SupaSairentoZ7℠
Smash Hero
Very handy, thanks.Visible hitbubble vid: http://www.youtube.com/watch?v=z3-R24V4LgM
The only things missing are tech & trip getup attacks (they weren't in the .pac), but meh, who cares.
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Very handy, thanks.Visible hitbubble vid: http://www.youtube.com/watch?v=z3-R24V4LgM
The only things missing are tech & trip getup attacks (they weren't in the .pac), but meh, who cares.
Good stuff. This also explains partly why Zelda isn't very good: she's one of the few characters in the game whose hitbubbles are exactly the size they should be compared to her attacks.Visible hitbubble vid: http://www.youtube.com/watch?v=z3-R24V4LgM
That's silly HSS. Size of the hitbubbles making Zelda bad is a silly notion. The reason why Zelda suffere is because of the start up lag and finishing lag on nearly all of her moves. Her jab is 11 frames I could be wrong but that maybe the slowest jab in the game. Let's not even bring up how grab speed oh and her walk and run speed also. The hitbubbles are fine.Good stuff. This also explains partly why Zelda isn't very good: she's one of the few characters in the game whose hitbubbles are exactly the size they should be compared to her attacks.
That's what I was saying. Her hitbubbles are exactly the size they should be. My comment was aimed as critisism for the characters like Snake whose hitbubbles make no sense at all and, more than anything, a joke.The hitbubbles are fine.
Such a pity considering they made her moderately powerful. =/That's silly HSS. Size of the hitbubbles making Zelda bad is a silly notion. The reason why Zelda suffere is because of the start up lag and finishing lag on nearly all of her moves. Her jab is 11 frames I could be wrong but that maybe the slowest jab in the game. Let's not even bring up how grab speed oh and her walk and run speed also. The hitbubbles are fine.
What's wrong with snakes hit boxes? I mean the range on his utilt is totally fine.That's what I was saying. Her hitbubbles are exactly the size they should be. My comment was aimed as critisism for the characters like Snake whose hitbubbles make no sense at all and, more than anything, a joke.
No. They're ~the same (running's prob slightly faster), but FW = more telegraphed and stuck in stationary lag on both ends.Kayla is a full distance Farore's slightly faster than running across the stage?
You should test that. =XAlso I think Farores has 20 directions, not 16.
Edit: Even more than 20.
I know what you're talking about, but you wouldn't see any difference in a video.Hey Kay, could you get a video of the difference in hitbubble area affected of a regular falling fair/bair/dair and a FF fair/bair/dair? I know hitting while FF'ing is more likely; I just want to know how more likely.
Well, it's super minor.Ah cool. We do still need a complete list of ledgewarp points for all legal stages.
Also.... I'll add the thing about controlling FW distance to the OP at some point. I think a lot of up b's are like that (I know Pika's QA is).
There's one for the Norfair too. Granted, it's rather old and may not have all the possible distances and positions you can ledgewarp from.As for ledgewarp points, even just a list of edges you can cancel on would be helpful. I've seen diagrams of points on FD and BF, but that's about it.
You can do all of these as well.What about moving platforms, like YI, Lylat, RC, etc?
Or not-straight ones like Brinstar/PS1/etc?
I'd assume that it's possible to LW on a platform moving sideways, but only on the edge opposide to the direction of platforms movement. Platform moving upwards propably allows regular LW as long as you're standing on the same platform.What about moving platforms, like YI, Lylat, RC, etc?
Or not-straight ones like Brinstar/PS1/etc?
I know it's missing the different distances of the same ledgewarp since those would be impossible to fit in, but are there any completely different ledgewarping positions missing?That Norfair picture is missing sooo many points that you can cancel from.
Yeah there are about four completely different ones missing, maybe more.I know it's missing the different distances of the same ledgewarp since those would be impossible to fit in, but are there any completely different ledgewarping positions missing?
What are those? The other downward diagonal ledgewarps for the lower platforms and the downward diagonal ones for the main stage?Yeah there are about four completely different ones missing, maybe more.
Yeah, those ones can be double canceled.What are those? The other downward diagonal ledgewarps for the lower platforms and the downward diagonal ones for the main stage?
Ahhh~ never test damage-based stuff in training mode. It doesn't apply any damage modifiers, so you'll never get what you'll get in a real match.Went to training mode yesterday and found out that after the first pop-up of your opponent (or in my only tested case, Sonic) sent him up into the perfect area to do a reverse b-air.
Is this guaranteed/easy to pull off or should I just stick to usmash/utilt for reliability?
I was just going to ask the same!!!@Fuujin: what do you mean double cancel?
So I retested (in a regular brawl) the dtilt > b-air combo and the actual % was around the late 80's on a frest dtilt.Ahhh~ never test damage-based stuff in training mode. It doesn't apply any damage modifiers, so you'll never get what you'll get in a real match.
But no, it's not guaranteed since they can DI. Also.... which percentages were you testing at? I tried a fresh dtilt at 78% (first percentage Sonic pops up) and a little higher into the 80's with no DI, and I kept getting a sourspot.... or he was too low to hit.
This, but sometimes you don't have to double jump.Or possibly he means doing two ledgewarps in the row without touching the ground in between. You know, ledgewarp to a ledge => double jump/reposition => ledgewarp to another ledge.
At least the two stages he mentioned (Norfair & Battlefield) allow that.
Most people don't know Zelda can do a single ledge warp, let alone twice so they never see it coming.Are you not getting punished for doing double ledgewarps?
That's your imagination. The back & the front are exactly the same.Sidenote: I think the back of Usmash seems to be safer/more ranged than the front.