Ripple
ᗣᗣᗣᗣ ᗧ·····•·····
- Joined
- Sep 4, 2006
- Messages
- 9,632
I decided to make this thread because of the number of people referencing DK's planking without knowing anything about it.
big thanks to DMG for doing his thread on planking data a long time ago.
http://www.smashboards.com/showthread.php?t=267257
here are some things you need to know
here's the frame by frame break down doing is ASAP.
green=invincibility
Red=vulnerable
1 Ledge snap
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25 Dead frame (no action can be input)
26 Drop down from the ledge. 30 Frames from now he can regrab the ledge
27 Up-b
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57 re-snaps the ledge
total vulnerable frames=10
this is actually very easy to time something to hit him out of his up-b (such as olimar's f-smash!) BECAUSE DK is very close to the height of the ledge this is the only reason why f-smash will hit. and I also need to note that f-smash will always sour spot DK. (On yoshi's island purple will never hit) and to make things worse is that the sour-spot f-smash from olimar (blue) won't kill until 270% FRESH. 300% from yellow. and about 400% from white. (haven't tested red or purple on other levels yet).
now here's an alternate form of his planking that is what people should be using but remember, this is frame perfect.
1 Ledge snap
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25 Dead Frame
26 drop off. 30 frames until re-grab is possible
27 Drift towards the ledge
28
29
30
31
32
33
34
35
36 you may need to DJ during any of these frame.
37
38
39
40
41
42
43
44 Up-b
45 frame 2 of up-b
46 frame 3 of up-b
47 INVINCIBILITY on Up-b frame 4
48 INVINCIBILITY on Up-b frame 5
49 INVINCIBILITY on Up-b frame 6
50
51
52
53
54
55
56
57
*the reason DK uses up-b early is because his up-b does not have invincibility frames 1-3*
total vulnerable frames = 7
this much harder to stop in general because
1. less vulnerable frames.
2. DK can't be hit by as many projectiles (or any of olimar's f-smashes) due to him being closer to the stage/ completely under other stages.
3. A GIANT INVINCIBLE hit box that hits characters on the stage
I'm not sure on much else such as opponents trying to snap the ledge from DK (because of DK's constant hitboxs) as I do not have access to frame advance
as a side note I will try and get up some videos later of an olimar doing everything possible to stop DK from planking
big thanks to DMG for doing his thread on planking data a long time ago.
http://www.smashboards.com/showthread.php?t=267257
here are some things you need to know
and another thing to note, although it doesn't come into play here is that DK's up-b won't allow him to grab the ledge until frame 8. which means if you can grab the ledge but you use up-b, you won't be able to grab the ledge until frame 8 of up-b, which means his giant invincible hit box still comes outDMG said:- Ledge invincibility: 1-46 (This is correct for most of the cast. There are some exceptions to this like Pikachu and Tethers)
- Minimum Time on Ledge: 24 frames (The 25th frame you can do stuff like ledge attack, ledge jump, ledge roll, etc. You cannot drop down from the edge on this frame) (This is the Same for everyone, only a few exceptions to this)
- You cannot buffer a ledge drop, hence frame 25 being unusable for ledge drop.
- Maximum invincibility after ledge drop: 21 (This is for everyone)
-You can only re-grab the ledge after 30 frames from letting go. For tethers it's like 1 frame.
-You cannot buffer a ledge drop. So you have to be frame perfect on the ledge drop if you want to take advantage of every invincibility frame.
-Invincibility frames start as soon as the character does their ledge reach animation. For tether users, they start when their tether is fully retracted.
here's the frame by frame break down doing is ASAP.
green=invincibility
Red=vulnerable
1 Ledge snap
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25 Dead frame (no action can be input)
26 Drop down from the ledge. 30 Frames from now he can regrab the ledge
27 Up-b
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57 re-snaps the ledge
total vulnerable frames=10
this is actually very easy to time something to hit him out of his up-b (such as olimar's f-smash!) BECAUSE DK is very close to the height of the ledge this is the only reason why f-smash will hit. and I also need to note that f-smash will always sour spot DK. (On yoshi's island purple will never hit) and to make things worse is that the sour-spot f-smash from olimar (blue) won't kill until 270% FRESH. 300% from yellow. and about 400% from white. (haven't tested red or purple on other levels yet).
now here's an alternate form of his planking that is what people should be using but remember, this is frame perfect.
1 Ledge snap
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25 Dead Frame
26 drop off. 30 frames until re-grab is possible
27 Drift towards the ledge
28
29
30
31
32
33
34
35
36 you may need to DJ during any of these frame.
37
38
39
40
41
42
43
44 Up-b
45 frame 2 of up-b
46 frame 3 of up-b
47 INVINCIBILITY on Up-b frame 4
48 INVINCIBILITY on Up-b frame 5
49 INVINCIBILITY on Up-b frame 6
50
51
52
53
54
55
56
57
*the reason DK uses up-b early is because his up-b does not have invincibility frames 1-3*
total vulnerable frames = 7
this much harder to stop in general because
1. less vulnerable frames.
2. DK can't be hit by as many projectiles (or any of olimar's f-smashes) due to him being closer to the stage/ completely under other stages.
3. A GIANT INVINCIBLE hit box that hits characters on the stage
I'm not sure on much else such as opponents trying to snap the ledge from DK (because of DK's constant hitboxs) as I do not have access to frame advance
as a side note I will try and get up some videos later of an olimar doing everything possible to stop DK from planking