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Some questions from a newbie

QuickRat

Smash Journeyman
Joined
Apr 11, 2014
Messages
447
Location
Madrid, Spain
Hey! I'm trying to play this game at a competitive level and I have a couple of doubts I would like to solve. I think I can open a new thread asking this, but if mods actually preffer to put this into another thread, close this one and just tell me (I don't want to cause any problem).

So...

1) L-canceling issue: does fast falling affect L-canceling in any way?

2) L-canceling issue: onley aerials are able to be canceled? I mean, can I cancel just the landing from a jump or an aerial-special?

3) Which variables affects an attack? I know damage (%), hitbox (from both attacker and defender), direction, Directional Influence...

4) In Brawl there were some characters that had different timing for meteor canceling... is this present in Project M?

5) Which is the exact frame-data to perform L-canceling or meteor canceling?

6) There are some aerial attacks, specially meteor ones, which kind of break if you do them near to the ground, like the attack never actually ends and there is a lot of landing lag. This is something that happens in every game in the series, but I'm wondering if there is a mechanic in order to cancel this kind of failed attacks.

7) I know there are lots of advantages if you use the C-Stick for Smashes instead of A button for lots of circumstances, but is there any advantage in doing the opposite?

8) I know Toon Link has the same meteor as Young Link (Dair's sweetspot), but I tried to do this in Project M and I wasn't able. Any tip or I'm just a bad player? :laugh:

9) I think I have understood how Lucario works... but could someone explain it to me in a short way?

10) Which general advanced techniques are in Project M (autolanding, jab cancel, powershield...)?
 

thatoneguy1

Smash Journeyman
Joined
Mar 28, 2014
Messages
386
Location
tacoma
3DS FC
4098-4043-2752
1.no which is why we have shffl(short hop fast fall l cancel).
2. b specials can sometimes be auto canceled like foxes neutral b but can't be l-canceled. This means that the animation becomes shorter when you hit the ground.
3.sweet spots and sour spots can make a drastic difference on what a move does.
4.idk i believe everything is now at 16 frames? someone should double check.
5.l cancels i believe are done 6 frames before idk for sure.
6.can you give a specific example?
7.more damage
8.unsure as i dont know much about links hitboxes.
9.regular a attack<tilts<smash<specials. thats the way a hit can cancel into another.
10.wavedashing and too many others to list.
 
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D

Deleted member

Guest
I'll let more knowledgeable people answer the other ones, but regarding L-cancels:

1) You can L-cancel just the same when you fastfall an aerial. Of course, you'll have to adjust your timing accordingly for when to press the shield button (you want to do this right before you touch the ground.)

2) You can only L-cancel aerials. You cannot L-cancel specials. Some specials can be canceled though, such as Fox's Lasers and Samus's missiles - this doesn't require the shield button.
There is no L-canceling if you just land after a jump but don't perform an aerial. You can still waveland after a jump though.

And regarding Toon Link's Dair meteor, you have to hit with the hilt of the sword instead of the blade. I think the two characters basically need to be overlapping.
 
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QuickRat

Smash Journeyman
Joined
Apr 11, 2014
Messages
447
Location
Madrid, Spain
Thank you very much, guys!

1.no which is why we have shffl(short hop fast fall l cancel).
2. b specials can sometimes be auto canceled like foxes neutral b but can't be l-canceled. This means that the animation becomes shorter when you hit the ground.
3.sweet spots and sour spots can make a drastic difference on what a move does.
4.idk i believe everything is now at 16 frames? someone should double check.
5.l cancels i believe are done 6 frames before idk for sure.
6.can you give a specific example?
7.more damage
8.unsure as i dont know much about links hitboxes.
9.regular a attack<tilts<smash<specials. thats the way a hit can cancel into another.
10.wavedashing and too many others to list.
1) Oh, SHFFL seems to be a very useful technique :laugh:

3) Also, there is a hitstun and a knockback based on both the attack and the target, isn't it?

5) I imagine it's 1 to 6 frames before landing (in Melee it was 1 to 7, I believe).

6) Of course. Almost every Dair (Ganon's, Ness', Samus'...). If you do one of those very near to the ground, the animation stops, this attack is canceled and the landing lag is huge.

7) Because you can charge it? Or a Smash performed with C-Stick is always lighter than a non-charged A button Smash?

9) That was pretty short and useful! Thanks!

10) I imagined, but I was asking for the list :laugh:

I'll let more knowledgeable people answer the other ones, but regarding L-cancels:

1) You can L-cancel just the same when you fastfall an aerial. Of course, you'll have to adjust your timing accordingly for when to press the shield button (you want to do this right before you touch the ground.)

2) You can only L-cancel aerials. You cannot L-cancel specials. Some specials can be canceled though, such as Fox's Lasers and Samus's missiles - this doesn't require the shield button.
There is no L-canceling if you just land after a jump but don't perform an aerial. You can still waveland after a jump though.

And regarding Toon Link's Dair meteor, you have to hit with the hilt of the sword instead of the blade. I think the two characters basically need to be overlapping.
1) Thanks!

2) It's something like the quickdraw technique for Link in Brawl, isn't it?

8) Oh, that could be the reason :laugh:
 

QuickRat

Smash Journeyman
Joined
Apr 11, 2014
Messages
447
Location
Madrid, Spain
I'm updating my doubts:

1) L-canceling issue: does fast falling affect L-canceling in any way?

2) L-canceling issue: only aerials are able to be canceled? I mean, can I cancel just the landing from a jump or an aerial-special?

3) Which variables affects an attack? I know damage (%), hitbox (from both attacker and defender), direction, Directional Influence... Could anybody give me a deeper explanation?

4) In Brawl there were some characters that had different timing for meteor canceling... is this present in Project M? Not answered.

5) Which is the exact frame-data to perform L-canceling or meteor canceling? Any precise answer?

6) There are some aerial attacks, specially meteor ones, which kind of break if you do them near to the ground, like the attack never actually ends and there is a lot of landing lag. This is something that happens in every game in the series, but I'm wondering if there is a mechanic in order to cancel this kind of failed attacks.

7) I know there are lots of advantages if you use the C-Stick for Smashes instead of A button for lots of circumstances, but is there any advantage in doing the opposite?

8) I know Toon Link has the same meteor as Young Link (Dair's sweetspot), but I tried to do this in Project M and I wasn't able. Any tip or I'm just a bad player?

9) I think I have understood how Lucario works... but could someone explain it to me in a short way?

10) Which general advanced techniques are in Project M (autolanding, jab cancel, powershield...)? I have a list I found on the Internet about this answer, but I would like anybody to explain me if those techniques are in Project M and which ones aren't in this list:


→ Autolanding
→ Boost grab
→ Chain grab
→ Crawl-sliding
→ Dash Attack Cancel Up Smash (known as DACUS)
→ Dash pivot cancel
→ Dash-dance
→ Drop cancel
→ Edge dashing
→ Glide toss
→ Jab cancel
→ Jab reset
→ Jump canceled throw
→ Jump cancel
→ L-cancel
→ Ledge-cancel
→ Lock
→ Momentum cancelling
→ Moonwalk
→ Platform cancel
→ Power shield
→ Power shield cancel
→ Short Hop Fast-Fall L-cancel (SHFFL)
→ Taunt canceling
→ Wavedash


And here are two new questions I have:

11) Which is the difference between spike and meteor smash?

12) Is there a reliable matchup chart for v3.02?

As always: thanks to anyone who can help ;)
 

thatoneguy1

Smash Journeyman
Joined
Mar 28, 2014
Messages
386
Location
tacoma
3DS FC
4098-4043-2752
spikes cant be canceled but meteors can, l-cancel is exactly 7 frames before landing, meteor cancels are exactly 16 frames for ALL characters and if you fail to cancel you have to wait until the hitstun ends. Hopefully that helps a bit more than my previous answers. source:http://www.ssbwiki.com/Project_M
 
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QuickRat

Smash Journeyman
Joined
Apr 11, 2014
Messages
447
Location
Madrid, Spain
spikes cant be canceled but meteors can, l-cancel is exactly 7 frames before landing, meteor cancels are exactly 16 frames for ALL characters and if you fail to cancel you have to wait until the hitstun ends. Hopefully that helps a bit more than my previous answers. source:http://www.ssbwiki.com/Project_M
I love you.

I'm updating my doubts:

1) L-canceling issue: does fast falling affect L-canceling in any way?

2) L-canceling issue: only aerials are able to be canceled? I mean, can I cancel just the landing from a jump or an aerial-special?

3) Which variables affects an attack? I know damage (%), hitbox (from both attacker and defender), direction, Directional Influence... Could anybody give me a deeper explanation?

4) In Brawl there were some characters that had different timing for meteor canceling... is this present in Project M?

5) Which is the exact frame-data to perform L-canceling or meteor canceling?

6) There are some aerial attacks, specially meteor ones, which kind of break if you do them near to the ground, like the attack never actually ends and there is a lot of landing lag. This is something that happens in every game in the series, but I'm wondering if there is a mechanic in order to cancel this kind of failed attacks.

7) I know there are lots of advantages if you use the C-Stick for Smashes instead of A button for lots of circumstances, but is there any advantage in doing the opposite?

8) I know Toon Link has the same meteor as Young Link (Dair's sweetspot), but I tried to do this in Project M and I wasn't able. Any tip or I'm just a bad player?

9) I think I have understood how Lucario works... but could someone explain it to me in a short way?

10) Which general advanced techniques are in Project M (autolanding, jab cancel, powershield...)? I have a list I found on the Internet about this answer, but I would like anybody to explain me if those techniques are in Project M and which ones aren't in this list:


→ Autolanding
→ Boost grab
→ Chain grab
→ Crawl-sliding
→ Dash Attack Cancel Up Smash (known as DACUS)
→ Dash pivot cancel
→ Dash-dance
→ Drop cancel
→ Edge dashing
→ Glide toss
→ Jab cancel
→ Jab reset
→ Jump canceled throw
→ Jump cancel
→ L-cancel
→ Ledge-cancel
→ Lock
→ Momentum cancelling
→ Moonwalk
→ Platform cancel
→ Power shield
→ Power shield cancel
→ Short Hop Fast-Fall L-cancel (SHFFL)
→ Taunt canceling
→ Wavedash


11) Which is the difference between spike and meteor smash?

12) Is there a reliable matchup chart for v3.02?

As always: thanks to anyone who can help ;)
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
3: properties on hit: Damage, base knockback, knockback growth, launch angle, hitlag multipliers, SDI multipliers, shield damage.
Properties determining collisions: size and location of the hitbox, size and location of the opponents hurtboxes (and whether they are vulnerable, armored, invulnerable or intangible)/or size, location, priority of the opponents colliding attack hitbox (hitbox priority is determined by damage and whether or not the attack is allowed to collide with other hitboxes.
If you hit them while they are vulnerable (most of the time) they go through hitlag first, which is determined by damage and any hitlag multipliers. During this time they can input smash DI once per frame in different directions, how far they move is based on the SDI multiplier. Knockback takes effect on the first frame after hitlag, and is determined by a complex formula based on their damage after the it, how much damage the move did, the move's base knockback, and the move's knockback growth. Launch speed and hitstun are calculated from knockback using flat multipliers, meaning the same amount of knockback yields the same amount of launch speed and hitstun. The first frame after hitlag is also when DI and ASDI can take place. DI can change your launch angle by up to 18 degrees either clockwise or counterclockwise. ASDI moves you slightly like SDI and is affected by SDI multipliers. It's what allows you to cancel all hitstun during a successful CC.

11.→ Autolanding dunno
→ Boost grab yes
→ Chain grab yes
→ Crawl-sliding yes
→ Dash Attack Cancel Up Smash (known as DACUS) yes
→ Dash pivot cancel yes
→ Dash-dance yes
→ Drop cancel yes
→ Edge dashing yes
→ Glide toss yes
→ Jab cancel yes
→ Jab reset yes
→ Jump canceled throw (jump canceled grab? Yes)
→ Jump cancel yes
→ L-cancel yes
→ Ledge-cancel yes
→ Lock no
→ Momentum cancelling yes
→ Moonwalk yes
→ Platform cancel yes
→ Power shield yes
→ Power shield cancel dunno
→ Short Hop Fast-Fall L-cancel (SHFFL) duh
→ Taunt canceling yes
→ Wavedash yes
 
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