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HitStun or Input Dropping Difference?

Vorde

Smash Journeyman
Joined
Jan 9, 2009
Messages
258
Location
Ontario
NNID
Vorde
3DS FC
4613-7807-1976
Hey there,
I'm coming from playing about 6 months solid of Melee on a weekly basis to playing PM more often now
(Not my decision, mainly the decision of the smash community here in ptbo because there's monthly tournaments for PM and not Melee)
Now I play Fox, Peach, and Lucas. I don't have enough experience to talk about Peach or Lucas for hitstun wise, but does hitstun last longer in this game?
So many times in melee, I'll be hit into the air and my secondary jump will come out, but in PM it will be the same situation and either the input is dropped or I'm stuck in never-ending hitstun it seems.
Does anyone have an explanation or am I just being dumb?
 

Y-L

Smash Champion
Joined
Jan 16, 2014
Messages
2,436
Location
Ventura, CA
Hey there,
I'm coming from playing about 6 months solid of Melee on a weekly basis to playing PM more often now
(Not my decision, mainly the decision of the smash community here in ptbo because there's monthly tournaments for PM and not Melee)
Now I play Fox, Peach, and Lucas. I don't have enough experience to talk about Peach or Lucas for hitstun wise, but does hitstun last longer in this game?
So many times in melee, I'll be hit into the air and my secondary jump will come out, but in PM it will be the same situation and either the input is dropped or I'm stuck in never-ending hitstun it seems.
Does anyone have an explanation or am I just being dumb?
You're just being dumb :p
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Melee has a 20 frame jump buffer at the end of hitstun in many cases. Project M lacks this. The two games have the same hitstun multipliers, but Project M no longer babies you and lets you press jump way before it will even come out and still successfully get the jump however many frames later, you will actually have to time your jumps properly to escape combos in PM. The lack of this buffer in PM also lets you SDI kill moves pre-emptively while in hitstun without the possibility of wasting your double jump on the chance your opponent decides to delay or drop combo in favor of a different follow-up. This is a good thing.
 

rpotts

Smash Lord
Joined
Apr 6, 2009
Messages
1,121
Location
Lawrence, KS
this is why i SD as falcon when i hit shield and continue off stage =p

its a learning curve, but you get there.
The jump buffer DrinkingFood is referring to does not apply to airdodge or other inputs. I'm assuming you're talking about sliding off the stage and airdodging when you're trying to get your shield up or wavedash or whatever.
 

GP&B

Ike 'n' Ike
Joined
May 8, 2009
Messages
4,609
Location
Orlando, FL
NNID
MetalDude
If you connect a hit with someone's shield and go off stage, you'll need to jump your jump press after the lag on your move has ended. It's just hitlag pushing the timing of it further away.
 

GP&B

Ike 'n' Ike
Joined
May 8, 2009
Messages
4,609
Location
Orlando, FL
NNID
MetalDude
If you pressed too early before the move's lag ended, you will not jump.
 

Narpas_sword

Moderator
Moderator
Joined
Dec 11, 2013
Messages
3,859
Location
Wellington, New Zealand
which is just incorrect timing, rather than a lack of buffer?
Ie, there was no buffer for that in melee?

(think i got it lol)

next question.

If in the OP's situation the jump is pressed too early in hitstun, and doesn't register, are you able to jump immediately (if you time it) when you are allowed, or is there a cooldown on jump inputs?
 
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GP&B

Ike 'n' Ike
Joined
May 8, 2009
Messages
4,609
Location
Orlando, FL
NNID
MetalDude
No fail window, kind of like Up B meteor cancels. Mashing is your best bet if you aren't sure.
 

Narpas_sword

Moderator
Moderator
Joined
Dec 11, 2013
Messages
3,859
Location
Wellington, New Zealand
Sweet, so what we may be interpreting as 'more hitstun' is in fact hitting jump too early (due to no buffer, this doesnt ignite when its able) then the time it takes to hit jump the second time is just that little bit longer that it feels like hitstun is huge?

#Thingsivelearnedtoday
 
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