WiiU release we had our air dodge landing lag normalized and up smash start up increased by 2? frames.
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1 frame. It went from 9 -> 10.WiiU release we had our air dodge landing lag normalized and up smash start up increased by 2? frames.
No we don't, and imo we do need them.Do we have solid, or even numerical estimates, for the workable % range for the B&B combo?
I'm starting to work on finding rough numbers for all characters. It seems that dthrow, uair, uair, boost kick works in a small 15%-ish range, but dthrow, uair, jump, boost kick works for an additional 20-30%. This based on the 2 characters I've completed. If there's interest, I'll complete that and post my numbers. Otherwise... I may still do it as practice for the B&B combo, heh.
Neat. I've begun this work, though at some higher percents, I can only get it to work 10% or less of the time. I might make an intermediate threshold where this works most of the time versus the absolute max percent I ever get it to work at. Those thresholds may be useful since DI will definitely make this harder to do.No we don't, and imo we do need them.
That's why I asked for a formula or something including rage and staleness if you can remember.
Because without it, it would be pretty pointless.
Could I see a video demonstration or maybe get linked to a more in-depth description of the "hype kick?" I've been labbing it out pretty seriously but I'm starting to think I'm not doing it quite right.
Oooooh. Going off of an earlier post, I've been practicing flipping off the ledge and kicking out, not running off and flipping back.
/shamelessplug
Note that this is Hype Kick I (Hype Kick II is an inward kick towards the ledge).
Both is ledgit.Oooooh. Going off of an earlier post, I've been practicing flipping off the ledge and kicking out, not running off and flipping back.
Knew nothing about using Flip Kick that way. Has there been testing on more characters?
Hey I didn't know thatWorks on everyone although much easier to do on predictable or slow recoveries. The ledge vulnerability is 2 frames though, I don't know why everyone is still calling it 1.
Could I see a video demonstration or maybe get linked to a more in-depth description of the "hype kick?" I've been labbing it out pretty seriously but I'm starting to think I'm not doing it quite right.
I promise to call it the Hype Kick from now until the end of time. Isn't it untechable if it stages spikes like it does at 1:17? There're windows when you can't tech because of hitstun, and I'm pretty sure that fits within that radius.
Heyo! This video contains two examples of the Hype Kick II, one at 1:17, the other at 3:43. Like previously described, it's a flip kick that starts on stage and kicks inward. The benefit: you have a longer range of time to kick. The Hype Kick I give you an approximate 7 frame range to nail your opponent, and you must accurately predict this with your preparatory flip. The Hype Kick II allows you to kick at ledge height or as low as 1 body length under the stage. This yields an approximate 30 frame range to get your hit, and is adjustable at will. This also means you don't NEED to hit that 1 (2?) frame vulnerability range, you can hit well before it if the chance arises.
Haha, I love that the name is catching on!
I promise to call it the Hype Kick from now until the end of time. Isn't it untechable if it stages spikes like it does at 1:17? There're windows when you can't tech because of hitstun, and I'm pretty sure that fits within that radius.
As a note, try to edit your posts instead of double posting.Also, is there unique follow-up potential from single hit fair? I've been labbing with it a bit but I can't seem to get anything that's better than a Nair; the landing lag on fair is just a bit too much to let you capitalize on the low knockback.
No, the opponent has to literally be hugging the wall for it to be untechable. Hanging on the ledge actually isn't close enough either for it to be untechable.I promise to call it the Hype Kick from now until the end of time. Isn't it untechable if it stages spikes like it does at 1:17? There're windows when you can't tech because of hitstun, and I'm pretty sure that fits within that radius.
I didn't notice Sky's head popping through until just now lol... also Hype Kick II confirmed untechable in top competitive play kappa.
Yeah, IMO it's less risk more reward compared to uSpecial and can potentially kill much MUCH earlier if you get the spike at 50 or something.Yeah I almost flip kick exclusively out of dsmash at kill percent. Against Mario and Sheik the punish on an upB that doesn't fully connect is too risky lol.
I have this:Does anyone have a gif of the FAF (First Active Frame) after a whiffed grab so that I can show it to people that think we're 2nd in the game?
We have a frame data compendium (link in my signature, so long as my edits to that worked). Though in short, here are the numbers you seek:Does anyone have a gif of the FAF (First Active Frame) after a whiffed grab so that I can show it to people that think we're 2nd in the game?
Eheheh you're running into the same issues as I did when I tried to test the BnB percentages.We have a frame data compendium (link in my signature, so long as my edits to that worked). Though in short, here are the numbers you seek:
GRAB FAFs
Standing Grab: 69
Dash Grab: 72
Pivot Grab: 80
Fun note! Falcon Punch takes 53 frames to come out. Our grab is active on frame 16 (or 17 for pivot grab). So a Captain Falcon main can jump over the active part of our grab and FALCON PUNCH as a response in all 3 cases. So... you know... don't get predictable...
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ALSO!
I'm working on an appropriate methodology for measuring the percents that the b&b combo (and its variants) work at. I've done preliminary testing in training mode, but the freshness modifier and lack of stale moves and rage hinder my ability to get decent numbers.
My current thought is to get rough values from training mode and move to smash mode for finalization... however, I need to figure out how to indicate a failed combo. I believe an turbo controller may be required for this. I may be able to force a combo fail confirm by turning the shield button on turbo... though "jump" may be a better response for combo escapes. I'd also have to use ZSS' jab 1 to increment damage on the foe appropriately. A custom stage with lava surfaces and a large cannon (to fire ZSS safely to and from the magnifying glass area) will help increment her damage for rage measurements.
I am also looking into testing key cases (Jigglypuff, Mario, Bowser, C. Falcon; different fall speeds, effectively) to possibly gain an understanding that yields a general viability equation. I'm less confident in this method, but the research required aligns with another project I've got going, so if it works that's great.
If anyone has ideas on how to test this without a turbo controller, let me know.