LGameTales
Smash Cadet
Disclaimer: The following contains information that I will seem to regard as revolutionary despite it actually being no more than mere trivia. I will also be assuming that this is all brand new information so I will indeed feel silly when someone reveals it is all old news.
I was playing around with Nair after short-hop Dancing Blade and I discovered that Marth can quickly strafe a bit toward the opponent as soon as Nair activates. If you tip a short-hop Dancing Blade, the opponent will be sent upward with a fair amount of knockback (and in turn, a fair amount of hitstun), and Marth will glide ever-so-slightly toward them due to the nature of Dancing Blade. If you Nair here, strafing inward with the control stick, the Nair will successfully combo after the Dancing Blade, and place you underneath the enemy—who will die from a true-combo Forward Smash, Up Smash, Forward Tilt, or Up Tilt.
These are all true if the enemy doesn't DI or DIs toward Marth. Di-ing away will unfortunately allow them to evade the smashes, but Up Tilt will still be able to hit them.
Furthermore, this only worked at 122% or above. 121% somehow launched the enemy too high! (How is that possible?) The enemy Marth was getting a special reel animation at 122%, rather than his normal knockback animation at 121%. I did some math and found that, with the enemy at 121%, Dancing Blade's tip deals 79.9 units of knockback. At 122% it deals 80.3. If we're familiar with reel animations (like the untechable spin animation), we may know that they're random—but this one isn't. At 80 or more units of upward knockback, the enemy is always forced into this special upward reel animation. That's what allows these combos to work. Some characters (like Marth, here) have significantly lower hurtboxes than in their normal knockback animations.
There may be more possible combos than we think for our characters. I don't think we've been recognizing that this special reel animation can extend or create combos at higher percentages.
I was playing around with Nair after short-hop Dancing Blade and I discovered that Marth can quickly strafe a bit toward the opponent as soon as Nair activates. If you tip a short-hop Dancing Blade, the opponent will be sent upward with a fair amount of knockback (and in turn, a fair amount of hitstun), and Marth will glide ever-so-slightly toward them due to the nature of Dancing Blade. If you Nair here, strafing inward with the control stick, the Nair will successfully combo after the Dancing Blade, and place you underneath the enemy—who will die from a true-combo Forward Smash, Up Smash, Forward Tilt, or Up Tilt.
These are all true if the enemy doesn't DI or DIs toward Marth. Di-ing away will unfortunately allow them to evade the smashes, but Up Tilt will still be able to hit them.
Furthermore, this only worked at 122% or above. 121% somehow launched the enemy too high! (How is that possible?) The enemy Marth was getting a special reel animation at 122%, rather than his normal knockback animation at 121%. I did some math and found that, with the enemy at 121%, Dancing Blade's tip deals 79.9 units of knockback. At 122% it deals 80.3. If we're familiar with reel animations (like the untechable spin animation), we may know that they're random—but this one isn't. At 80 or more units of upward knockback, the enemy is always forced into this special upward reel animation. That's what allows these combos to work. Some characters (like Marth, here) have significantly lower hurtboxes than in their normal knockback animations.
There may be more possible combos than we think for our characters. I don't think we've been recognizing that this special reel animation can extend or create combos at higher percentages.
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