A2ZOMG
Smash Legend
- Joined
- Oct 13, 2007
- Messages
- 12,542
- Location
- RPV, California
- NNID
- A2ZOMG
- Switch FC
- SW 8400 1713 9427
Frames to initiate Sliding Upsmash out Mario's dash
17-18
28-29
39-40
A note is that after these exact frames of Mario’s Dash, I would input Up on the next frame, then Up+A to do an Up-smash. Basically if I chose to do a sliding Up-smash at frame 18 of Mario’s Dash, I would be inputting Up on the 19th frame, and then Up+A on the 20th. Unfortunately debug pause does not allow use of the C stick, but I believe this is minor and of little to no effect other than taking 1 frame longer to initiate the Up-smash.
Pattern is pretty simple. After the first initial 6 frames of dashing (any time within that window you can F-smash or dashdance), it takes 11 frames for Mario to take a step into the point where his horizontal velocity is the highest (which lasts for 2 frames), at which point Mario’s foot is touching the ground and he’s pushing against the floor. A sliding Up-smash initiated starting from the leftmost side of Final Destination on the frame 17-18 window pretty much exactly reaches the inner “arrow” that is pointing left.
Basically starting at frame 17, you have 2 frame windows every 11 frames to get an optimal sliding distance. I personally find it very difficult to observe between these 11 frame steps consistently enough to pull a Sliding U-smash at any point in Mario’s run, but the one thing that remains consistent is that the 2 frame windows always occur as Mario’s foot is pushing against the ground. Either foot is fine and can get the same results.
Other random information is that you don’t lose a frame to turn around when doing a reverse F-smash. A perfect reverse F-smash (initiated either by the C stick or a precise Smash sideways + A) comes out in 15 frames.
You have an exact 1 frame window to cancel a Smash turnaround (which results in a dash) with a D-smash. Something to consider if you want to do a turnaround D-smash.
Pit can do a similar sliding Up-smash on frames 21-24 of his dash. I feel too lazy to find how many frames it takes for him to take another similar step, but like Mario, his velocity is highest when he's pushing the floor on his step.
Coming soon: Comprehensive and precise frame advantage on Mario's Jabs
17-18
28-29
39-40
A note is that after these exact frames of Mario’s Dash, I would input Up on the next frame, then Up+A to do an Up-smash. Basically if I chose to do a sliding Up-smash at frame 18 of Mario’s Dash, I would be inputting Up on the 19th frame, and then Up+A on the 20th. Unfortunately debug pause does not allow use of the C stick, but I believe this is minor and of little to no effect other than taking 1 frame longer to initiate the Up-smash.
Pattern is pretty simple. After the first initial 6 frames of dashing (any time within that window you can F-smash or dashdance), it takes 11 frames for Mario to take a step into the point where his horizontal velocity is the highest (which lasts for 2 frames), at which point Mario’s foot is touching the ground and he’s pushing against the floor. A sliding Up-smash initiated starting from the leftmost side of Final Destination on the frame 17-18 window pretty much exactly reaches the inner “arrow” that is pointing left.
Basically starting at frame 17, you have 2 frame windows every 11 frames to get an optimal sliding distance. I personally find it very difficult to observe between these 11 frame steps consistently enough to pull a Sliding U-smash at any point in Mario’s run, but the one thing that remains consistent is that the 2 frame windows always occur as Mario’s foot is pushing against the ground. Either foot is fine and can get the same results.
Other random information is that you don’t lose a frame to turn around when doing a reverse F-smash. A perfect reverse F-smash (initiated either by the C stick or a precise Smash sideways + A) comes out in 15 frames.
You have an exact 1 frame window to cancel a Smash turnaround (which results in a dash) with a D-smash. Something to consider if you want to do a turnaround D-smash.
Pit can do a similar sliding Up-smash on frames 21-24 of his dash. I feel too lazy to find how many frames it takes for him to take another similar step, but like Mario, his velocity is highest when he's pushing the floor on his step.
Coming soon: Comprehensive and precise frame advantage on Mario's Jabs