Dr. Tuen
Smash Lord
- Joined
- Apr 26, 2009
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So if your opponent shields one of these, they can't avoid the grab? Is this really legit?No he's talking about nB (charged or baby) to grab.
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So if your opponent shields one of these, they can't avoid the grab? Is this really legit?No he's talking about nB (charged or baby) to grab.
So if your opponent shields one of these, they can't avoid the grab? Is this really legit?
They can but it's hard, also depends on the distance obviously.
If someone more frame savvy could help, I'd like the numbers on this. All I can seem to get out of the gigantic spread sheet is that the weak and strong shots take 22 and 42 frames to complete, respectively.The shield pressure they receive is pretty much how long it's going to take for you to do a quick grab followup. You just have to have relatively quick timing.
This is a really strong option, yeah. We have advantage on shield, so unless they jump over the paralyzer shot instead of going for a defensive option you can't lose.So.
Can we dash forward after a fully charged paralyser, charge down smash and hit themwiththrough spot dodge? A few of those and most opponents are gonna keep shielding.
Or roll.
The spreadsheet claims 16... I fixed my previous post of 12, I read that off of F-smash.Dsmash has like 20 frames of startup
Bleh...i dont get this... Are you basically saying that if the shield a fully charged neutral specal attack then we can get a grab before they can do anything? or whatHaha! Found it. Note that our grab is out on Frame 16. Also note that I don't see IASA frames for Neutral B.
OK, I figured out the rest of the pieces here. That excel sheet is really hard to read! In fact... here's a clip.
Please tell me if I have read this wrong!
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Neutral B - Strong
Start - 20 Frames (there is no SpecialNStartH)
Shoot - 41 Frames
Total Animation Duration - 61 Frames
SHOT DURATION - 42 FRAMES [The shot is out 1 frame longer than your animation]
Shield Hitlag - 7 Frames
Shield Stun - 2 Frames
Frames until opponent's next action begins - 16 Frames (shield drop is 7 frames)
COUNTING THE FIRST FRAME OF THE SHOT AS FRAME 1:
The projectile must hit on FRAME 41 OF THE SHOT ANIMATION or later for the combination to be a frame trap.
IF THE OPPONENT SPOT DODGES (they gain invincibility 2 frames after hitlag/shieldstun wear off), THIS IS INVALIDATED.
The projectile would have to hit 5 frames later (allowing us more time to recover)... i.e. on "Frame 46" of the shot animation... which does not exist.
===
Neutral B - Weak
Start - 20 Frames
Shoot - 21 Frames
Total Animation Duration - 41
SHOT DURATION - 22 FRAMES [The shot is out 1 frame longer than your animation]
Shield Hitlag - 6 Frames
Shield Stun - 1 Frame
Frames until opponent's next action begins - 13 Frames (shield drop is 7 frames)
COUNTING THE FIRST FRAME OF THE SHOT AS FRAME 1:
The projectile must hit on "FRAME 24" OF THE SHOT ANIMATION or later for the combination to be a frame trap.
There is no "Frame 24" of this shot animation... SO THE WEAK SHOT CANNOT TRULY FRAME TRAP
IF THE OPPONENT SPOT DODGES (they gain invincibility 2 frames after hitlag/shieldstun wear off), THIS IS FURTHER INVALIDATED.
The projectile would have to hit 5 frames later (allowing us more time to recover)... i.e. on "Frame 29" of the shot animation... which does not exist.
===============================================
===============================================
Summary:
Strong Shot
vs Spot Dodging - This is not a frame trap unless the spot dodge comes out 5 frames late.
vs All Other Options - This is a frame trap if the projectile hits on its last frame.
Weak Shot
This does not frame trap at all.
If you use the paralyzer shot and notice that your opponent does not spot dodge (and just shields to... jump or something) then it will frame trap if you hit them with the veeeery end of the shot.Bleh...i dont get this... Are you basically saying that if the shield a fully charged neutral specal attack then we can get a grab before they can do anything? or what
I also may have an idea for an easier way to represent that. Hmm, I'm bursting with ideas today! Work needs to be over >.>kk thanks, ill try to remember that...although I'm not sure would i could frame trap with though
16 isnt everything.The spreadsheet claims 16... I fixed my previous post of 12, I read that off of F-smash.
==
I may have thought of something rad... I'll write it up after work. :-D
Excellent! This explains why full charge looks so awesome. The projectile lasts 20 frames longer than the firing animation! Thanks a bunch!It shoots on frame 2 of no charge and frame 22 for full charge
Thanks a bunch. Various Smash Lab member support in this analysis has been very efficient and helpful :-).Tuen, for fall speed comparison: http://www.smashboards.com/showthread.php?t=244329
On landing. And when reviewing the data, I'm not 100% sure the advantages are calculated correctly... Even so, that serves well as an approximation for landing advantage.No it's not.
Nair is -10.