FrostByte
Smash Lord
>_>
I'm sure I posted that somewhere weeks ago.
I'm sure I posted that somewhere weeks ago.
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Really? Sorry about that, I actually added the video to my favorites so when I need to look at something I don't quite get I can look it up and find what I need.That looks SO freaking sarcastic.
Wasn't supposed to be sarcastic at all, it actually really helped and I was really happy, haha
I was going to work on more move info since that's basically what I did when I didn't have anyone to play with, but now that my wifi is working again, I've been working on getting my actual gameplay to start improving, since it's basically a month behind (?)I've been working on figuring out the priorities of the different spins and what influences them, cuz it really drives me nuts sometimes (and thankfully, my oppnents too =) how I'll go through smashes and stuff with a spindash sometimes, and others I'll be beaten out by a jab.
Anybody have any idea how much realative priority that spiky thingy DeDeDe throws at times has? I went clean thrugh one of those the ther day with just a Spin Charge. Lemme go test now
I have the replay of the Unira thingy if you're interested. I was like ZOMG WTHECK and killed myself after seeing that happen =P.I was going to work on more move info since that's basically what I did when I didn't have anyone to play with, but now that my wifi is working again, I've been working on getting my actual gameplay to start improving, since it's basically a month behind (?)
@ Spin priorities
Things that I DID find:
- SDR seems to have best priority at the beginning of the attack.
- Side-B's amount of charge has no effect on invincibility frames/priority nor the hop's airspeed.
- Down-B's priority seems to fluctuate a bit, but it seems to have best priority at the beginning of the move- for both ASC and SDR I'm not sure if it's distance or time based, but if it's time based, then higher charge=longer distance for better priority, cause of speed.
on the Unira note, that sounds cool. Watch silven's Ike combo video and there's a part where quickdraw destroys one of Dedede's Uniras (spiky things). I'm thinking that the Unira probably has a 'time' based priority/hp thing going on that at a certain point in the throw, it has lower priority. Maybe.
ASC: (takes in: charge data, 'remaining jumps')
- Has a multiple hit combo:
- - First hit: 7-11 damage (damage based on velocity - hold forward for maximum damage)
- - - High knockback that can KO at higher %'s (170-180%+ on grounded opponents)
- - Follow-up hit: 7-10 damage (don't know what changes it)
- - - Lower knockback similar to side-B's knockback.
- Has higher air speed than normal jumps.
- If you have remaining jumps, can be jump cancelled, allowing you to follow-up with aerials
- Turns into SDR on contact with ground
- Can be cancelled by shield on landing.
- Passes charge and 'remaining jumps' data to the SDR that follows.
i think ASC's hits just come back after a certain amount of time, or distamce... kinda like sonic's blue aura in grounded spins. except its a lot shorter of a time for ASC.... so basicly the bigger the character the easier it is to hit them multiple times.. i think i have hit DDD and bowser as much as 4 times in 1 ASC. (not including the finishing aerial move)Bump.
Also, does anyone know why ASC sometimes hits twice for 21% or *3 times* for 25-27 I have a rough Idea why it sometimes hits 3 times at low% (probably the height), I just need verification.
did anyone else notice the irony?us sonics gotta learn these moves 2 survive.
tested this myself, and it doesnt work, lol. theres not enuff space on most boards, and it would require the opponent to be standing stillpossibly another move that came into my mind, if you are trying to approach from far away:
SC from one side and than jump at about 1/3 through FD, than since you are in an ASC at the time you could jump across the rest of FD and attempt to hit them with the perfect combo,
just a thought for more options
Tried it out in training mode against a computer and I couldn't get the downward motion to work.also made something of a discovery,
it seems that the knockback for rolling jump hits, follow an angle that extends from the center of sonics body, in that if you draw a line from the center of sonics body to where the opponent is hit, it will, for the most part, send opponent continuing through that line. and that determines whether you will have the chance for a follow up attack or not
Maybe is possible if you Shield cancel teh second ASC, then folow it up with an aerial. R4ZE, this may be quite viable, since often times I have cancelled the ASC after hitting someone, and they'd be above me in hit stun. i will test more, but i think i can ASC>jc ASC Cancel>Jump Aerial. i'll try to put some numbers up if this true, and feel free to try it yourself.
it's useless and puts you in a bad situation lolSo I encountered something weird today.
I used my second jump on Battlefield and Spin Dashed onto a platform, letting it run out. When it went into that screeching animation afterwards, I zoomed off the platform and off the other side of the stage (not all the way to the blastline, just a little bit away from the stage). I have that match it was in recorded, so I guess I'll upload it.
Shit was weird though.