SonicZeroX
Smash Lord
- Joined
- Apr 12, 2005
- Messages
- 1,601
- 3DS FC
- 4425-1491-5645
I wonder if this is in Melee as well.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
nice find. not exactly useful. nobody good really charges smashes unless they're waiting for a sidestep. does it matter how charged the smash is? and does it work if you are hit during a c-stick smash? i guess this doesnt really help the opponent, but it warns those who do to be careful when charging smashes.
Probably the reason is the up and down smashes are the only ones in the game where by charging them you dont increase damage, Just longer hitbox (time)Nope!
Thanks for pointing that out. I guess since you don't actually charge his yoyo smashes (the hitbox comes out immediately and stays out) it doesn't affect him.
His f-smash is still vulnerable though.
Yeah, it's in Melee too. Not many people were even aware of it being there though.I wonder if this is in Melee as well.
Even better, punish Snake's F-Smash. Gives a whole definition to the word laglol I have a video of me Resting a Snake out of his mortarslide... The Snake skyrocketed upwards, it was pretty cool.
This new discovery may make Snakes think twice about spamming boost smashes.
No, that doesn't have any effect.Does it make any difference how long the smash attack has been charging for?
In other words, Will the knockback be the same on a character that has just started charging as opposed to a character that has been charging for about a full second?
This is what I wanted to ask... So if I hit DDD while hes raising his Fsmash hammer will he fly 20% further?So this is only WHILE charging an smash, not during the lag after the smash right?
You don't need to hold the direction of the smash to charge it though. You only need to hold the 'A' input on it. Are you saying if you were to c-stick down and hold Z to charge a d-smash, you would still DI down even if you were to hold up the entire time it's charging?My friends and I have also discovered. That if you are being hit out of your charged animation, it buffers into your DI so you can't actually DI properly. You get sent according to which direction you are smashing.
I just tested it out, and appears that yeah, that's the case. The registered "up" from the up smash stays even if you hit another direction.You don't need to hold the direction of the smash to charge it though. You only need to hold the 'A' input on it. Are you saying if you were to c-stick down and hold Z to charge a d-smash, you would still DI down even if you were to hold up the entire time it's charging?
It has long been known that Zelda and TL's Dsmash gain large amounts of kill power when they are DIed badly. I'm not sure it would normally kill off the side at 0% but if was a character other than MK chances are they wouldnt have been able to recover after the bad DIed knockback. Just saying DI is playing a large role in this case, not too sure whether or not the charging smash is doing anything.A TL user, Corpsecreate, got a new video of this in action. Killing MK at 0%!
http://www.youtube.com/watch?v=blQj9YXD2RM&fm=22
That first hit of the d-smash is insane when increased 20%... I think I'll go look at the knockback on it when I get home.
Mario Char Move 0% 300% Damage
Normal TL Dsmash1 4041 4041 6
Dsmash2 1968 11874 11
Charge TL Dsmash1 4850 4850 6
Dsmash2 2361 14249 11
That is exactly what I'm saying, it's ridiculously stupid.. Are you saying if you were to c-stick down and hold Z to charge a d-smash, you would still DI down even if you were to hold up the entire time it's charging?
Thanks for confirming how stupid this is.I just tested it out, and appears that yeah, that's the case. The registered "up" from the up smash stays even if you hit another direction.
This would be very interesting, if the "smash-charge vulnerability" exists for some specials, too. But alas, I was not able to reproduce this on Pikachu. (Although I discovered I could clash Sonic's Fsmash with Pikachu's thunder.... what the heck!) But my tests weren't that thorough, and it might be worth experimenting with other Specials, like Falcon Punch or something that can charge, like Link's arrows maybe? iunno.I thought that this may fit here, since it also involves killing at low percents. Yesterday, I was playing as Falco against my sister, a Pikachu main on Final Destination. She was in the air and performed thunder. Right after the thunder hit Pikachu, I performed an up-smash (as this was near the ground). To my surprise, Pikachu, who was only at 70% rocketed upwards to a star-ko. I don't think that this is a case of bad DI, since even that should cause you to die 30-40% earlier. Any thoughts?