Timbers
check me out
Fsmash in front of him or behind him DJ?
I know wolf's fsmash is trash priority but I didn't think it was that bad.
I know wolf's fsmash is trash priority but I didn't think it was that bad.
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I didn't do say that the AS tick hitbox is on frame one, just that when it is out (like if you have a partially charged sphere and you try to attack via charge) it attacks on that frame. Also, the hitbox "activates" on 52.Don't think AS hitbox comes out till frame 40 or somethin like that. Don't think it only takes less than a second to go to full charge either lol.
It's still very confusing. I'm not even sure what you mean anymore. O,oI didn't do say that the AS tick hitbox is on frame one, just that when it is out (like if you have a partially charged sphere and you try to attack via charge) it attacks on that frame. Also, the hitbox "activates" on 52.
Hey guys, the bad news is that all my video feeds have been wiped off the school computer that I was working on (it was donated to a teacher while I was gone), so if you have any feeds from like a 60 fps camera or anything like that, that would be greatly appreciated.
If Wolf fsmashes into a Lucario doing upsmash from the front and loses, that does not mean that there is a hitbox IN FRONT of Lucario. It means that Lucario's body is a hitbox.yes there is
have wolf fsmash while lucario is doing a usmash, the usmash wins
I'm not even talking about any of that. I'm saying that the hitbox isn't in front of Lucario, it's ON Lucario. O,ook think about this...
When two ground attacks hit each other, they should always clank provided they do within 10%. even disjointed ike fsmash will clank with falcons fsmash. This applies to disjoint vs disjoint, disjoint vs non disjoint and non disjoint vs non disjoint. no matter how close you stand to an enemy, even double disjoints will clank (snake utilt vs snake utilt).
So then how come wolfs fsmash will always lose to lucarios usmash lingering hitbox? its most definitely not losing on the 10% limit since the fsmash does more damage, and they are both ground attacks so they should always clank no matter what.
I've said this before (a long time ago) I think the front of lucarios body may be invincible to some extent. Watch what happens when you use any characters ground attacks to cancel out a dins fire. the attack will be stopped in its place, its most obvious with snakes utilt, as usual. However lucario can usmash, cancel out a dins fire, and still remain in the usmash animation, never flinching
or is it more simpler than that >_>
dont use nair unless:Nair kills me off stage sometimes because I accidently hit it. Any thoughts as to how to fix that? (Too many frames makes me miss the ledge and go pretty far down)
No, A characters pivot grab has different speeds, and its not the same for each character either. The speed for pivot grabs can differ for each character (Although most are the same).question:
does a pivot always take the same length of time, regardless of the move being pivoted?
Like b-reversals, turnaround b, pivot grabs, pivot side b, etc... do all those pivots take the same length of time (and then just add the startup from the move)?
and how long does a pivot take? im assuming all characters have the same pivot speed?
To my knowledge it actually does boost the vertical range, but only the range that is directly above his hands when the grab is active. Also its a small boost, still useful, but small.Wow, that's a nice thread of data.
The only problem is, some characters either don't have a good way to transition into it, don't get a good slide, or don't get a good length to use pivot grab. D3 tends to fall in most of those categories, although his grab is fast.
And yes, you don't get a special "pivot" animation when doing FP, as opposed to a pivot grab when doing it right.
I've always wondered this, but does pivot grabbing boost vertical grab range a bit? That would be interesting.
tl;dr version: pivot grab is not to replace normal grab (unless your like marth or something, lol MK's ground options are moot vs. marth's pivot grab). You either transition for more guaranteed results, or punish spot dodging/predictable or poor approaches.
I'm good with formats, I can PM you a sample of one if you'd like.Double Posting.
We need to fix this up lol. Ill see if i Can come up with a Format that is simple.
Already almost done XD. I took my format for my aggressive thread and just applied it to this one, came out neat lol.I'm good with formats, I can PM you a sample of one if you'd like.
Good point xP. lolmy frame data went like this...
http://www.smashboards.com/showthread.php?t=196148
we know none of lucarios attacks have SA or invincibility (except DT during activation) so theres not much point in putting it for all of them. I also feel its important to show which attacks are safer. for example, im sure not too many people know whether a dtilt or utilt is safer on block...
another thing, the whole 'starts on frame' business is used on many other character boards but i feel its completely redundant. All attacks begin their animation on frame 1, and saying the attack starts on frame 10 but the hitbox comes out on frame 11 is just pointless. its not like the first 9 frames were interruptable. that detail is only useful for attacks with invincible or SA frames.
Hola =D. Anyway, I am trying to get Lingering hitbox data too, and that comes first before the hitstun. Not to mention that we lack a way to get the data as of right now, but dont worry we will. Btw, you should have came over. We played from 10 AM until like midnight. lol.RJ you should include hit/shield stun.
Trust me it is important.
Phil, let me get your SN for AIM. (I know you have one =])I found out yesterday that fair has IASA properties (not sure of the details though).
Really?I found out yesterday that fair has IASA properties (not sure of the details though).