 -4 -4 -4 -4 -3 -3 -3 -2
Dair3 5 -5 -4 -3 -3 -3 -2 -2 -3
Dair4 13 -9 -10 -9 -8 -7 -7 -7 -6
Uair 14 -12 -11 -10 -9 -8 -7 -7 -6
Neutral B -13 -12 -10 -9 -8 -7 -6 -6 -6
Side B 14 -12 -11 -10 -9 -8 -7 -7 -6
Side B(Drop) -7 -6 -5 -5 -4 -4 -4 -4 -3
Up B 6 -5 -5 -4 -4 -4 -3 -3 -2
Down B 17 -15 -13 -12 -11 -10 -9 -9 -8
Jab1 4 -3 -3 -3 -3 -3 -3 -3 -3
Jab2 7 -3 -3 -2 -2 -2 -2 -2 -2
Jab3 7 -6 -6 -6 -6 -6 -6 -6 -6
Fthrow 9 -8 -7 -7 -6 -5 -5 -5 -4
Bthrow 9 -8 -7 -7 -6 -5 -5 -5 -4
Dthrow 12 -11 -10 -8 -7 -7 -6 -6 -6
Uthrow 10 -9 -8 -7 -7 -6 -5 -5 -4
Grabjab 1 -2 -2 -2 -2 -2 -2 -2 -2 -2
Grabjab 2 -1 -1 -1 -1 -1 -1 -1 -1 -1
I could see how this could look a little confusing, so I'll explain. I'll use Fsmash as an example. The first time you use Fsmash, it will deal 23 damage. Now, this number will not always be 23, most likely it will be between 21 and 23. The numbers fluctuate. However, this is just the most common number I got when testing it a few times. After the first time you use Fsmash, if you do not use any other moves, and then Fsmash again, the damage dealt will be 19. If you use it again, the damage dealt will be 17...And so on. Now, there is a teeny bit of randomness in the damage...Once in a while, I'd use an attack that would be expected to do less damage, but it did more. For these ones, I tested them a few times to try and get rid of the randomness. Some of these I did in slow motion, like dair, nair, since they hit 4 times.
Now, if you attack with the same move a few times, and then use a different move, the different move recharges the one you're using in rapid succession. This could help a lot in getting the desired knockback you'd want for one move in order to combo to the next. I can only think of one example where this MIGHT work...Jab, Jab, Shield Cancel, Ftilt-->something else, if you reduce the knockback of the Ftilt...This may or may not work, don't flame me if it's a stupid idea. ^_^
I'll also explain some of the moves...
U-Smash has 2 hits...The first is if the enemy is very close when the rocket comes out, it will just tap them. The second is obviously if they get hit by the rocket.
SideB, or the Nikita, has 2 different attacks. The first is if the rocket just normally hits the opponent. The second hit, is if you press R and drop the Nikita on or near the opponent.
Up B, the Cypher, actually can hit your opponent, and the game registers it as a normal attack, since the attacks depreciate if used consecutively.
If you notice the numbers for the jab, they stay constant throughout all 9 hits. This is because, each hit in the jab series recharges the next hit, so unless you only hit using one attack in the jab series at a time, the jab series damage will stay the same.
NEW DATA
Jumping Frames: 9.3
Landing Frames:
Short Hop Height: 5/8"
Full Hop Height: 13/32"
Second Jump Height: 17/32"
Total Jump Height: 13/16"(Short), 15/16"(Full)
Rolling Distance: 35/32"
Edge Rolling Distance (0-99%): 25/32"
Edge Rolling Distance (100-999%): 29/32"
Edge Attack Distance: 35/64"
I'll explain all of this data later tonight and it's relevance...I will have knockback for all of his moves by tomorrow night. I'm planning on updating this thread regularly.
will be just under half of the damage dealt the first time I used it. In order for this to work, the attack you're using must either hit your opponent or their shield. I think it also works on objects, like the statues in Castle Siege, walls on Shadow Moses (<3) etc.
Anyways, the point is, although I've relatively unexplored this, it seems this could hold a lot of potential for comboing. I'll use Marth as an example. His fair-->fsmash generally doesn't combo, however after spamming Fairs, the knockback is greatly reduced, so fair then puts them in range of an fsmash...Not all the time, but it does work. I want to apply this to Snake, although I feel Snake has less potential with it. I started by testing out all of his depreciation values. Here they are.
HIT #: 1 2 3 4 5 6 7 8 9
----------------------------------------------------------------
Fsmash 23 -19 -17 -16 -14 -13 -12 -11 -10
Dsmash 14 -12 -11 -10 -9 -8 -7 -7- 6
Usmash1 4 -3 -3 -2 -2 -2 -2 -2 -2
Usmash2 10 -9 -8 -7 -6 -5 -5 -4 -4
Ftilt1 8 -7 -6 -5 -6 -4 -5 -4 -3
Ftilt2 12 -11 -10 -8 -7 -8 -6 -6 -5
Ftilt 21 -19 -16 -15 -15 -15 -15 -15 -15
Dtilt 10 -9 -8 -7 -6 -5 -5 -5 -4
Utilt 13 -11 -10 -9 -8 7 --7 -6 -6
Nair1 6 -5 -4 -4 -3 -3 -3 -3 -2
Nair2 5 -4 -4 -4 -4 -3 -3 -3 -3
Nair3 4 -4 -4 -2 -2 -2 -2 -2 -2
Nair4 14 -12 -10 -10 -9 -8 -7 -6 -6
Fair 14 -12 -11 -10 -9 -8 -8 -7 -6
Bair 14 -12 -11 -10 -9 -8 -7 -7 -6
Dair1 6 -5 -4 -4 -3 -3 -3 -3 -3
Dair2 5 -4 -4 -4 -4 -3 -3 -3 -2
Dair3 5 -5 -4 -3 -3 -3 -2 -2 -3
Dair4 13 -9 -10 -9 -8 -7 -7 -7 -6
Uair 14 -12 -11 -10 -9 -8 -7 -7 -6
Neutral B -13 -12 -10 -9 -8 -7 -6 -6 -6
Side B 14 -12 -11 -10 -9 -8 -7 -7 -6
Side B(Drop) -7 -6 -5 -5 -4 -4 -4 -4 -3
Up B 6 -5 -5 -4 -4 -4 -3 -3 -2
Down B 17 -15 -13 -12 -11 -10 -9 -9 -8
Jab1 4 -3 -3 -3 -3 -3 -3 -3 -3
Jab2 7 -3 -3 -2 -2 -2 -2 -2 -2
Jab3 7 -6 -6 -6 -6 -6 -6 -6 -6
Fthrow 9 -8 -7 -7 -6 -5 -5 -5 -4
Bthrow 9 -8 -7 -7 -6 -5 -5 -5 -4
Dthrow 12 -11 -10 -8 -7 -7 -6 -6 -6
Uthrow 10 -9 -8 -7 -7 -6 -5 -5 -4
Grabjab 1 -2 -2 -2 -2 -2 -2 -2 -2 -2
Grabjab 2 -1 -1 -1 -1 -1 -1 -1 -1 -1
I could see how this could look a little confusing, so I'll explain. I'll use Fsmash as an example. The first time you use Fsmash, it will deal 23 damage. Now, this number will not always be 23, most likely it will be between 21 and 23. The numbers fluctuate. However, this is just the most common number I got when testing it a few times. After the first time you use Fsmash, if you do not use any other moves, and then Fsmash again, the damage dealt will be 19. If you use it again, the damage dealt will be 17...And so on. Now, there is a teeny bit of randomness in the damage...Once in a while, I'd use an attack that would be expected to do less damage, but it did more. For these ones, I tested them a few times to try and get rid of the randomness. Some of these I did in slow motion, like dair, nair, since they hit 4 times.
Now, if you attack with the same move a few times, and then use a different move, the different move recharges the one you're using in rapid succession. This could help a lot in getting the desired knockback you'd want for one move in order to combo to the next. I can only think of one example where this MIGHT work...Jab, Jab, Shield Cancel, Ftilt-->something else, if you reduce the knockback of the Ftilt...This may or may not work, don't flame me if it's a stupid idea. ^_^
I'll also explain some of the moves...
U-Smash has 2 hits...The first is if the enemy is very close when the rocket comes out, it will just tap them. The second is obviously if they get hit by the rocket.
SideB, or the Nikita, has 2 different attacks. The first is if the rocket just normally hits the opponent. The second hit, is if you press R and drop the Nikita on or near the opponent.
Up B, the Cypher, actually can hit your opponent, and the game registers it as a normal attack, since the attacks depreciate if used consecutively.
If you notice the numbers for the jab, they stay constant throughout all 9 hits. This is because, each hit in the jab series recharges the next hit, so unless you only hit using one attack in the jab series at a time, the jab series damage will stay the same.
NEW DATA
Jumping Frames: 9.3
Landing Frames:
Short Hop Height: 5/8"
Full Hop Height: 13/32"
Second Jump Height: 17/32"
Total Jump Height: 13/16"(Short), 15/16"(Full)
Rolling Distance: 35/32"
Edge Rolling Distance (0-99%): 25/32"
Edge Rolling Distance (100-999%): 29/32"
Edge Attack Distance: 35/64"
I'll explain all of this data later tonight and it's relevance...I will have knockback for all of his moves by tomorrow night. I'm planning on updating this thread regularly.