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"Style over substance. You focus more on sass instead of practicality in dire situations"
Sounds right enough, (description wise) though I don't feel like I appear strong on the outside... :\
Tbh I just want to know what Zelda's description says...
Wait the dead one or the disney one.Since we're talking about music n stuff, does anyone else listen to Selena or am I the only one here? xD
I listen to the dead one. She's one pretty talented chica.Wait the dead one or the disney one.
I'm sorry, I had to run out@ WolfieXVII ❂ are yew here?
Whoa, that is really legit, like, wow.Ok, i'm done with Farore's Squall for real this time. Probably not though
Right, I'll work on breaking those habitsGGs @ WolfieXVII ❂ that was fun. I LOLed at those squall gimps. HAHAHAH one thing yew should fix is your repetitiveness. Like when your about to Dair with kirby yew always hop above one more time or when your on the ledge yew drop from it and upB too much and I started to punished yew for those
you do realize this test is a joke right? Like there is no way in hell I'm some space bounty hunter who doesn't wear a power suit all because I said "I would prefer the curry rice"I do not need to take a test, as Ganondorf is inside me, he let's energy flow within me. Without Ganondorf, I would be dead.
M2King cannot even handle Ganondorfs power.
BAHAHAHAHAHA!
it should have said the betterment of sass
That's it, someone heeya needs to make a TRUE Zelda character description instead of this one.
So this image just shows a few different states of the move, and not the closest intervals you could catch using 1/4 (Hold L) right?Taking a much closer look at Nayru's Rejection atm and It's not frame 1 intangible. This is why it can't break out of combos like squall can. I can't tell exactly since I am using 1/4 speed in training (not a good indicator of frames) but it seems to be around frame 3-5 intangible. It may be a couple of frames faster than Nayru's Love or it may be the same. She definitely goes intangible before the actual crystal surrounds her but not on frame 1. Once the crystal forms around her she seems to lose her intangible frames. This is also why moves pass through her at the beginning of this move. With perfect timing you can catch a move with the intangible frames that come out before the reflect frames.
Starting frames of Nayru's Rejection.
First frame of intangibility. She gains intangibility when she extends her leg back.
Reflector actually acts like a reflector now! Pretty sure intangible frames end at this point.
Someone that is actually good with frame data should take a look at this, I don't have the tools to get a precise number and i'd rather not guess. @ BJN39
Added this to the Squall lab . Thanks so much for all this time in research, D3RK. I owe you dinner!Ok, i'm done with Farore's Squall for real this time. Probably not though
At least it's not useless like we thoughtAdded this to the Squall lab . Thanks so much for all this time in research, D3RK. I owe you dinner!
About rejection... its weird timing I think make it a much worse tool than it already was, haha. If you need to hit them with the late part of the move so that they get pushed back...
Well,it looks like we got ourselves yet another situational-at-best move :'D
Its actually not as bad as it sounds. If you read an approach and throw out Rejection you can probably get a free grab combo out of it. You do risk the opponent running in with shield though, but that is an issue Nayru's Love has also. Nayru's Love stops approaches pretty well but it's very hard to combo it into anything barring the occasional Farore's Wind on a missed tech. If this move is going to see any sort of use it would be for its ability to actually combo into something while stuffing approaches.About rejection... its weird timing I think make it a much worse tool than it already was, haha. If you need to hit them with the late part of the move so that they get pushed back...
Well,it looks like we got ourselves yet another situational-at-best move :'D
Holy ****, Mario's u-air is like ZSS u-air levels of amazing.
I could understand Buster being downplayed prepatch when the downside was bigger, but now the reward is so good compared to the risk.I'm beginning to think that buster art is underrated because speed exists. Seriously. Bust moooore
Wow rejection has uses yayIts actually not as bad as it sounds. If you read an approach and throw out Rejection you can probably get a free grab combo out of it. You do risk the opponent running in with shield though, but that is an issue Nayru's Love has also. Nayru's Love stops approaches pretty well but it's very hard to combo it into anything barring the occasional Farore's Wind on a missed tech. If this move is going to see any sort of use it would be for its ability to actually combo into something while stuffing approaches.
Squall's main use right now is to stop multihits and aerial approaches, and to gimp. It can be used to set up the u-air but that's like 90% unreliable.Jeez was this really Nov 2, time flies
I could understand Buster being downplayed prepatch when the downside was bigger, but now the reward is so good compared to the risk.
Also the majority of his attacks become safe on shield in Buster, no?
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I'm a bit less of a believer in Squall now that I know you're using it preemptively instead of reactively. Bluffing an attack to try and commit to a 45 frame startup to beat your opponent's OoS option or w/e isn't nearly as good, especially considering the times you can frame 1 upB grounded you can also frame 1 powershield and have any option available to you. As opposed to characters like Greninja who can Shadow Sneak out of weak hitstun and escape certain multihits like ZSS' fsmash, or Jigglypuff being able to use her 1f invincible Rest to hit through attacks like rapid jabs and Luigi Cyclone.
Though speaking of powershield vs Squall, that does raise one point of consideration in my mind; if you get grabbed during Squall's startup (if you can even get grabbed during the startup), maybe you could force a grab break going over the ledge like what Falcon and MK can do with their dash grab; opponents that fall faster than Zelda would be setting themselves up to get daired.
Right, but what I'm saying is if you're on the ground and trying to throw out a frame 1 windbox to make most of a multihit whiff, why not just frame 1 powershield and be in position to punish hard instead?If you can DI attacks you can Squall Cancel. You literally just replace pushing a direction to DI away from attacks with an up b command. When you get hit just spam up b lol. I will admit that it's a lot easier when you know the attacks are coming but there is definitely time to react when you have a frame 1 get out of jail free card.
noSo I was messing with the hold L 1/4 speed on my 3DS again to see if it had any true useable frame use, and I noticed that if you could get super light tap Ls, each tiny jump was almost always jumping 2 frames! I realized this when every move would hit in about half the Ls as it had startup frames. (Example: 6 L inputs for Ftilt a frame 12 attack, 3 L inputs for things like Dtilt, Dsmash, and BAir, which are 5, 5, and 6 respectively.)
Now, obviously some of these hit on odd numbered frames, but it seems surprisingly reliable for getting end lag estimates. (To a margin of error of 1-2 frames at most.) I was able to get very accurate looking numbers for a few of her quicker attacks. I may use it to get us some estimate IASAs and FAFs. :D
The main point of Squall is that it works in the air too. If you get hit by Zamus' air strings into UpB, you can **** her UpB by inputting Squall after she's begun hitting you. You probably can even mess up her strings, I'm not sure since her hitboxes are pretty disjointed. If she D-smashes you, you can use Squall to get out of her UpB as well. It works to escape multihits once you've gotten hit by them. If you're on the ground and you missed the power shield you have another shot at getting out of these attacks too.Right, but what I'm saying is if you're on the ground and trying to throw out a frame 1 windbox to make most of a multihit whiff, why not just frame 1 powershield and be in position to punish hard instead?
When you say "Oh you can make ZSS' upB whiff with this" I think of using it while caught in the move, not trying to preempt a frame 4 upB with it.
Also DI doesn't come into play until hitlag ends, you've actually got 10(+) more frames to input DI than you do to input this for most attacks.
Thus, why is make it very clear they're estimates. (That are possibly a couple frames off) The moves I've done were ones whose speed seems unchanged from Brawl's, and their results were very very similar (and even identical) numbers to their Brawl numbers, and that way we can have something to look at until we can get the legit frame data. I'll be careful.no
pls no
Hold L 1/4 made me report to the Palutena boards back in late november that their jab was 11 frames when it's actually 7
It isn't accurate don't do it