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Wow.*Raises hand*. I can actually use both wiimote and GCN controllers (I prefer wiimote) you never know when you need a spare wired controller.
I don't know why, and I think I heard my TO say there were 24 teams, and my placing was really horrible... I lost the first match, and I got eliminated as well as my partner did in the loser's bracket. It's not worth putting down in Memphis' thread.why would you put yourself at a disadvantage like that
btw what place did you get?
That's okay, wather you're serious or not, I'm going to be a proud Wiimote user, because I'm too God d*** lazy to take out the battery when I am at my house playing Brawl.I don't really give you more respect using Wiimote. You're killing the invironment with your batteries so I HATE YOU. You're killing my earth! You should go to hell rly.
I know but I posted my stuff in the wrong thread. I can only hope Hyli *censored to avoid name dropping* spares my accountThen you all get infractions and get banned for spamming in my thread.
That's how to do it.Hyli *censored to avoid name dropping*
(SDR) --> SDJ --> footstool --> repeat works the most at low %'s cause the SDJ's knockback screws it up at higher %'s.So um... what damage percentages make the most sense for the ASC>footstool? I would think at lower percents you would just want to settle for an aerial instead and deal damage. At higher percents (but before fair/uair could KO) you would be interested in doing a foostool to keep them closer to you and probably catch them off guard.
Edit: Then again, since it's harder to set up at higher percents... dono
Lololol.He does have one, it's called pummel.
- SD hop does 5%- SDJ can Z-drop items
- SDR loses speed over time
- Charge and losing double jumps - to confirm situations and stuff.
- ???
if I missed anything, tell me.
Yeah, I've brought this up in a couple other places now (our critique of Anther in the Transcript thread, and now in dnes' G&W thread). Basically, SD and SC both have some opening frames wherein the spindash hasn't really started yet. It's the time before they could possibly have an aura. If you hop an empty SC (like it never gets an aura, you just tap down-B quick), there's no visual distinction between those startup frames and the ending lag, but there's a semantic difference. Landing in the startup frames, it doesn't qualify as landing in a spindash, so your spindash jump data is reset; you can jump out of your next spindash. But if you land at any time during a spindash -- including shield-cancelled ASC, an aerial screech-stop from ASC or SD, or even the ending lag of an empty (no-charge) ASC -- the spindash keeps the "jump data" information. So if you'd used your 2nd jump and you don't leave the ground, your next spindash will not be jump-cancellable.Tenki, wasnt there something infzy mentioned about SideB and DownB having a startup phase where they dont take jump data and stuff? Like before the aura appears of something.
Same here :\i wish i was famous enough for something to come up when i namesearch my self
but my name is so common i would never find anything that was actually about me lol
Maybeh, but you wouldn't be very good because you didn't even bother to read the YouTube description, telling you exactly what he did.I should be a Smash Researcher, amirite?
liek, nowai!! Gosh, when did you realize that SDR becomes a "rolling ASC" when it goes too slow? That's pretty weird. I started experimenting with it, here's what I noticed:hey infzy, 1:13 on your video is a lie.
SDR won't end if it goes too slowly. You can shield cancel it if it goes into "ASC ball" form (the complete circle, which it changes to when it's going too slow), but it won't end.