QuestionMark
Smash Cadet
finally. i get it now. thanks alot. i mean it.

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I just linked the video somebody else made it.Pit
-Pit's Down+B, the Shield. Confirmed in the video by Ryanarius
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11-Advanced-
Super Armor-
Let’s discuss Super Armor. DK has three options, and thankfully, the SA windows are at different places, so you have multiple options to be effective. Learn these windows and apply them effectively as an attacking defensive strategy.
-upB (Grounded)- Super Armor frames on start-up, this is the 2nd longest SA window DK has, it's now as effective as Bowser fortress with Invulnerable start-up, the window is the whole entire time his elbow is raised before it's active, BUT, additionally, there is a small window after invulnerability, and before it's active where you can STILL be hit out of the move. This means that upB is very effective against single strike moves (IKE COUGH COUGH) and not multi stuff like most Dsmashes. on ground, the trajectory is enough to be safe on guard but don't expect much horizontal movement, it only has enough. Finally, the grounded version has AMAZING almost instant recovery, while the last hit has the most knockback of the entire move.
-Full Charged Donkey Punch- Super Armor is the Donkey Punch itself, about 15 frames after startup of a full charge DK punch you are in Super Armor state.(Needs confirmation on Frames) It is set-up such that, it will never trade hits. In a trade situation DK will always win. But, you will still be hit OUT of a DonkeyPunch early. Try this, go to Green Greens and DK punch the Bomb blocks. Much fun heheheee
-Cargo carry, he has MASSIVE SA for the initial frames of the opponent on your shoulder.
From a grapple, just press Forward and place opponent upon your back. Vio-ala, Moveable SA frames.
-This makes the IC match much better as you can throw them now.
-This will utilize hazards like Onett. LOL free car damage.
-Improves DK's role in group/team Brawl.
-Pick up snake and walk over his own Grenades/Motion Sensored bombs.
can you give me the link and the name of the person then please?I just linked the video somebody else made it.
Yes I'm using the timer, but it's nearly impossible to read the display (especially the 100ths of seconds) in Brawl. At least, when I've captured and deinterlaced, it's very difficult to make out the timer number most of the time. As such, all of my tests will probably only be accurate to +/- one frame.That sounds very likely. Are you doing it in vs mode with the timer running? If it's as consistent as it was in Melee you should always be able to tell when one is dropped/added once you familiarize yourself with the timer's counting pattern.
In Melee the clock was always perfectly in tune with the gameplay, but the debug menu's text display (where it states the current frame of what you're doing) can be a little off in normal game speed in that it occasionally will display the same frame number twice (though the gameplay advances one frame), and then skip the next frame on the display to catch up to the gameplay.
As long as the Brawl timer isn't occasionally lazy like the Melee debug display was and always changes with each in-game frame passed it should remove any possible doubt of exactly which frame is being displayed of the move you're looking at.
This man speaks ze truth, i tested it just to find some SA.Lucas has no super armor. You're just clanking his Up-Smash.
If you don't believe me, shoot some of Falco/Wolf's blaster shots at him.
That's just invincibility.here's some SA for ya. Wolf has SA the moment his reflector comes out. My brother and I tried it out in training against a dragoon! Wolf didn't budge.
yoshi's 2nd jump worked that way in melee as wellI have to agree that the freeze frame theory doesn't make much sense. I did some tests with Snake's up+B, and he can take all 3 hits of Ike's jab combo at 999%, but he flinches at 0% from Ike's up-tilt. There are also a bunch of projectiles, like ROB's laser, that won't cause Snake to flinch when uncharged or partially charged, but they will make him flinch when fully charged.
The easiest explanation might just be that there are multiple levels of super armor - Snake's up+B seems like it will never flinch from certain hits, and always flinch from others. Yoshi's mid-air jump seems to be even weirder. It's probably worthwhile to test any attack that supposedly has super armor with both a weak hit and a strong one (and maybe at different percents), to see if anything will cause flinching. If you rely on one attack all the time, you may end up with some false positives/negatives.
Attacks don't increase in hit lag/freeze frames at higher %. Just throwing that out there. Anyways!NoVa said:Different attacks worked at higher percents, because they generate more freeze frames.
Again, 1) Snake's Cypher is not true Super Armor, 2) you can knock Snake out of the Cypher with weak hits that don't come from below (Kirby's f-tilt or n-air, for example.) I haven't done extensive testing with various characters but as far as I can tell, the Cypher protects Snake against multi-hit attacks regardless of how powerful they are, but very single hit attacks always seem to work regardless of how weak they are. It doesn't depend on % either.me and my teammate have this theory that if u get hit from underneath them it breaks the super armor
we've only tested it with snake's upB against kirby's U-Smash, and kirby's UAir, and the result was if kirby's UAir/U-Smash was to hit snake during his SA, it breaks the super armor
Dragmire said:what I noticed for another SA warlock punch being SA'ed to projies I'd have to test it but I think it may work
Um, that's just breaking the projectile with the attack. There's no such thing as projectile-only-Super Armor. And I'd bet my Wii it'll fail against Falco or Wolf's Blasters, which are energy hits and don't clank or interact with other attacks in any way.BananaNut said:]Sonic has some super armor on his side B (only against projectiles I think) and it lasts until the top of his little 'hop'
it was, and its not SA, its just some gay *** clanking thingNot sure if this was said, but Squirtle's forward special.