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It's just clanking. If the difference in % between the hit boxes is greater than 8% the stronger move keeps going and the weak attack gets canceled. Otherwise they both get canceled. Attacks that don't clank are the exception, not the norm. Even Samus's Charge Shot is clankable, but at 25% few characters have strong enough attacks to stop it.Wait so what is the term for this phenomenon?
I forgot to post this here, but I had a similar effect happen to me vs a Roy. I was Marth and when I attacked his Fsmash, they should have clanked, but he absorbed it (it showed the little bubble animation) and I got hit. Seemed to be partial invincibility.
I know how clanking works. I used moves that were within the clanking range. I remember taking note of that. It has to be partial invincibility.It's just clanking. If the difference in % between the hit boxes is greater than 8% the stronger move keeps going and the weak attack gets canceled. Otherwise they both get canceled. Attacks that don't clank are the exception, not the norm. Even Samus's Charge Shot is clankable, but at 25% few characters have strong enough attacks to stop it.
You wouldn't see the bubble if it were partial invincibility. Starman item and respawning aside, stuff doesn't touch you when moves make you invincible.I know how clanking works. I used moves that were within the clanking range. I remember taking note of that. It has to be partial invincibility.
I can't remember exactly what move it was. It could have been my own Fsmash which does 13% and that could have been stale while his possibly fresh. But it also could have been a back air which isn't supposed to clank with anything since it's an aerialYou wouldn't see the bubble if it were partial invincibility. Starman item and respawning aside, stuff doesn't touch you when moves make you invincible.
Roy's F-smash does 20% sweet spotted, so it'e very possible he just beat your attack, especially if you didn't sweet spot yours.
Other chars (like Mario and Ryu) also have that. Depending on the hitbox of the getup attack it actually works on many chars as long as their slightly above the ledge. It's not a reliable thing you should be aiming to land but it will land every once in a while.So, I found something interesting about the hitbox on Roy's ledge get up attack. (if that's what you call it)
It's kind of hilarious, really. I'm not sure if this will work on others besides Donkey Kong, but I doubt we'll see this happening a lot in tournament play and such.
Dash to Shield should be 16 frames. Did you wait till you saw the actual shield? Because the shield shows up in the animation on frame 2. But shields are truly frame 1 so dash to shield should be 16.Here's a bit of miscellaneous frame data:
Jump squat: 5 frames (airborne on 6)
Jump landing lag: 2 frames
Dash to dash (foxtrot): 15 frames (next dash starts on 16)
Dash and shield ASAP: Shield comes out on 17
Dash and return to neutral: 27 frames (act on 28)
Return to neutral from a full run: 15 frames (act on 16)
I didn't, I'm aware of the frame 2 shield animation weirdness. I recorded four dash-shields and the capture card seems to have a dropped a frame on one of them, but the other three lasted 16 frames with the shield out on 17.Dash to Shield should be 16 frames. Did you wait till you saw the actual shield? Because the shield shows up in the animation on frame 2. But shields are truly frame 1 so dash to shield should be 16.
Thank you. Sorry about that, it was under the impression it was sooner.I didn't, I'm aware of the frame 2 shield animation weirdness. I recorded four dash-shields and the capture card seems to have a dropped a frame on one of them, but the other three lasted 16 frames with the shield out on 17.
I've uploaded the videos to Google Drive. You can split them into frames with ffmpeg from the command line to verify them yourself:
- [Windows Key] > Search for 'Command Prompt' or 'cmd.exe'
- cd <videos folder>
- ffmpeg -i dash_shield.avi dash_shield_%06d.bmp
My capture card does drop frames every now and then but I generally record the same action at least twice to verify. These are recorded off the Wii U's S-video output.
It is not possible to do it in that way with C-Stick set to Smash, it must be set to Tilts.Hi fellow Roy mains, been learning the wavebounce blade tonight and been having great fun. I've got a question though; is it possible to do with c stick set to smash as opposed to tilt? L as special and c stick as tilt is working but I can't seem to get L as special and c stick as smash to work. I can do it about 60% of the time atm so it could just be me being unlucky with my attempts when swapping controls.
Most discoveries are named after the person who discovered them lol. Whatever thoughNo thank you. Call it something that doesn't have your name in it. Seriously?
All moves have IASA because that just means the frame when you can move. What this means is that this move has IASA frames before its Auto Cancel frames, so it's better to do another action instead of landing.Great post. This property means that the move has IASA frames; I think Zero mentioned it in his video on Roy.
That's exactly what I meant. Thank you for clarifying for everyone else!All moves have IASA because that just means the frame when you can move. What this means is that this move has IASA frames before its Auto Cancel frames, so it's better to do another action instead of landing.
Still in order to replace the landing lag there needs to be enough frames before landing to perform the other move, I think there aren't enough frames but I haven't actually tested myself yet.That's exactly what I meant. Thank you for clarifying for everyone else!
Not sure why you quoted me for that. But anyway, I think you can jump before you hit the ground, which might be a decent option every once in awhile.Still in order to replace the landing lag there needs to be enough frames before landing to perform the other move, I think there aren't enough frames but I haven't actually tested myself yet.
F-Air to Side-B and F-Air to Up-B were already said in the discussion thread of Roy's moveset too. There is literally 0 new information here and I honestly don't like people pretentious enough to try and name something after themselves (Specially something that isn't new).
Yea you can jump, Side-B, Neutral-B, Down-B and Up-B. I don't know if you can do an aerial to replace the lag though. The quote wasn't meant for you to be honest .Not sure why you quoted me for that. But anyway, I think you can jump before you hit the ground, which might be a decent option every once in awhile.
Exactly!Not sure if anyone has stated this yet, but using this you can true combo F-Air into specials at low percents. Nice.
EDIT: Before anyone misunderstands me, I meant that the true combo part is important. It's inescapable.
The first swing hitboxes come out on frames 7-9 and you can input the second swing starting on frame 10. IASA is frame 42.DED first swing frame data?
Marth can't do this: Marth is stuck with having to land and experiencing Fair's landing lag after using a SH Fair.Meh. Still not a big deal to me, I've been doing all of this with Marth since day one.
Most of the time, if you down throw > empty short hop, they'll air dodge on instinct, in which case forward smash is guarenteed.mindgames: condition an oppoinent to expect dthrow->jab->ftilt but after a few times end it with Fsmash isntead of f-tilt.
far from a true combo, but they will probably expect the ftilt and do nothing
Do you know the IASA frames of all his DED hits?The first swing hitboxes come out on frames 7-9 and you can input the second swing starting on frame 10. IASA is frame 42.