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*Disclaimer - If this is common knowledge, please ignore, lock, and delete.*
Everyone knows about Snake's Faux Super Armor - if Snake's player # is a greater number than his grab victim's, he cannot be hurt by his grenade explosions while he is grabbing them. Ex. Snake = P2, Link = P1. If a grenade goes off near the pair while Snake is grabbing Link, Snake will not be harmed.
Well, there's more to FSA than that. A brief investigation yielded the following results:
1.) FSA applies to everyone, not just Snake. Every character gains immunity to explosives while grabbing, as long as their controller port is a greater number than the victim's.
2.) FSA does not just apply to grenades. Any explosive, of any kind, will not harm the higher# player while he is grabbing his opponent.
Ex. Link's Bombs
3.) FSA does not just apply to explosives. If any damage source would hit both players (the grabber AND the grabbee) near-simultaneously, both players take damage. However, the lower# player will take normal knockback, but the higher# player will have ZERO knockback. The higher# player, as he takes damage, simply does a short "release grab" animation.
Ex. Snake (P1) is being grabbed by Link (P2). A nearby Marth approaches and does an f-smash that hits both of them. Snake goes flying, but Link takes damage and does not move at all.
4.) FSA does not just apply when the higher# player is grabbing - it also applies when he is being grabbed. If the higher# player, while being grabbed, is hit by an attack that would deal damage to both players, he does a short "grab escape" animation while taking damage, but the grabber takes full knockback.
Ex. As P2,Meta Knight can survive a full-powered PK Flash at 300%. as long as he is grabbing or being grabbed by P1 when he is hit.
5.) *update* FSA also protects against status effects. If both players, while grabbing, are hit by an attack that causes a secondary status effect, the higher# player will not be affected, but will still take damage.
Ex. Lucas unleashes a PK Freeze on P1 and P2 while one is grabbing the other. P1 will become frozen, P2 just takes damage.
In summary - P4 is now the best slot because, during grabs, P4's character gains invulnerability to explosives and zero knockback against attacks that would hit both him and his opponent.
Why this is important to know -
a) Team Battles. P1+P2 vs. P3+P4 means that it's safer for P3 and P4 to rescue each other from grabs. Also, P3 and P4 can safely smash an opponent to death while their partner holds them in place.
b) Singles matches if either player is using explosives
c) Stages with potentially lethal/exploitable hazards (Norfair, Halberd, etc)
*update - FSA seems like it will play a minor role in Singles, as it only affects three characters (Snake, Link, Toon Link). Teams, however, is where FSA's effects may need to be considered.*
Thoughts?
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Last edited by Jewdo; 05-12-2008 at 10:43 PM.
Reason: update
is this why every time I zelda upsmashed my friends during our 3-for-all when he was bowser-bellyflopping, it only hit the bowser and had no knockback on the wario in its hands.
If Wario was a higher# control port than Bowser, then probably so. I have to test Bowser's side-B against this rule.
*edit: The bellyflop is the down-throw, not the side-b, so yes. Sorry about the mis-interpretation. ^ ^ Just for the record, though, Bowser's Side-B is not counted as a grab state in Brawl, therefore it is not subject to FSA.
Did you try it in Training mode? All of this was tested in FFA combat. Since I've experienced so many inconsistencies between training and real combat, I've stopped using training mode to test things.
training mode is still a much better test of which moves can kill at lower %... it helped me prove that Ivysaur's upsmash is more powerful than lucas'... it's just so much harder to hit with.
Location: In Michigan with all the other Super Saiyan Pandas
Posts: 5,360
Interesting. No offense, but I hope this isn't true. This adds to the slowly growing list of things determined by player slot, and if much more is added to this list, there is going to be a whole subset of rules required for slots :/
Location: In Michigan with all the other Super Saiyan Pandas
Posts: 5,360
That I personally know of? Well, since Melee there was a the grab priority thing (if 2 players grab at the same time, higher slot will win) and using Bowser's klaw to suicide will result in sudden death if you're a lower slot, or a win for Bowser if you're in a higher slot.
Grab priority is STILL determined by controller port? Ouch. Glad it's relatively rare to see both players grab simultaneously.
I'll add a new "Port Number Advantages" section to the guide if enough of these things emerge (until then, the three existing advantages stay in their respective sections), but I sincerely hope it doesn't come to that. These things destroy the fairness of an otherwise great game. And we were almost rid of them, too!