PokemonMasterIRL
Smash Master
Ivysaur suffers more than normal if I remember correctly.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I think Bowser is 20, not 10. Its only a 20 frames advantage on ness/lucas. He would have horrific grab releases on everyone with a 20 frame advantage. Also DKs air release is still 30 frames I think.Chill, Miles.
Almost every character suffers 30 frames when released. DK only suffers 20, while Ness and Lucas suffer 40.
Almost every character also suffers 30 frames when releasing an opponent. Squirtle only suffers 29, while Bowser only suffers 10.
Good write up, this is the first time I have learned something new from the PT boards in a year.I think I've discovered a new tech the other day with squirtle while messing around with his shell shift. As squirtle shell shifted, he did a true hydroplane while pivoting immediately after. Now, I think this is already possible, but I found an easier way to do it on accident.
What you need to do is hold the attack button beforehand (I set it to Z). Then, do a shell shift and press diagonally backwards up or down at the corner on the C-stick (it was set to smashes,) near the end of the shell shift. If you continue to hold the control stick in the way you were moving, then squirtle ends up doing a true hydroplane with an immediate pivot, allowing you to do any sort of moves while sliding on the ground facing towards your direction of movement.
In short, hold attack, move control stick right, tap control stick left, c-stick top/down left while shell shifting. This has a much more lenient timing compared to the regular pivoted hydroplane where the control stick needs to change directions 4 times with very strict timing.
There are many possible follow ups to this pivoted true hydroplane, though most don't seem very useful. The most useful follow up I can think of is a grab. Since the grab initiates much later than the hydrograb, it is a good mix up if your opponent expects a shell shifted Usmash since they would be sheilding. A jab could also work well though the only advantage would be a more controllable timing compared to the hydrojab.
Related things:
You can start holding the attack button during the shell shift before pressing the c-stick if you are quick enough.
All of the following assume the attack button being held the whole time.
Releasing the control stick back to neutral right after pressing the c-stick results in a regular true hydroplane (though easier to time imo)
Pressing the c-stick early does nothing. Tapping it too far towards the backwards horizontal charges a longest possible backwards or forwards shell shifted fsmash. I don't know what determines the direction yet besides maybe different timing.
Tapping the c-stick diagonally backwards during a dash begins a delayed shell shift. Spamming the c-stick while holding the control stick causes squirtle to continually do a delayed shellshift during the dash.
Tapping the c-stick up or down during a dash turns it into a walk. Doing the same thing while walking changes it into a dash unless the control stick is only slightly tilted. In that case, squirtle only shakes
I know all of these have already been discovered, but I don't think anyone has posted yet about this method, which is much easier to do. Also, it should be possible to do this with all the characters, it just won't give them any distance.
Yeah, that should be reasonable, so long as you're quick about it.Is there any good data on frame advantages out of a jab 2 trip? I'm wondering what we get for free in that situation. I know grab is guaranteed(right?) but is there enough time to walk close enough for an uptilt?
what do you mean between what percents....he's saying it has an overall 20% chance of trippingBetween what percents?
I have noticed this before luis....B-air has deff done a pretty good job of getting gimps over f-air because of that exact angle it sends them out on.Apparently, without DI being applied, F-Air sends people at a 45-degree angle and B-Air more-or-less sends people straight out. As a result, with people defaulting to "up-left" or "up-right" for DI, B-Air can sometimes be more effective if your aim is to KO sideways rather than upward. It's also good for gimps if they have bad DI, perhaps due to a ledgehop forward or something similar.