STiCKYBULL3TZ
Smash Ace
Can anyone guide me to a few good guides for team play?
Thanks
Thanks
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Yeah I just read that one. It's pretty informative. I was trying to see if there are any others around. Thanks tho.
Yes, if it’s a widescreen CRT. (Old Sony KV… TVs, Sony GDM-FW900 and -F900)Is there any way to play on a widescreen without input lag?
I’m not an expert on CRT inner technology, but the scaling they do is done analog (unless it’s a 2000 era TV with digital processing maybe, but then it’s crap for Melee anyway). Thus, it doesn’t lag. Switching from 4:3 to 16:9 is probably accomplished by simply realigning the deflection coils. The total signal processing time is about 700 nanoseconds either way. It won’t lag any more than it will lag when you wear glasses, to give a somewhat appropriate metaphor.I guess I assumed lcd or plasma. Does a widescreen crt not have to scale aspect ratio though?
You can crouch cancel at any percent. With higher % and KB, you simply become unable to ASDI into the ground. What you are able to stay grounded from is move dependent, not just percent dependent.Is there data on maximum crouch canceling percentages? I'm specifically looking for stuff with Pichu.
well, you're right, but i was just looking for the maximum percentages for staying grounded against every attack (or at least what's relevant) in the game.You can crouch cancel at any percent. With higher % and KB, you simply become unable to ASDI into the ground. What you are able to stay grounded from is move dependent, not just percent dependent.
Even if you are out of shield stun and let go of shield, pressing down will still result in a spot dodge until your shield fully disappears (~14 frames for most chars). To prevent the spot dodge, you have to make sure you are jumping out of shield before your stick goes downward. If you spot dodge when you practice FC nairs out of shield on your own (without anyone hitting your shield), then it likely has nothing or little to do with the actual shield stun.Hi there, I main peach on melee and I have a question that I need help on. When I shield with peach and my opponent attack me I try to float cancel nair my opponent but I can't because of shield stun and I'm always side dodging. I'm practicing this for better punish game. The shield stun is killing me. What am I doing wrong that makes me keep on side dodging? Even though I let go of my shield while having the shield stun. Hopefully there is a video about this stuff. If so send me the links. Please, thank you.
Thanks man, I really appreciate it.I think this is the tournament you were looking for: http://smashboards.com/threads/nexus-gaming-super-smash-royale-3-results-afterthoughts.102644/
I found it by going to google, putting in "Smash Royale III site:smashboards.com". This is much better than the smashboards search feature.
¹So-called “platform canceling“ does just what the programmers wanted to prevent, as they likely didn’t account for the hitlag delay that also increases the ECB timer and thrusts you into the next ECB update interval. Because aerial ECBs have much shorter downward extension than grounded ECBs (those will usually be kept for 10 frames so that you can pass through the platform), the updated ECB might have you being “above” the platform again, if your aerial’s ECB downward extension is sufficiently short to compensate your falling speed.
²Light orange color indicates estimates without proper testing and verifying from now on. So these 10 frames could be 9 or 14 as well, but if I always run such tests before I post, I won’t write another post before I understand pretty much the entire Melee code, haha.
A lot of the info on that page seems suspicious, but platform cancelling is a thing. The most common usage in today's metagame comes from Luigi mains. Due to Luigi's low gravity, it's quite easy for him to platform cancel some of his aerials (bair and nair are the most common, but I think uair works too). You can easily test platform cancels by dropping through a platform, doing the earliest aerial possible, and making sure your aerial hits an opponent. You have to hit an opponent because the hitlag delays your descent through the platform long enough to allow your Environment Collision Box (ECB) to update. A character's ECB is essentially what determines when they land, and the first few frames you drop through a platform, it changes to prevent you from landing on a platform immediately.Can somebody explain this to me? I don't think I've ever seen it referenced anywhere outside of this wiki page nor used in a game (although I might have just missed it) so seeing as it comes from a wiki I'm doubtful. If it is a real thing, can somebody give me some more info about it? Want to know if it's something I should try to learn how to do.