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Not to mention you sometimes get hilarious KOs because the opponent tries to jump up to hit you, and ends up running into the last hit of DairI dont even know when to fastfall during DI without just using dair on the c stick to auto matically do it, never asked/read how
I've won tourny sets because of this, no jokeNot to mention you sometimes get hilarious KOs because the opponent tries to jump up to hit you, and ends up running into the last hit of Dair
Snake's hurtbox alignment is irrelevant when it comes to horizontal momentum cancelling because the move needs to end before you can start cancelling your momentum. What you said might make sense if the aerial was what was actually stopping your momentum, but it's not, it's the jump that does it. Airdodge is faster than any aerial (and you can do it sooner than any aerial), so it allows you to jump the soonest and cancel your momentum. I don't understand why not everyone does this because using airdodge instead of bair can let you live up to about five percent longer. Also, fair does nothing special to let you stop your momentum. It's worse than bair and uair.Uair seems to work better for horizontal survival because Snake's body turns clockwise making his hurtbox go along with it.
Actually sensible when you get right down to it.
Just look at the GIFS and think about the fact that if a character's hurtbox touches a lateral blast zone, it means death.
Pity Uair doesn't have usable IASA frames though.
From what I know, this post is wrong with some bits of truth.Snake's hurtbox alignment is irrelevant when it comes to horizontal momentum cancelling because the move needs to end before you can start cancelling your momentum. What you said might make sense if the aerial was what was actually stopping your momentum, but it's not, it's the jump that does it. Airdodge is faster than any aerial (and you can do it sooner than any aerial), so it allows you to jump the soonest and cancel your momentum. I don't understand why not everyone does this because using airdodge instead of bair can let you live up to about five percent longer. Also, fair does nothing special to let you stop your momentum. It's worse than bair and uair.
From what I've noticed experimentally, fastfalling is helpful only for vertical momentum cancelling. While airdodge is only 3 frames shorter in duration than bair, you didn't take into account that you can airdodge sooner than bair after being hit. I just did some testing for horizontal momentum cancelling in training mode at 1/4 speed. The numbers are the highest percentages that Snake survived at. I didn't DI for any of these tests.From what I know, this post is wrong with some bits of truth.
The main thing about using an aerial is that you are able to fast fall it. For some reason, if you fast fall an aerial, even with horizontal momentum, you live longer. Since fast falling will happen the moment you can do an aerial, it does not really matter which aerial you use. The idea is that fastest aerial will end faster allowing you to use the 2nd jump, and it allows you to react faster from say being chased like what happens a lot when snake and his opponent both explode. Also, airdodge ends only 3 frames faster than bair, and 8 frames faster than Uair. With the logic behind fast falling, how soon a move ends, and alignment of hitbox, it seems there is minimal difference between using airdodge -> 2nd jump, compared to aerial -> fastfall -> 2nd jump.
I cite frame data and SuSa's words on this.