Oh Snap
Smash Ace
I'm pretty sure you won't be able to sweet the ledge going upwards if you're that close to it. D:
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I'm kinda confused, are you saying that we could use Farore's to warp around on platforms enabling us to cancel the lag? This might actually be very useful.....i'm going to look into it. On stages like BF and YI, this might make Zelda very fast and give us a decent approach option,Hai Luthien, if you're still updating this I don't think this post deserved it's own thread. But it's possible to get consistent ledge warps in the air on some stages by using visual cues on platforms and backgrounds.
For some examples:
Yoshi's Island: Stand on the first white tooth on either side of the center platform. Do a full hop and FW diagonally toward the other ledge.
Halberd: Stand on right at the point where the platform tapers toward the edge and full hop and FW toward the other edge.
It would be neat to find all the various ledge warping starting points on the ground and air.
All right. This one's confusing me a little bit, so is it possible if you could get an image up (I'm a bit of a visual person... ^^')Yoshi's Island: Stand on the first white tooth on either side of the center platform. Do a full hop and FW diagonally toward the other ledge.
Again, picture? The fact that I don't understand might have more to do with my headache, but still some clarification would be great so I don't confuse anybody when I put these in the guide. I'm putting them in anyway for now, but I'll edit them later if it can become clearer.Halberd: Stand on right at the point where the platform tapers toward the edge and full hop and FW toward the other edge.
Feel free to report any of the ones you see, I'll put them in. I can't say I'm going to be working on the guide very much anymore, because I'm giving Brawl a bit of a break, but if anyone sees any let me know.It would be neat to find all the various ledge warping starting points on the ground and air.
Thanks, these are the ones I usually use. However, it would help in the future if you could be a little more specific. For example, instead of saying "and the fence in SV," you could say where by the fence you should be to clarify. Example:GodAtHand said:I use visual place markers to ledgewarp semi-consistently. I use the middle of FD. The stick in the background of BF. and the fence in SV.
I've done this since melee. I dont go around looking for threads. Luthien came into my thread once talking about it but i never checked this thread before. The reason Yoshis is inconsistent is because of the hills. It makes the straight line jagged and sometimes u'll eitherO.O I thought you would definitely know about this thread! I was wondering why you didn't give any input though.
Why are you SDing? It shouldn't be happening since you're teleporting so far from the ledge. By full-hoppinh, you cancel FW by teleporting diagonally to the other side of the platform. If you miss, you either land on the platform or free fall back onto the stage. If your finger slips, you can just grab the ledge.
Just before writing this, I TC'd 10 times in a row without missing once. The ground doesn't move -- there's no reason for it to be inconsistent except for your spacing. Try looking at the crayon markings on the ground.I've done this since melee. I dont go around looking for threads. Luthien came into my thread once talking about it but i never checked this thread before. The reason Yoshis is inconsistent is because of the hills. It makes the straight line jagged and sometimes u'll either
1. Not cancel
2. Cancel
3. Fall off
Its not practical to me being its even more precise than other stage and even so still doesnt work 100%. I'll do it on any other stage even frigate.
and u hold straight left?Just before writing this, I TC'd 10 times in a row without missing once. The ground doesn't move -- there's no reason for it to be inconsistent except for your spacing. Try looking at the crayon markings on the ground.
Yeah, you know on that one block you should be standing on there's a little orange strip between the pink. I'm just standing on the brown line that's close to the center.and u hold straight left?
Alright then. I still hate that stage for zelda though.Yeah, you know on that one block you should be standing on there's a little orange strip between the pink. I'm just standing on the brown line that's close to the center.
I dont even have that music anymore. High ceiling means harder to get vertical kos. The wall too. And the hill........UGH:-/ I like the stage. The Yoshi ending music makes me happy. And other things, too... I just don't like the wall, but I avoid touching it like my life depends on it.
X_X Yeah, I was sure I mentioned it to you before. I asked permission to put the link to your teleport cancelling video in here and you didn't respond, so I sort of... put it in here anyway and credited you. ^^'I've done this since melee. I dont go around looking for threads. Luthien came into my thread once talking about it but i never checked this thread before. The reason Yoshis is inconsistent is because of the hills. It makes the straight line jagged and sometimes u'll either
1. Not cancel
2. Cancel
3. Fall off
Its not practical to me being its even more precise than other stage and even so still doesnt work 100%. I'll do it on any other stage even frigate.
I'm sorry, where did I say this? I'm not sure what you're reffering to and I'm not going through the entire thread/guide to find it, but if you could show me a quote I'd gladly correct it.Stop saying zelda (and sheik) can't wall hug, they can.
I believe Luthien already seen this.....>_>I think you should also put up this video.
http://www.youtube.com/watch?v=nr4w8Rvo7I0&feature=channel_page
Is this posted in the OP idunno. A quick-n-dirty way to l2space the ledge cancel on a stage you're not familiar with is to teeter on the ledge, do a foxtrot-roll, and then roll again. Voila, FW cancel spacing.
Note that it's important to cancel your foxtrot with a roll or else you'll probably stop short of the ledge.
I'll be darned. I was scared it was as simple as it sounded. Thanks. I'll put it in the OP. I suppose this would be a safer way to find out in the middle of a match than teetering on the ledge, FWing into the stage, taking a step towards the ledge and FWing back.Basically, get Zelda to stand at an edge, do a dash (but just flick the controller instead of continuing to run - that's a foxtrot), and about halfway into Zelda's dash animation, do a roll in that direction. Then roll in that direction again. Now Farore's Wind in the direction you came from.
Voila!
It is a little easier, but both methods would be kinda hard to pull off in an actual match. It's better just to memorize the locations you need to stand before using FW. You wouldn't want to try it in a match without a little practice anyway.I'll be darned. I was scared it was as simple as it sounded. Thanks. I'll put it in the OP. I suppose this would be a safer way to find out in the middle of a match than teetering on the ledge, FWing into the stage, taking a step towards the ledge and FWing back.