Plunder
Smash Ace
Yea there's even 6 more charts for the MUs on each legal stage which I thought was really cool. It's outdated but it's neat info.
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There shouldn't be any problems if it's programmed like a standard game would be... As long as the file names are correct (the same as the original file name so that it would be found in LoadContent (or the GC's equivalent name for the loading method)'s code), I don't see why it wouldn't work.Does Netplay require each of the players to have the exact same texture for an object?
Let's say I have Pokemon Stadium A, displayed here:
And the other guy I'm netplaying has Pokemon Stadium B:
Would we still be able to play against each other, without any issues due to the textures?
how accurate is this to the current meta? i know that the tier rankings arent in this order now.There is this one from ~2009
Yep pretty much this.Tier lists and matchup ratios are entirely subjective. Even worse, people usually don't even agree on the same definitions of what these terms mean and what criteria matters when giving their opinion on these subjects. Then, of course, there's plain old human bias. The only factual thing you can say about matchups and tiers is that people have been adamant about their opinions only to turn around and be adamant about the opposite in a relatively short time period (and I don't believe myself to somehow be above this generalization). Nothing is written in stone.
Because people are stupid.why did people boo hbox for playing smart at evo?
Like this maybe?I see pros just run up to the edge and all of a sudden they're holding the ledge - how do I do that?
Like this maybe?
Unless they play Fox or Falco, these can quickly do a shine hog (running shine → shine turn → jump → slide off to ledge).
Yes, like that. It might just be that my eyes weren't quick enough to catch it - now that I'm looking for examples, I keep seeing pivot-wavedashes.Like this maybe?
Unless they play Fox or Falco, these can quickly do a shine hog (running shine → shine turn → jump → slide off to ledge).
No pivot, just a normal smash turn. But otherwise yes.This is just a Wavedash - pivot - wavedash - FF right?
So what is smash turn (and how is it different from a pivot)? When you tap left the frame you stand up after wavedashing right?No pivot, just a normal smash turn. But otherwise yes.
to wavedash ledgegrab you need to make sure that your wavedash hits the edge of the stage before you get offstage otherwise you will airdodge offstage and die so make sure that the angle at which you wavedash is definitely catching the stage first. you could try to wavedash from farther away first and practice doing closer and closer wavedashes to the ledge.So what is smash turn (and how is it different from a pivot)? When you tap left the frame you stand up after wavedashing right?
On a similar note, how do you wavedash-ledgegrab when you're standing on the edge? I always air-dodge off the stage and die.
Hush, don't speak. Light a candle and let Kadano do the talking for you:You cannot meteor cancel as soon as you get hit, the game will eat your input and then you won't be able to meteor cancel with up b for another 20 frames I think (maybe forty). I want to say the window for not being able to meteor cancel is 17 frames after you enter hitlag, but I'm not 100% sure and you can either look this up in more detail or someone can correct me. But either way this should give you a general sense of what you are asking for.
Ah, this is the answer I was expecting. This makes sense. I will start delaying my jump/up-b and see where the timing is.You cannot meteor cancel as soon as you get hit, the game will eat your input and then you won't be able to meteor cancel with up b for another 20 frames I think (maybe forty).
Awesome! Thank you very much for the info.If your back is turned to the edge of the platform you will slide off no matter what.
If you're facing the edge, it depends on whether you are holding forward (if you do, you will slide off. If you don't, you'll stop at the edge)
Im fairly certain that the hitstun of the first hit of a multihit move keeps you from being able to CC the next hit though you can SDI down i believe, which could give you a similar effect in some cases.If someone crouch cancels the first hit of a multihit move, and the second hit connects while they're still in hitstun, is the new hitstun calculated normally, or as if they were still crouch cancelling?
Thanks, after a bit of testing this seems to be the case. If they come out of stun at any time, they can start CCing again (seems to happen frequently when they're knocked into the air slightly but land immediately).Im fairly certain that the hitstun of the first hit of a multihit move keeps you from being able to CC the next hit though you can SDI down i believe, which could give you a similar effect in some cases.
Second question first because it's easier and somewhat related. There's 3 cases: If the kb is very small, the victim transitions into grounded hitstun. This happens often when falco does shine -> dair combo, since the leftover kb from shine eats so much of the kb from dair. From my tests with foxes jab, it seems that the threshold is very bizarre, 18,36 or something.If someone crouch cancels the first hit of a multihit move, and the second hit connects while they're still in hitstun, is the new hitstun calculated normally, or as if they were still crouch cancelling?
Also, if someone is in hitstun in the air, and then lands on the ground without going into tumble, does the rest of their hitstun cancel? (just double checking)
If you're literally just standing on a platform then just tap down on the control stick and you should fall through (make sure you tap hard enough).I've got a few questions about platforms. I find it hard to drop quickly through platforms from standing position, and I'm not sure how to quickly. I've seen things around different methods, like shield dropping, but for some reason it takes so long for me to drop through when I'm playing.
Am I just holding down for a long time or not enough, or am I just missing something?
Check out this thread first:Hey guys! My girlfriend really wants to get into competitive Smash Bros and I'm planning on teaching her all I can. I'm no professional, so I wanted to find some videos teaching basics and advanced techniques to give her a visual guide from someone a little more competent than I am lol. She's super into Kirby but she also wants to get into Peach, so if there are any character specific guides for those two that'd be awesome (:
Hitstun is determined by the move you get hit by. For instance, Roy's hitstun on his moves are pretty bad in general (which, combined with his knockback, is why he can't combo well), while someone like Falcon gives significant hitstun with most of his moves.Often times you hear "Luigi is in hitstun the least" or "Roy is in hitstun the most." Is there some sort of chart that lists all the characters from most to least hitstun? I know there's some sort of algorithm used to calculate hitstun and that it relies heavily on weight, but honestly that's over my head to calculate it for all characters. I've checked various wikis and SmashBoards for some sort of list, and I haven't been able to find anything.
You must not have looked that hard, it's pretty straight forward and it's in the Wiki and in the knockback/hitstun tool thread.Often times you hear "Luigi is in hitstun the least" or "Roy is in hitstun the most." Is there some sort of chart that lists all the characters from most to least hitstun? I know there's some sort of algorithm used to calculate hitstun and that it relies heavily on weight, but honestly that's over my head to calculate it for all characters. I've checked various wikis and SmashBoards for some sort of list, and I haven't been able to find anything.
More weight = less hitstun? Why do people say Luigi is in hitstun the least, then? Wouldn't that be Bowser?You must not have looked that hard, it's pretty straight forward and it's in the Wiki and in the knockback/hitstun tool thread.
0.4 * Knockback of the move = Hitstun
Knockback of any move is influenced by the weight of character, so therefore hitstun is also. More weight = less hitstun. So just look at the weight list.
The less fall speed a character has + the more weight they have the harder they are to combo. Samus probably has the most optimal ratio.
I don't know who is telling you these things, perhaps you should consider they have no clue what they are talking about.More weight = less hitstun? Why do people say Luigi is in hitstun the least, then? Wouldn't that be Bowser?
Thanks for mentioning the tool though, just found the thread, should help a lot.
EDIT: And sorry Spak, I was talking about being in hitstun based on certain characters, not how much moves do, ha.
Well, the people "telling me these things" have been commentators on various tournament streams, both big and small. I suppose it must have been a misnomer by the commentators to say "less hitstun." Regardless, thanks for your time, cleared some stuff up.I don't know who is telling you these things, perhaps you should consider they have no clue what they are talking about.
Bowser is easier to combo since he's huge and has a faster fall speed than Luigi. But he still experiences less hitstun than Luigi, it's jut not enough to stop him from getting tossed around like a sandbag. Luigi flys much further away from follow up range, and he has MUCH faster options to break combos in the air.
Most Melee commentators know next to nothing about game mechanics or even competition in general. It's sad, but commentary has basically become a social media competition where popular people with very scripted/rehearsed dialogue are given commentary privileges. You can never trust anything they say unless it's actually a top player.Well, the people "telling me these things" have been commentators on various tournament streams, both big and small. I suppose it must have been a misnomer by the commentators to say "less hitstun." Regardless, thanks for your time, cleared some stuff up.