Shai Hulud
Smash Lord
As you all should know, Marth can use the first move of his forward B combo as a kind of pseudo-jump, which has two obvious applications: the first, to gain horizontal distance when recovering; and the second, to slow Marth's fall, on stage, for pacing purposes.
Sometimes, though, when you use forward B you fall, and don't get the pseudojump. I thought initially that you get one floaty forward B per jump, but it's actually more complicated than that.
On a given jump, forward B will give you a pseudojump under "normal circumstances." What do I mean by that? Well, apparently in regards to forward B, a "jump cycle" is the time from when you leave the ground to the time you land ON THE STAGE, on your feet, from the falling animation. In other words, if you jump, forward B, and fast fall an L-cancelled aerial, for instance (something I do quite often), the game engine does not consider the "jump cycle" to have ended, because you are landing during an aerial animation and not from the falling animation. The consequences of this are that the next time you jump, you will not have a floaty forward B, but will fall instead.
So, basically, you lose your forward B for the following jump under the following circumstances, assuming you have jumped and used a forward B:
Luckily, there's a simple solution to this dilemma--whenever you perform an action that would kill your next floaty forward B, all you have to do is finish the "jump cycle." You can do this by jumping and landing on the stage, irrespective of what happens during that jump, so long as you land ON YOUR FEET, ON THE STAGE, and from the falling animation. This means you can WAVEDASH to complete a "jump cycle" but you CANNOT run around SHFFLING aerials. This also means if you are attacked with anything that causes your feet to leave the ground, the jump cycle will finish when you next land. Being grabbed or thrown will NOT, however, end the jump cycle, even if you land on your feet.
A lot of you are going to think this is pointlessly obscure information, but I just wanted to put it out there, because it really is important, especially if you use this move frequently for mindgames and pacing. I've died countless times trying to ledge-hop attacks off the stage, unaware that I'd lost my recovery tool until it was too late.
Sometimes, though, when you use forward B you fall, and don't get the pseudojump. I thought initially that you get one floaty forward B per jump, but it's actually more complicated than that.
On a given jump, forward B will give you a pseudojump under "normal circumstances." What do I mean by that? Well, apparently in regards to forward B, a "jump cycle" is the time from when you leave the ground to the time you land ON THE STAGE, on your feet, from the falling animation. In other words, if you jump, forward B, and fast fall an L-cancelled aerial, for instance (something I do quite often), the game engine does not consider the "jump cycle" to have ended, because you are landing during an aerial animation and not from the falling animation. The consequences of this are that the next time you jump, you will not have a floaty forward B, but will fall instead.
So, basically, you lose your forward B for the following jump under the following circumstances, assuming you have jumped and used a forward B:
- Edgehogging--i.e., if you ledgehop you will no longer have a floaty forward B
- Landing during any kind of attack animation, whether an aerial, neutral B, or counter
- Getting hit and teching the hit, on the stage or off
- Getting hit and flubbing the tech
Luckily, there's a simple solution to this dilemma--whenever you perform an action that would kill your next floaty forward B, all you have to do is finish the "jump cycle." You can do this by jumping and landing on the stage, irrespective of what happens during that jump, so long as you land ON YOUR FEET, ON THE STAGE, and from the falling animation. This means you can WAVEDASH to complete a "jump cycle" but you CANNOT run around SHFFLING aerials. This also means if you are attacked with anything that causes your feet to leave the ground, the jump cycle will finish when you next land. Being grabbed or thrown will NOT, however, end the jump cycle, even if you land on your feet.
A lot of you are going to think this is pointlessly obscure information, but I just wanted to put it out there, because it really is important, especially if you use this move frequently for mindgames and pacing. I've died countless times trying to ledge-hop attacks off the stage, unaware that I'd lost my recovery tool until it was too late.