Introduction
Link can perform all his aerials except for dair immediately after a full-hop nair. I found that it is especially difficult to perform nair+fair in one full-hop, so I took it to 20XX. The results were astonishing and I learned a bit about how jumping works in this game. My results may help players practice moves out of nair or performing nair as soon as possible out of the "kneebend" animation with frame perfect precision.
Method
I am using 20XX v4.05 on the Dolphin emulator with a N64/Gamecube controller to USB adapter from raphnet.net and a standard Nintendo Gamecube controller. 20XX allows the user to pause and then advance frame after frame when in the developer mode. When skipping through frames in this way, the user needs to hold an input on the controller and then skip forward to feed that information to the game.
Results
Let's examine what happens when we try to perform the nair+fair full-hop combo with no lag. That is, a new animation will start immediately after the last one ended and all animations will play back-to-back. Image 1 shows Link with the hitbubble/hitbox option enabled and at the top of the window the frame counter is visible. Refer to the top line of text only, as this data refers to Link.
In image 2, I have given the command "X" on my controller and we can see link in the "kneebend" animation, as he prepares to jump. This animation will last 6 frames before link goes airborne.
However, we can provide an attack input on the very last frame (frame 5), as seen in image 3, and Link will perform an aerial attack, as seen in image 4. Note that either all or most attacks begin on frame 1 instead of frame 0. This is true for both Link's nair and fair.
The hitbox for Link's nair comes out on frame 4 and lasts until frame 39. However, it is interruptible as soon as (IASA) frame 36 [1], as shown in image 5.
That means I can issue an input when I am in frame 35 and interrupt the nair on frame 36. I choose to interrupt the nair with a fair on frame 35, as shown in image 6.
The hitbox for Link's fair comes out on frame 14. However, Link only gets 12 frames to perform the fair before colliding with the ground. Image 7 shows Link on frame 12 of the fair animation and image 8 shows Link hitting the ground immediately after fair's 12th frame.
Link has failed to perform the full-hop nair+fair combo in this instance, even though I provided frame perfect input.
However, Link can still perform the combo. I attempt it once more, but this time changing the frame timing a little bit. I make Link jump just like the first time around, but this time I do things a little differently after his "kneebend" animation. Image 9 shows Link 1 frame after his "kneebend" animation. In this frame, he has begun his full-hop animation called "jump" and he is on the 0th frame.
Now I input the A button to make Link perform his nair, just like last time. Again, on frame 35 I hold forward and A to interrupt the nair on frame 36 as before. However, this time Link has 2 more frames for which his fair can come out. Image 10 shows Link on frame 14 of fair and image 11 shows just how close Link is to the ground.
Thus, I have successfully performed the full-hop nair+fair combo. However, it required me to not input commands as fast as possible. Rather, there has to be a 1 frame wait time between jumping and nairing or else this will not work. There is not enough time for the fair to come out if I issue the nair command on frame 1 of "jump".
Discussion
Link can perform the full-hop nair+fair combo only if there is a 1 frame wait time between Link's jump squat "kneebend" animation and his "jump" animation. My hypothesis on why the 1 frame wait time is required is that the full momentum of jump is not achieved until frame 0 of animation "jump". This is useful because it can allow players to practice using aerials out of Link's nair with frame perfect precision, so long as they get the timing right on their jump. Alternatively, this can be used to practice using nair out of Link's "kneebend" animation as soon as possible, since the fair hitbox won't come out if the nair was frame perfect.
References
[1] http://smashboards.com/threads/link-hitboxes-and-frame-data.306010/
Link can perform all his aerials except for dair immediately after a full-hop nair. I found that it is especially difficult to perform nair+fair in one full-hop, so I took it to 20XX. The results were astonishing and I learned a bit about how jumping works in this game. My results may help players practice moves out of nair or performing nair as soon as possible out of the "kneebend" animation with frame perfect precision.
Method
I am using 20XX v4.05 on the Dolphin emulator with a N64/Gamecube controller to USB adapter from raphnet.net and a standard Nintendo Gamecube controller. 20XX allows the user to pause and then advance frame after frame when in the developer mode. When skipping through frames in this way, the user needs to hold an input on the controller and then skip forward to feed that information to the game.
Results
Let's examine what happens when we try to perform the nair+fair full-hop combo with no lag. That is, a new animation will start immediately after the last one ended and all animations will play back-to-back. Image 1 shows Link with the hitbubble/hitbox option enabled and at the top of the window the frame counter is visible. Refer to the top line of text only, as this data refers to Link.
However, Link can still perform the combo. I attempt it once more, but this time changing the frame timing a little bit. I make Link jump just like the first time around, but this time I do things a little differently after his "kneebend" animation. Image 9 shows Link 1 frame after his "kneebend" animation. In this frame, he has begun his full-hop animation called "jump" and he is on the 0th frame.
Discussion
Link can perform the full-hop nair+fair combo only if there is a 1 frame wait time between Link's jump squat "kneebend" animation and his "jump" animation. My hypothesis on why the 1 frame wait time is required is that the full momentum of jump is not achieved until frame 0 of animation "jump". This is useful because it can allow players to practice using aerials out of Link's nair with frame perfect precision, so long as they get the timing right on their jump. Alternatively, this can be used to practice using nair out of Link's "kneebend" animation as soon as possible, since the fair hitbox won't come out if the nair was frame perfect.
References
[1] http://smashboards.com/threads/link-hitboxes-and-frame-data.306010/