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Maybe its my control scheme idk lol, it does wierd things sometimes such as random back airs in the opposite direction.I do have replays of me doing it on a human, I will upload them tomorrow for you Also @ ReRaze That seems like a problem on your side. I easily can fast fall while in the attack O-O
When i try the uair chain grab i cant fast fall in time to avoid the last hit (it doesnt seem to let me fastfall) unless i wait a little before the uair which results in my opponents escaping. any tips?
Don't worry I screw up and do a jump canceled usmash almost every time, bad muscle memory badMaybe its my control scheme idk lol, it does wierd things sometimes such as random back airs in the opposite direction.
Like I said, I reflected a lemon, or Mega Man's jab/ftilt/nair so unless the Mega Man had 20XX TAS speeds he couldn't have been able to charge a smash attack in such a short time.he was probably charging a smash attack which makes him easier to kill
From my understanding, Down throw > nair isnt legit at all. you would have to fastfall to the ground not allowing the last hit to come out giving you landing lag as the move doesnt AC that fast.
Pit's landing lag on both Uair and Nair are over 20 frames, Both of these moves do not autocancel at all before the hitboxes leave and this game has frame canceling (not L canceling) which is not possible with this maneuver. Uair just has more hitstun so you won't be punished as much should they catch on to your chain grab. Keep in mind Pit's chain grab should be situationalYeah, you do fastfall, but then you don't get landing lag, or if you do it's minimized or its enough that you can follow up with a grab. I think you have to dash grab to do it tho. Kinda a combination of a chain grab and a tech chase. It's weird, like yoh can usually get them before they can tech on the ground, but you don't exactly stand in place.
this could have to do with the hitbox push, which is used in moves like upperdash (example: raptor boost). as they have some really weird glitches where they kill someone much before they should. I have no idea how to recreate these, but I have seen and been playing when the happened. I don't know about the hitbox getting stronger after reflecting projectiles, but I could take a look into it when I get some free time.From my For Glory playing, I've seen that often Upperdash Arm seems stronger right after reflecting a projectile, both aerial and grounded versions. And a recent match I just had seemed to confirm that. I Side B'd into a Mega Man's lemon while attempting to recover and as a result, I hit the Mega Man and KO'd him at 140 using an Aerial Side B.
As far as I know, Aerial Side B doesn't KO until absurdly high percentages.
Is it like mii brawlers piston punch? but doesnt that normally happen with multihit moves, and doesnt upperdash and raptor boost only hit once.this could have to do with the hitbox push, which is used in moves like upperdash (example: raptor boost). as they have some really weird glitches where they kill someone much before they should. I have no idea how to recreate these, but I have seen and been playing when the happened. I don't know about the hitbox getting stronger after reflecting projectiles, but I could take a look into it when I get some free time.
the hitbox push is generally used as an identifier to say "object is here do uppercut now" so a 0 damage hitbox that isn't even a windbox isn't technically two hits (even though for the damaging part of the move the hitbox push has to connect with something). Now moves with the hitbox push seems to have funny effects with KO power. If it weren't that way, mathematically figuring when Uppercut kills would be around 120~140 instead of getting like 180. So push has to be doing something that effects knockbackIs it like mii brawlers piston punch? but doesnt that normally happen with multihit moves, and doesnt upperdash and raptor boost only hit once.
I'm not exactly sure what you mean by this part. Can you rephrase?the hitbox push is generally used as an identifier to say "object is here do uppercut now" so a 0 damage hitbox that isn't even a windbox isn't technically two hits
It's a bit difficult to rephrase even more, (the first part) but basically there is a hitbox on upper dash arm that does 0 damage. This hitbox is in the same place of the hitbox that does damage. should this 0 damage hitbox connects with something (item or fighter) then the damaging uppercut hitbox comes out.I'm not exactly sure what you mean by this part. Can you rephrase?
In either case, niche doubles strategy haha!
20 frames O_O you crazy? i just tested. Pits up air does 10 while pits nair does around 13. Also its not a techchase XD thats when you follow them and punish their tech. Its literally just a grab. But nair chain grab seems dodgy and doesnt work when ever ive tried.Pit's landing lag on both Uair and Nair are over 20 frames, Both of these moves do not autocancel at all before the hitboxes leave and this game has frame canceling (not L canceling) which is not possible with this maneuver. Uair just has more hitstun so you won't be punished as much should they catch on to your chain grab. Keep in mind Pit's chain grab should be situational
http://smashboards.com/threads/character-attributes-directory.384665/#post-1827981620 frames O_O you crazy? i just tested. Pits up air does 10 while pits nair does around 13. Also its not a techchase XD thats when you follow them and punish their tech. Its literally just a grab. But nair chain grab seems dodgy and doesnt work when ever ive tried.
for landing lag he didn't test it himself, he pulled it from a Japanese post somewhere. I'll add an edit if I find fast enoughDamn O_O how did he test it. I feel like i did it properly and it failed ;-;
They're mostly the same as Pit's.What kind of basic combos does Dark pit have?
As far as I'm aware, there's no real difference between the two.Out of curiosity, are there are substantial differences between the wii u and 3ds mechanics ? I've seen video guides for DP, but mostly on the 3ds, And i want to know if those techniques would transfer over to the console version.
I've found his dtilt useful in general, nice and quick and cool how he steps forward a bit to extend the range.that definitely did not look like a stage spike, so it probably is pit's dtilit (hopefully, cuz then his dtilt will actually be useful), amazing find!