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It's frame 7.@ KuroganeHammer I took the time to test Meta Knight's jab. It's frame 6. It will lose to Jigglypuff's jab, which is frame 5, but will clank with Lucario's, which is frame 6.
Then how do you explain Lucario's jab clanking with Meta Knight's? If its frame 7, it should outright lose to a frame 6 jab. Instead, it loses to frame 5 jabs.It's frame 7.
because the hitbox on frame 6 is directly above lucario.Then how do you explain Lucario's jab clanking with Meta Knight's? If its frame 7, it should outright lose to a frame 6 jab. Instead, it loses to frame 5 jabs.
I am not understanding how this makes sense. The hitbox for Lucario's jab comes out in front of Lucario. So does Meta Knight's.because the hitbox on frame 6 is directly above lucario.
I am not understanding how this makes sense. The hitbox for Lucario's jab comes out in front of Lucario. So does Meta Knight's.
I'll test with a few other moves.
Edit: I tested Meta Knight's forward tilt against his standard attack, and the forward tilt wins. I suppose this means it is frame 7, but I am still not understanding the lack of consistency.
ive drawn meta knight beforeDo you take requests Aero?
Because art like that belongs in a museum at the very least.
I personally just wish they would improve his air game. In Project M 3.02, he still had a fantastic recovery, had four air jumps instead of only three, and his down special did not put him in a free fall state. Kirby still has five air jumps, so it's really weird they nerfed his air game so hardcore in Project M 3.5. Really not a fan of the direction Project M went with for later entries. Project M 3.02 Meta Knight was so much more fun. Oh well. At least I have Smash 4 Meta Knight, though I wish some of Meta Knight's aerials had less end lag. Being able to do short hop buffered forward and neutral airs without end lag would be nice. It's obnoxious how Meta Knight's neutral game is so insanely limited in Smash 4.I actually think the PM:DT could take some notes from what Smash IV has accomplished. I think a Meta Knight that kills off the top would be nice in that game. More than anything though I think they should adopt a lot of what the new Zero Suit has to offer.
The same kind of people that despise Top Tiers.Despite his poor neutral his reward from his mid range tools is stupid compared to small fires like Pit and Dark Pit. If our neutral got buffed y'know how many more people will despise MK?
I don't think Nintendo would prank us like that...
Sorry, I was in a trend of people mistrusting the info and I had to explain it.
No I mean like, when someone gives you bad news you're like "are you serious! ?".
Maybe a good idea if its presented in an easily digestable form and accurate/reliable (aka no random n00b testers who don't account for DI and stuff). But u-air strings/combos and stuff get really weird due to rage. Actually, the more I think about it, the more I'm convinced that it's just better to develop an intuition of what will work at what % against that weight. Early 0% guaranteed tornados are still neat to know, so that may work. But 5x u-air percentages and stuff seem a lot more finicky to me, especially with DI and stuff.Basically, the reason I'm doing this is because we have a lot of **** to memorize. How cool would it be if you could just access it all in one location from your phone during a tournament? "OH I gotta face_____" *pulls up Sheik page*
Thoughts?
@ Ulevo I require your opinion on which of these things I need to include because I agree with Amish on this as well. I was thinking maybe a general percent range of when we possibly DA to Nado for example would be cool.Maybe a good idea if its presented in an easily digestable form and accurate/reliable (aka no random n00b testers who don't account for DI and stuff). But u-air strings/combos and stuff get really weird due to rage. Actually, the more I think about it, the more I'm convinced that it's just better to develop an intuition of what will work at what % against that weight. Early 0% guaranteed tornados are still neat to know, so that may work. But 5x u-air percentages and stuff seem a lot more finicky to me, especially with DI and stuff.
Everything else not affected by rage (e.g. projectile priority, moves easily punishable by tornado or oos shuttle loop, etc.) seems A-OK.
This came out a bit quick and dirty for my tastes but it's all I had time for. I need to start packing for EVO.The Kutthroats have set out to draw their character thanking Iwata for all he has done.
We invite you to do the same.
This is great art. I wish I had more time for drawing MK, but I already did one for Link.This came out a bit quick and dirty for my tastes but it's all I had time for. I need to start packing for EVO.
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Any thread or post that I have made up to this point has largely been for the purpose of doing exactly what you're trying to do now, I have just chosen to share it with others. If you want to progress towards that goal, just contribute to whatever is currently in progress.@ Ulevo I require your opinion on which of these things I need to include because I agree with Amish on this as well. I was thinking maybe a general percent range of when we possibly DA to Nado for example would be cool.
I really like the reference.This came out a bit quick and dirty for my tastes but it's all I had time for. I need to start packing for EVO.
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