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~ Fairy Fountain Research Thread: buhbye ol' chum ~

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Kataefi

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Great Fairy Fountain

A Research Thread




Thanks to Fumbles

LISTING:

Frame Data


  • Smashes
  • Tilts
  • Other Ground Moves
  • Aerials
  • Specials
  • Misc.
Specific Moves

  • Dtilt
  • Nair
  • Nayru's Love
  • Dthrow
  • Jab
Frame Data

[collapse=Click to show Frame Data:]Smashes

FSmash




  • Startup: 1 - 15
  • Hitbox: 16, 18, 20, 22, 24 (5 hits)
  • Cooldown / IASA: 25 - 39, 40 (IASA)
  • Knockback: 0% = 49 (non-charged) - 55km/h (charged) / 100% = 119 - 157km/h
  • Growth Rate: Non-charged = 35.26 (2468 - 5994) / Charged = 51.38 (2770 - 7908)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:

DSmash





  • Startup: 1 - 3
  • Hitbox: 4 - 5 (Front Hit) / 12 - 14 9 (Back Hit)
  • Cooldown / IASA: 15 - 39, 40 (IASA)
  • Knockback: 0% = 32 (non-charged) - 39km/h (charged) / 100% = 95 - 124km/h
  • Growth Rate: Non-charged = 31.73 (1612 - 4785) / Charged = 42.81 (1964 - 6245)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Usmash




  • Startup: 1 - 5
  • Hitbox: 6, 8, 10, 12, 14, 16, 23, 25, 27, 29, 31 (11 hits)
  • Cooldown / IASA: 32 - 56, 57 (IASA)
  • Knockback: 0% = 47 (non-charged) - 56km/h (charged) / 100% = 117 - 146km/h
  • Growth Rate: Non-charged = 35.26 (2367 - 5893) / Charged = 45.33 (2821 - 7354)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Tilts

Ftilt




  • Startup: 1 - 11
  • Hitbox: 12 - 14
  • Cooldown / IASA: 15 - 39, 40 (IASA)
  • Knockback: 0% = 51 / 100% = 114 km/h (mid to tipper range for all angles) // 0% = 48 - 50 / 100% = 103 - 109 km/h (Normal & Downward / Upward angle for the respective 1st and 2nd numbers).
  • Growth Rate: 27.7 (2418 - 5188)

  • Hitlag: 10
  • Shield Hitlag: 10
  • Shield Stun: 5
  • Disadvantage: -16

Dtilt




  • Startup: 1 - 4
  • Hitbox: 5 - 11
  • Cooldown / IASA: 12 - 24, 25 (IASA)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Utilt




  • Startup: 1 - 9
  • Hitbox: 10 - 24
  • Cooldown / IASA: 25 - 47, 48 (IASA)

  • Hitlag: 14
  • Shield Hitlag: 14
  • Shield Stun: 6
  • Disadvantage: -29 (from front)

Other Ground Moves

Jab




  • Startup: 1 - 10
  • Hitbox: 11, 13, 15 (3 hits)
  • Cooldown / IASA: 16 - 24, 25 (IASA)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage: -8

Dash Attack




  • Startup: 1 - 5
  • Hitbox: 6 - ??
  • Cooldown / IASA:

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Standard Grab



  • Startup: 1 - 11
  • Hitbox: 12 - 13
  • Cooldown / IASA: 14 - 29, 30 (IASA)

Dash Grab



  • Startup: 1 - 10
  • Hitbox: 11 - 12
  • Cooldown / IASA: 13 - 39, 40 (IASA)

Pivot Grab



  • Startup: 1 - 13
  • Hitbox: 14 - 15
  • Cooldown / IASA: 16 - 35, 36 (IASA)

Pummel



  • Startup: 1 - 6
  • Hitbox: 7
  • Cooldown / IASA: 8 - 31, 32 (IASA)

Fthrow



  • Startup: 1 - 26
  • Hitbox: 27
  • Cooldown / IASA: 28 - 39, 40 (IASA)

Bthrow



  • Startup: 1 - 23
  • Hitbox: 24
  • Cooldown / IASA: 25 - 39, 40 (IASA)

Dthrow



  • Startup: 1 - 24
  • Hitbox: 25, 34, 43, 52, 63 (5 hits)
  • Cooldown / IASA: 64 - 81, 82 (IASA)

Uthrow



  • Startup: 1 - 23
  • Hitbox: 24
  • Cooldown / IASA: 25 - 39, 40 (IASA)


Aerials

Nair




  • Startup: 1 - 5
  • Hitbox: 6, ??, ??, ??, ?? (5 hits)
  • Cooldown / IASA: 12 - 24, 25 (IASA)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage: -11 (AC Nair on shield and landing straight after)
Fair




  • Startup: 1 - 7
  • Hitbox: 8
  • Cooldown / IASA:
  • Knockback: 0% = 53 / 100% = 153 km/h
  • Growth Rate: 50.37 (2669 - 7706)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Bair




  • Startup: 1 - 4
  • Hitbox: 5
  • Cooldown / IASA:
  • Knockback: 0% = 57 / 100% = 158 km/h
  • Growth Rate: 50.87 (2871 - 7958)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Dair




  • Startup: 1 - 14
  • Hitbox: 15 - 24
  • Cooldown / IASA:

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Uair




  • Startup: 1 - 13
  • Hitbox: 14
  • Cooldown / IASA:
  • Knockback: 0% = 46 / 100% = 136 km/h
  • Growth Rate: 45.33 (2317 - 6850)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:

Specials

Nayru's Love




  • Startup: 1 - 4
  • Hitbox: 13, 16, 19, 22, 25, 28 (6 hits)
  • Cooldown / IASA: 29 - 59, 60 (IASA)
  • Invincibility: 5 - 11
  • Reflection: 5 - 44

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Din's Fire




  • Startup: 1 - 30
  • Hitbox: 31 - 32 (Instant Detonation)
  • Cooldown / IASA: 33 - 56, 57 (IASA)
  • Solo Fireball: 1 - 8 (startup), 9 (hitbox)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Transformation



  • Startup:
  • Hitbox:
  • Cooldown / IASA:

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Farore's Wind




  • Part 1 Startup: 1 - 10
  • Hitbox: 11 - 12
  • Cooldown / IASA: 13 - 33

  • Part 2 Startup: 0
  • Hitbox: 1 - 2
  • Cooldown / IASA: 3 - 29, 30 (IASA)

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:

Misc.

Ledge Attack < 100%



  • Startup: 1 - 26
  • Hitbox: 27
  • Cooldown / IASA:

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Ledge Attack > 100%



  • Startup: 1 - 33
  • Hitbox: 34
  • Cooldown / IASA:

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Tech Roll Attack



  • Startup:
  • Hitbox:
  • Cooldown / IASA:

  • Hitlag:
  • Shield Hitlag:
  • Shield Stun:
  • Disadvantage:
Shield / Shield Drop

  • Startup: 1 (to shield) / 7 (to drop)

Roll Forward / Backward

  • Startup: 1 - 3
  • Invincibility: 4 - 19
  • Cooldown / IASA: 20 - 31, 32 (IASA)

Spotdodge

  • Startup: 1
  • Invincibility: 2 - 20
  • Cooldown / IASA: 21 - 25, 26 (IASA)
Airdodge

  • Startup: 1 - 3
  • Invincibility: 4 - 29
  • Cooldown / IASA: 30 - 49, 50 (IASA)
[/collapse]​
Specific Moves

[collapse=Dtilt:]Everything discovered about Dtilt so far!

This move has 3 common situations.

  • Stun
  • Trip / Tech Chase
  • Pop-Up
STUN
Stun is when the opponent flinches. The higher their percent, the higher their stun. Other factors include the decay of Dtilt itself - the fresher it is, the more stun it gives.

Dtilt hit advantage on Pit:

10%: - 4

20%: - 2
30%: +1
40%: +3
50%: + 6
60%: + 8
70%: +10
80%: pops Pit up.
At earlier percents, Dtilt doesn't offer many advantages. It shines at 50% and later. The stun at this point gives Zelda the frame advantages to follow up accordingly.

50% here is an average amongst the overall cast. The lighter the character, the earlier the percent will be that starts to make Dtilt more effective. The opposite applies for heavier characters:

Dtilt Advantage at 50%

+4: Bowser; Donkey Kong

+5: Mario; Luigi; Yoshi; Wario; Link; Ganon; Samus; ROB; Dedede; Wolf; Lucario; Ike; Snake; Captain Falcon

+6: Peach; Diddy Kong; Zelda; Sheik; Toon Link; Ice Climbers; Pit; Olimar; Falco; Marth; Ness; Lucas; Sonic

+7: ZZS; Kirby; Meta Knight; Fox; Pikachu; G&W;

+8: Jigglypuff
Stun that is weakened due to decaying your Dtilt can be restored by damaging the opponent with a followup. This is because the opponent's percentage is increasing from followups (stun increase) whilst Dtilt is staling to provide such followups (stun decrease) - there is a balance.

If you're followups do 10% damage or more, the next Dtilt you land should always provide a frame advantage for a guaranteed followup every single time beyond the opponent's 50% mark of their stock.


- Followups from Dtilt Frame Advantages:

  • Dsmash
  • Dtilt... (Dtilt... Dtilt... )
  • Dash Attack
  • Usmash (when close)
If you're Dtilt is fresh and the opponent is around the 70+% mark, you can link in slower moves such as Utilt, Grab. Anything beyond 10 frames is not advised.

- So if I followup with another Dtilt around 50+%, can I lock the opponent?

Yes! This is because your Dtilt is giving damage as it stales, but the damage it does give allows the next Dtilt enough advantage to combo, same with the next one after that, and after that one etc... so a lock is form. The opponent can only SDI in this situation; they can do nothing else.

Samus and DK cannot be locked due to their flinch animations.

TRIP / TECH CHASE
Dtilt can trip the opponent. The trip rate is 40%. Tripping provides a fixed advantage of 19 frames. You can followup with a variety of options:

  • Dsmash / Fsmash / Usmash
  • Jab / Dash Attack / Dtilt / Ftilt / Utilt (Opponent must be DDD large or higher)
  • Grab
  • Farore's Part 1 / Nayru's Love
  • Lightning Kick (Requirements for this followup are discussed later)
  • Tech Chasing *
* Dtilt tripping also provides tech chasing opportunities. A character generally won't roll behind you - they can be caught in another Dtilt. A getup attack can be shielded and countered. Therefore the opponent may choose to roll away - depending on height, you may choose to anticipate this, run up to them, and attempt to lightning kick them.

Here are character roll lengths:
List of rolls from shortest to longest:

Very Short Rolls

:olimar::toonlink::sonic::bowser2::charizard:
:pikachu2:

Short Rolls

:gw::yoshi2::wario::popo::mario2::luigi2::kirby2::rob::link2::falco:

Mid Rolls

:jigglypuff::ness2::lucas::dk2::dedede::falcon::shiek::fox::squirtle::pit::diddy::lucario::metaknight::snake::ganondorf:

Mid-Long Rolls

:samus2::zerosuitsamus::peach::marth::wolf::ike:

Long Rolls

:ivysaur::zelda:
- Landing a sweetspotted Lightning kick from a trip:

On trip, SH Fair sweetspots are guaranteed on these characters:

:bowser2: :dk2:




On trip, SH Bair sweetspots are guaranteed on these characters:

:bowser2: :dk2: :dedede: :charizard: :wario: :rob: :yoshi2:



On trip, turnaround dropthrough Bair sweetspots are guaranteed on everyone on a platform:





POP-UP
This situation is weight dependent. Lighter characters will pop up from Dtilt earlier than heavies. Characters can pop up from as early as 70%. Percent and Dtilt Decay affect pop-ups.
Fresh Dtilt on Mario

80%+: -6 *at approx. 80%, a fresh dtilt pops Mario into the air.
The opponent has 6 frames to act before Zelda can catch them with an attack. Zelda has a number of moves that can catch out airdodgers in this situation:

  • Usmash
  • Dash Attack
  • Utilt
Dtilt > Usmash/Utilt are legitimate KO setups. Dtilt > Dash Attacks chases the opponent if they DI the Dtilt to the left or right when popped up. The weaker Dtilt is and if the opponent pops up, the lesser the distance they are able to DI the hit, meaning hyphen Usmashes are viable to chase them. Stale Dtilts also have better 'tumbling' effects on the opponents, restricting them from counter-attacking or popping up.
[/collapse][collapse=Nair:]Interesting mechanics of Nair!

There are 5 hits to the move, with the 5th one having knockback. The first 4 hits have no knockback growth and cannot be DI'd or SDI'd. As such any follow-ups are guaranteed based on these 4 prior hits. This is known as following up on an autocancelled Nair. A number of trajectories have been found:

  • Low trajectory A
  • Low trajectory B (from a higher position off the ground)
  • Straight up trajectory
  • Straight down trajectory
LOW TRAJECTORIES
Low trajectories can be forced. This video demonstrates low trajectories and followups:



Forcing such a trajectory is done in the way you drag your grounded opponent. The ideal positioning is to hit the opponent so that they are launched through and behind you in a more horizontal trajectory parallel to the ground. This forces a hard landing. The advantage here is +32.

A more vertical trajectory can be seen in the video. It is currently uknown how this is achieved though it is suspected to be done by hitting with 2 hits of the nair. Done ideally your opponent ends up traveling at a low trajectory right above your head. This doesn't force a hard laning and the opponent can airdodge just before they touch the ground. The advantage here is +28.

- The following is guaranteed if the trajectory is read:

  • Grab
  • Dash Attack
  • Usmash (hyphen)
  • Dsmash
  • Dtilt
  • Ftilt
  • Fsmash
  • Buffered SH Fair / Bair
STRAIGHT UP AND DOWN TRAJECTORIES
Nair can spike. This is a very rare occurrence and a research topic!

[/collapse][collapse=Nayru's Love:]Unusual mechanics of Nayru's Love include:

  • Momentum Cancelling
  • Riding Momentum
MOMENTUM CANCELLING
Nayru's has momentum changing properties that have given Zelda the tool to immediately brake and slightly reverse the knockback she receives from an attack. This allows her to save the second jump for recovery.

How to do:

  1. Once hit, immediately fast-fall bair.
  2. Upon using the bair, press neutral B and reverse it.



Failure to execute this properly can have life-threatening consequences. Make sure you learn how to momentum-cancel properly.

RIDING MOMENTUM
There are instances when using Nayru's whilst in knockback momentum where she can fall incredibly fast and travel distances in the air by 'riding' this momentum.
Sorry for the lack of posts guys. I'm confirming the method for the descending Nayrus. Its just when ur in hitstun u fast fall a NL and it descends fast. U can aerial before it also, just have to buffer an NL right after.

- Directions known to be buffered:


  • Straight down - simply press Nayru's from knockback momentum.

  • Diagonally (down-forward) - buffer this direction just at the end of your momentum and then press Nayru's.

  • Reversed Diagonal (down-backward) - simply use a b-reversed Nayru's and during momentum and instead of going forward you'll go backwards but down.

  • Straight up - this is known as "the lovejump" in which you press jump from the momentum and then immediately use Nayru's to jump very high.

  • Diagonally (up-forward) - a b-reversed "lovejump" that will make you go diagonally up.
The application of these techniques are very limited,

An example of buffered Nayru's is right here at around 1:00: http://www.youtube.com/watch?v=LraLkK3wyPs

[/collapse][collapse=Jab:]Jab Facts!

  • On Shield
  • On Hit
  • Misc.
ON SHIELD
Jab has a -8 disadvantage on shields. This means:

  • When spaced it cannot be countered by normal grabs.
  • The average tether grab is 10-11 frames. Jab is relatively safe from tethers.
Jab in this instance can place wear and tear on shields with small risk of being punished. It doesn't push as far back as Fsmash so it keeps the opponent in place. It can act as a tool in setting up pokes, namely from Dtilt or Dsmash if the opponent does not roll away. Parts of the shield can be exposed and exploited by moves with poking qualities.

ON HIT
Jab has a large amount of hitstun regardless of how stale it is.

Fresh, on Mario
0%: +8
10%: +10
20%: +12
30%: +14
40%: +20
*at approx. 40%, a fresh jab causes Mario to become airborne, adding +4 frames of hard landing lag to his hitstun. at this percentage, he cannot avoid the extra lag.
50%: +21
60%: +23
70%: +25
80%: +27
90%+: +10 (with no DI & airdodge, counted until airdodge IFs begin), +? (with tech)
*starting at approx. 90%, Mario has enough time to airdodge or tech the ground upon landing.

Stalest, on Mario
0%: +7
10%: +9
20%: +10
30%: +11
40%: +13
50%: +14
60%: +15
70%: +21
*at approx. 70%, a stale jab causes Mario to become airborne, adding +4 frames of hard landing lag to his hitstun. at this percentage, he cannot avoid the extra lag.
80%: +22
90%: +23
100%: +25
110%: +26
120%: +27
130%+: +10 (with no DI & airdodge, counted until airdodge IFs begin), +? (with tech)
*starting at approx. 130%, Mario has enough time to airdodge or tech the ground upon landing.
Unfortunately due to jab's pushback and Zelda's lack of speed, following up on the move can be tricky. Therefore decaying jab a lot is somewhat useful in keeping the opponent in a range so that you can capitalise on its hitstun.
- A followup needs to be quick:

  • Dash Attack
  • Dash Grab
Dash attack may not be guaranteed if the opponent is too far, same with dash grab. Zelda must read the situation right. Opponents may tend to shield if they see an approaching Zelda, in which case dash grab may be a choice worth considering.

Mixing up at this point could be useful. Remember: you never have to follow up if you know it's too dangerous. You are in control before the opponent by a moderate amount of frames, so you can attempt to space on your terms here.

MISC.
Extra information will go here. Other ideas:

  • Jab's stun when it hits an opponent off the ledge.
  • Jab > Dtilt on a shield - a guaranteed poke?
  • Jab > Fair on heavies?
[/collapse][collapse=Dthrow:]Strange facts on Dthrow!

DTHROW SPIKE
This is a very situational spike. The requirements are:

  • Battlefield as the arena
    • Grab someone so you hold them over the ledge. Then Dthrow. They will spike.
      Confirmed to work on 4 characters.
  • :lucario:(Both ledges) / :falco: :dedede: :ganondorf:(Right ledge only)
  • Other stages are known but are not officially listed. For more info, go here



[/collapse]
 

Kataefi

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I know for sure that these work, but just practise with your timing if you struggle with the Bair one. The Fair one is dead easy. Let me know how you get on
 

SinkingHigher

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D-tilt > U-smash > Usmash > n-air

that works on lots of heavy characters.

If you're lucky you can get a lightning kick at the end, but not guaranteed.
 

Kataefi

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That's perfect against D3 actually. But these are 28% right of the bat from a trip. It doesn't stale USmash either and it's only in two hits =O

Is that combo a true one from a trip? Maybe not the nair at the end, but the Dtilt trip > USmash > USmash would work, no?
 

Kataefi

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Good stuff sinking! Okay I need to know the percentage outcome of the first one you listed and what characters it definitely works on - I'm guessing definitely the heavies who can't DI away from the second USmash. What about Falco and Fox?

And what's the stun on din's? I might need to test this out, but what if Dtilt > Din's > USmash works are moderately early percents?
 

-dMT-

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Hmm I can't get the LK consistently against DK and DDD so far. Also, they are able to roll out of it. Perhaps its my hesitation, since I have to confirm the trip before attempting the LK. Maybe with a lot of practice and training ones senses the tilt to LK can be a true combo, but it has to become reflex to do it at the moment of the trip..

I do the dtilt-usmash-usmash-nair frequently on heavies. Actually thats what i aim to start for. Can substitute the dair with a dthrow if u get an early grab, and if they dont DI it right then the rest of it connects most of the time
 

Kataefi

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Yeah exactly - we've all got into a habit of spamming dtilt because of its lock properties. Now if we did that plus notice the time when our opponent trips, then we could rack up an insane amount of damage.

You can't do it on DK? He's one of the easier ones along with Bowser. Just practise, practise, practise! I must get a video up! I'll save some testers now.
 

Kataefi

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Right... I've recorded 'tester' videos of me doing it on yoshi / d3 / DK. Who can I send them to? Yoshi's quite hard to do actually, but there's a certain rhythm where you can eventually get it almost everytime :O
 

Bandit

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So, you wanna play?
He means to send someone the wii videos so they can capture them and upload them.

Kat I can't wait to see them as JCaesar would flip out if this works truly on ROB.
 

Kataefi

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It DEFINITELY works on Rob! I just did it 3 times on him. The timing and spacing feels so weird at first, but with practise you can easily get this down! Got a quick tester video of her doing it on him.

These are inescapable because at the moment they trip and fall into animation she can jump and sweetspot, meaning they can't roll away in time. Currently yoshi is the hardest to do...
 

-dMT-

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Sure send em..thru brawl? need wii code and brawl fc for that. lemme look mine up real quick...

Wii FC: 1280 4418 6991 3966
 

-dMT-

Smash Lord
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Ite my wii code is edited into my previous post ^^^

BTW, do you use the no triping code in these vids? I need to know before i start the game.
 

Kataefi

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Wait I'm not actually playing you ^^ I'm just sending you vids of her doing these combos to said characters =D

And no there's no tripping code =( I wish I had that!

EDIT:: I'm adding you now.
 

-dMT-

Smash Lord
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No i kno ur not playing me. Its just that if the code was on during ur vids, i have to have it on for the game to show the vids properly, and vice versa. Or else I'll just see the characters do random **** and suicide LOL.
 

Kataefi

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hahaha I've had that happen to me with the replay code where they all do random things. Anyways these have NO CODES =)

I've added you btw
 

-dMT-

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Ur showing up as registered in my address book so i guess it went thru. I sent u a mail to test it out. Try sending the vids over
 

Kataefi

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Alright I've sent you them.

There should be a ROB, D3, DK and Yoshi replays there. I do a few mistakes with Yoshi because he's hard to do in general, but it's all about timing.
 

-dMT-

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Alright. It's probably gonna take som time before I get them. Then also some time for me to upload em. I'll post when i get the vids, however I'm just gonna put queue them for uploading, post to let you know, then KO for the night. You can just go to my channel and get the links and post them here.

Also, are the Zelda boards always this dead, or is it just the time of the day? I was hoping for more people to cmment on my vids.
 

Kataefi

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Make sure you upload the ROB and DK ones because I do the combo more consistently on them. I think I did alright on D3 but yoshi was a pain, I need to get the timing right.
 

Bandit

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So, you wanna play?
Alright. It's probably gonna take som time before I get them. Then also some time for me to upload em. I'll post when i get the vids, however I'm just gonna put queue them for uploading, post to let you know, then KO for the night. You can just go to my channel and get the links and post them here.

Also, are the Zelda boards always this dead, or is it just the time of the day? I was hoping for more people to cmment on my vids.
Well, there are 2 things:
1) There aren't that many Zeldas so you will have to deal with a smaller crowd here. Generally, saturday and sunday are the worst days.

2) You could post these in the video thread that Marsulas made. He will give plenty of comments on them and possibly post them on the first post.

I'd comment on them myself but I have dial-up...
 

-dMT-

Smash Lord
Joined
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Messages
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OK well I got them and I captured them. I'm about to upload right now. The ROB and Yoshi ones barely had anything in them, but I'm uploading them fully. They get the point across visually.
 

MrEh

Smash Hero
Joined
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You can thank DM for this one....

Usmash-->Usmash

Works on Bowser and Snake. Not sure about everyone else.
 

Kataefi

*smoke machine*
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igloo
Lol I want to see more donkey kong country =)=)

And congrats on your tourney placing btw! Submit them quick so we can the princess and her dinosaur up a few notches!
 

MrEh

Smash Hero
Joined
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Lol I want to see more donkey kong country =)=)
Haha, we're still working on that. Expect more screaming and frustration once the levels start getting harder.


And congrats on your tourney placing btw! Submit them quick so we can the princess and her dinosaur up a few notches!
Yup yup. ^^
 

Bandit

Smash Lord
Joined
Oct 13, 2008
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1,500
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So, you wanna play?
You can thank DM for this one....

Usmash-->Usmash

Works on Bowser and Snake. Not sure about everyone else.
Doesn't work on Snake really...

If they pull a nade in between, and they can, it will hit you and him out of the combo. Luckily, if you are like me, you have gotten used to this and you immediately Uair and cause him major pain. I Uair because he, thinking both characters are at 0%, will have more damage and should fly higher than me. He also starts higher than you.
 

Kataefi

*smoke machine*
Joined
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Messages
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igloo
Oh god lmao I sent you the wrong replays >.> for ROB and D3. Those were the ones where they didn't trip but it still worked regardless - but they can shield that the bair if they didn't trip. Basically, do what she's doing there but only when they trip.

The DK one is fine and it works on him. I'll link the video up in the OP. What I'll do is send you the right ones of Rob and D3 tripping tomorrow and maybe you can upload and replace them? Thanks!

Also kataefi combo lmao! Lovely! But maybe rename it into something more appropriate like trip to sweetspot combo.

EDIT:: here's the first successful one for DK http://uk.youtube.com/watch?v=cbDUQIUPluw&feature=channel
 

-dMT-

Smash Lord
Joined
Dec 6, 2005
Messages
1,076
Location
Brooklyn, NY
LOL I took the easy way out for the title. Didn;t have the patience to ponder. Yea sure I'll replace them just send over the new ones. U sure the Yoshi one is right? Perhaps you can record a new Yoshi on as well?

I'm mad tired so I'm gonna KO. I'll post back here when I upload the vids.
 

Kataefi

*smoke machine*
Joined
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igloo
Yeah cool I'll do that too. So I'll redo Rob, D3 and Yoshi tomorrow. Yoshi's a ***** to do, but I'll get the timing right and do a video of that later. Thanks for uploading. I'm kicking off now too =)

EDIT:: lol I've done them all right now and they've been sent to you!
 

-dMT-

Smash Lord
Joined
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Messages
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Brooklyn, NY
Wow guy. You're fast. I wake up and I see my Wii glowing. Hopefully you took your time and made the vids 100% upload worthy :D

Yea no doubt man, I'll record and upload em by the end of today
 

Kataefi

*smoke machine*
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It's really not that hard to do though once you get the timing and it's a great way at racking damage or finishing people off at the ledge!
 

DarkThundah

Smash Apprentice
Joined
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Messages
134
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America the greatest country ever.
Wow guy. You're fast. I wake up and I see my Wii glowing. Hopefully you took your time and made the vids 100% upload worthy :D

Yea no doubt man, I'll record and upload em by the end of today
Wow, is it wierd that I'm actually excited to see these. God I'm lame.

Yeah but nice find Kataefi. Its good to see people are still pushing Zelda's metagame.

and
Also, are the Zelda boards always this dead, or is it just the time of the day? I was hoping for more people to cmment on my vids.
ok ill comment.
 

Kataefi

*smoke machine*
Joined
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igloo
^^ don't be too excited. You can do this right now on your wii if you dtilt trip the following characters! I've got the DK one up!
 
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