Veril
Frame Savant
"sigh" well, you can waveland downhill into rest.if only we could dacus with rest instead of up smash
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"sigh" well, you can waveland downhill into rest.if only we could dacus with rest instead of up smash
Not the best idea to do that. Roll is good depending on how you use it. Rolling away is ok at some times, and it's not as slow in real time. Besides, almost every character has the same roll speed.It's so slow. I'm never rolling with Jigglypuff. Ever.
Me: In essence, he is saying:
Don't forget long legde roll. (sheild while grabing edge) It has an awsome animation. And pound grounded, aireal, and mabey rising and falling, but that may be too much to ask for.now we just need landing lag, get up attack, airdodge, ledge attack, ledge-roll, rest and sing.
Wow, Alex is fast.
Just use Bowser. His spotdodge sucks so bad that you'll probably never use it.Its probably the single thing that makes it most difficult for me to play other characters well... spotdodge aversion.
yeah i thought it was weird at first too, but when you think about it, you get invincibility on frame one, and the hitbox doesn't come out till the next frame, so you have a very small period of time to go through an opponents hitbox before rest will hit them.^^ Wow, cool. The rest data there would make perfect resting through hitboxes all but impossible, which isn't the case, thus I assume the 1-frame hitbox is inaccurate. Simple observation and the enormous amount of time I have spent looking into this move suggests its hitbox lingers slightly.
Well this is very interesting. I look forward to whatever you find in the end.yeah i thought it was weird at first too, but when you think about it, you get invincibility on frame one, and the hitbox doesn't come out till the next frame, so you have a very small period of time to go through an opponents hitbox before rest will hit them.
i don't have capture equipment or else i'd post a vid. i can try to save a replay of it, but i don't think the freezing saves on replays (so you can see the frame-by-frame hits). ill try it later, can't get to it now.
I'm not sure about the duration part, but I'm 100% sure about the hitbox getting bigger. Definately makes it easier to Rest both of the IC's, if you're ballsy enough to do it.rest is very very strange. When its hitbox connects it expands and the duration increases. This happens with stage parts, shields, nana, waddle dees, etc.
Hit the pillars on Castle Siege with d-air. Observe the effect on duration. The same principle applies to rest. It has more application than just the ICs, it interacts with hit/hurtboxes. I've noticed that attacks with disjoint can still be perfect rested. How is this possible? Because of the interaction of rest with the disjoint. The increase in size also occurs with shields...I'm not sure about the duration part, but I'm 100% sure about the hitbox getting bigger. Definately makes it easier to Rest both of the IC's, if you're ballsy enough to do it.
<3Nice, that could be pretty cool. And getting the rest stuff was painful.....
Yeah and Nair comes out on Frame 6. Thats how I was basing it off. See how soon I could do an nair after a fair and then subtract 6 frames from when the hitbox came out. I'll likely do nair and bair next.Awesome data.
I wish Fair was a little faster. Frame 8 isn't terrible though.
Lol at sing being roughly as laggy as rest.
No. Because it lasts way too long. Unless if your opponent is very close to you then yes. But it should not be used if they are far away due to the long time commitment for it or for momentum canceling, since it doesn't do squat for the latter.so we should use n-air to gain back aerial control?
But you have invulnerability until then so its almost exactly the same.Huh. Didn't know Rest no longer hits in one frame. Very nice data.
Ok yeah I didn't know how to figure that out. Good ideaI don't know much about jiggly puff but I can pretty much tell you, your invincibility frames are most likely wrong...
Do not count the frames the character is flashing instead count the frames that they are really invincible one easy way to do this is to run fludd's water on the spot dodge and see when it hits or not. The frames that you don't see water hitting are the invincibility frames.
Just basing this off the duration of jiggly's spot dodge the invincibility should look something like this:
2-20. Since the duration is 26.. A 25 frame spot dodge is frames 2-20..
So if you can I'd suggest re testing that...