Welcome to Smash Boards, the world's largest Super Smash Bros. 64, Smash Bros. Melee, and Smash Bros. Brawl community! Over 110,000 Smash Bros. fans from around the world have come to discuss these great games in over 4 million posted discussions!
You are currently viewing our boards as a guest, which gives you the ability to view most discussions and articles. By joining our FREE community you will be able to post new topics and reply to threads, communicate privately with other SmashBoards members (PM), sign up for Smash Bros. tournaments, and access many other special features. Registration is fast, simple and absolutely free, so please, join our community today!
If you have any problems with the registration process or your account login, please contact support.
Peach has a small chance of pulling a Mr. Saturn, Beam Sword, or Bob-omb when she does her Vegetable Pluck. Unlike Dedede's small chance of tossing a capsule when item spawn time is off but an item is still enabled, Peach's is not affected by item settings.
(It's amazing how many people don't know this...)
If Peach pulls a beam sword, that weapon will have a greatly reduced range (pretty much useless) until she releases it and it is grabbed again. After that, it is a normal beam sword.
Mr. Saturn's shield breaking strength is stronger than Marth's neutral B.
Peach's uSmash's "super" sweet spot (which does 17% and has killing potential at 60%) is only able to hit a grounded Donkey Kong or ROB when they are lying down. If they stand still, she is only able to get the 15% at best.
Peach's dTilt can technically spike, but the hitbox position and spike direction makes it pretty much impossible.
All of Peach's fSmash weapons share the same stale variable.
Toad does stale.
Peach has the worst air dodge in the game, giving less invulnerable frames and far more cooldown frames (I don't know the exact numbers, someone help me out there). At least it looks nice!
Most players fear the stitchface turnip, but overlook the "ditto" turnip (pretty much blank smiley face), which is the second strongest and still has good knockback.
Turnips all share the same stale variable, like the fSmashes.
The last hit of Peach's Parasol has decent knockback.
If Peach accidentally does her parasol backwards when trying to grab an edge, she can drop the parasol and grab the edge. This makes her the only character that can miss the edge doing her recovery backwards unless inputting another command.
Kirby also cannot grab the edge backwards, but cannot change anything to grab the edge.
If a Peach is being edgeguarded when she is using her Parasol and the opponent doesn't get off of the edge in time, Peach will knick them off of the edge and grab the edge instead.
NO character can get guarenteed followups from jabs on everyone. Even Falco has a -13 advantage, meaning diddy kong can fsmash through his jab cancel.
Jab grab isnt even that good.
Not on everyone, the only ones it doesn't work on (with Ike, who has the best jab-grab in the game) are Marth (Up-B) and maybe MK and Luigi (SL and N-air). There might be some others, but my jab-grabs, if performed correctly, have never been cancelled by other chars.
And no, Jab>Grab IS that good
As for some uncommon knowledge, when facing an Ike who's about to recover with Aether, DON'T shield closely to the ledge, Ike can reverse Aether and pull you off to spike you, and he get's to hang on the ledge...not a good situation.
And also, people probably know this, but never do it, so get it through your skulls...just Airdodge our Quick Draw and we're dead, just do it.
Some info on ZSS, you can perform a walkoff Up-B without grabbing the ledge if done quick enough, which can lead to U-air or even sexier, a B-air stage spike.
__________________
It is written... ''With Great Power Comes Great Authority,
But Absolute Power Rocks Absolutely''
Lucario has both transcendent and non, meaning nothing clashes with aura, but on the other hand, things will clash with his paws (they are also a hitbox as well as a hurtbox).
And then there's falco laser that has transcendent priority.
Peach has the worst air dodge in the game, giving less invulnerable frames and far more cooldown frames (I don't know the exact numbers, someone help me out there). At least it looks nice!
Taken from the frame data thread:
Total Frames: 49
Invincible Frames 4 – 19
So yeah, it's the worst in the game by a considerable margin. It's the only airdodge which has more frames of lag than invulnerability.
Also, stuff on various characters:
- Zelda's Nayru's Love and Din's Fire cancel jumping momentum. With Nayru's, this means you can use this quicker ooS.
- Samus' pummel doesn't hit Bowser due to a stupid programming error.
- With MK, you can perform 3 Uairs in one short hop.
- ZSS' down B kick and Diddy's side B kick have transcendent priority.
- Charizard has the second longest non-tehter grab range in the game (many have said that he's tie-longest with DDD)
- When Zelda does DSmash, provided you have enough room, you can DI down and absorb all the knokcback. This is very useful for characters with poor recoveries like Link.
- Zelda's up B takes THIRTY frames for it to fully disappear. The only reason Zelda isn't gimped more than she is now is because people underestimate just how long the start-up lag is. It also has 27 frames of landing lag.
__________________
Quote:
Originally Posted by zeldspazz
Its so weird, but everytime I see Zelda run, I think "why isnt she tripping on her dress?" And then I trip T.T
-Unlike most moves that cause tripping, Ness' dtilt does not have a % chance to trip, but rather a sweetspot that guarantees a trip. Most players either don't know this or don't/can't take advantage of it because the sweetspot is extremely small; just don't be surprised when someone masters this and hits you with a yoyo after a 3-frame move that tripped you (they could hit you with a bat too, but if you react fast enough you have time to roll away from the bat).
-Unlike in Melee, Ness is not helpless when absorbing something with PSI magnet; the absorption animation on PSI magnet gives Ness all of the same options as he would have out-of-shield (jump, roll, spot-dodge). This also cancels the ending lag on PSI magnet.
-The sweetspot of PKT2 (which is the first half of the distance traveled) is invincible. It will also kill you.
-Excluding Luigi's down-taunt spike, the sweetspot of Ness' dair (spike) has the most hitstun of any spike in the game at low %'s, making it effectively the best spike in the game, as it kills at the lowest %'s of all spikes (even though some other spikes have better hitstun / knockback at higher %'s, which doesn't matter because a spike is still a spike).
If Peach pulls a beam sword, that weapon will have a greatly reduced range (pretty much useless) until she releases it and it is grabbed again. After that, it is a normal beam sword.
Just a nitpick, she really only has to "remove it from view" or herself, for it gain it's true range.
She just has to do one of these actions:
Toad
Parasol
Up Taunt (Parasol Twirl)
Down Taunt (Melee Taunt)
Dropping the sword
Taunting to beam sword fsmash is the best combo in the game.
!!! While G&W is in his parachute after he UpBs or after he releases the parachute by tapping down/attacking, if he is footstooled, hit by a windbox/water, or hit with an attack that doesn't have knockback, then he will get his UpB back. This applies to Mario's DownB, Link's SideB, Kirby's B, Fox's B, G&W's UpB, G&W's uair, Sheik's UpB, Pit's UpB, Squirtle's B, Snake's grenades, Ness's DownB, Ganon's utilt, DDD's B, and Warioman's Upsmash (Wario + final smash).
!!! G&W's Down B, the bucket, stops all of G&W's momentum (this includes after being hit by an attack). To bukit brake is to use G&W's fastest aerial, nair, then use DownB asap. This doesn't work if the bucket is full.
!!! UpB and Uair have windboxes. This simple fact allows you to stop all of the momentum of a character simply by hitting them with the windbox. For example, the opponent lands a KO move on your teammate then you hit your teammate with the windbox of either move and the don't die.
!!! The windboxes of UpB and Uair restore decay even if you don't do any damage and even there is no noticeable difference that you are attacking something. This restoration occurs if you hit a character, a waddle dee, or any stage object like green green blocks, smashville balloons, yoshi shy guys, and skyworld platforms.
If G&W is being attack from below while standing on a platform (like skyworld or jungle japes) he can UpB to stage spike them. This is because the UpB's windbox goes through the platform and tries to pull the opponent upward with a huge force, but bounces them off of the platform instead.
It is possible to perform the second/midair jump AFTER using UpB. To do this, simply attack while in the parachute of the UpB. Simply releasing the parachute by tapping down won't allow you to jump.
If getting hit causes you to bounce off of two walls (luigi's mansion or ps1 windmill) you can immediately use any attack instead of having to wait for hitstun. This allows you to bukit instantly, surviving at any percent.
The windboxes of UpB and Uair go through solid objects. For example, you can fall beneath Smashville and Uair to hit the opponent waiting for you to get back on the stage. This safely helps restore move decay.
If you use bair right before your character lands on the ground, the animation for the attack will appear but no hitbox or lag will occur. This applies to ALL of G&W's aerials, bair is just to easiest to do and most noticeable.
While hanging off of the right ledge of Yoshi's Island, pressing the jump button while under 100% damage will cancel the jump-from-ledge animation and cause G&W to fall down as if he just released from the ledge. This is very useful in that you are slightly above the stage after jumping, allowing you to stand up on stage from the ledge with shield or any attack. This also works on Pictochat, Distant Planet, and Corneria.
The first time you use G&W's SideB in a match, it cannot be a 1. The second time you use SideB, it cannot be a 1 or the number you just threw. The third (fourth, fifth, and so on) time you use SideB, it cannot be the previous two throws. For example, if you first get a 7, then a 4, the next time you use SideB you cannot a 7 or a 4. Therefore you have a 1/7 chance of getting a 9.
The above rule that you cannot get the two previous numbers thrown from sideB is reset at the beginning of each match AND if Sudden Death occurs.
G&W's 7 produces an apple even if he hits a shield or stage object (like green greens blocks) and only if G&W's feet are touching the ground.
When the opponent is knocked onto the ground, you can "jab lock" them with a 2, 7, or weak hit of fair.
G&W's glide toss goes so far that he can actually recatch items he just threw. This works for Link's bombs, Toon Link's bombs, Peach's turnips, and maybe a few others.
G&W can dtilt lock most characters against a wall to around 90% or more.
Unlike all characters that have a dair that propels the character downward at high speeds, G&W's dair is different. If you try to fast fall his dair, instead the dair will fall slower. You can change the speed of dair at any time during the dair animation.
G&W's dthrow animation is the same has his bthrow and uthrow. Only his fthrow is different.
If G&W dthrows an opponent near a ledge and they DI toward the ledge, they will get thrown downward off the stage so far that it's almost impossible to recover.
There is a certain height that if G&W uses an unfull bucket then lands on the ground, it will re-use the bucket causing the character to just sit there with more lag. You'll notice this by a second beep and a small flash upon landing on the ground.
G&W's cartwheel roll has some unique properties. Get as close to the ledge as possible. Then step away about one G&W foot length. If you try rolling to the ledge you'll go no where, you'll only roll in place.
G&W's bair goes through Pit's Mirror Shield at any angle.