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Um... I think you're thinking of Turnaround B, which is listed directly above these two. B-reversal is identical to recoil special.B-reversals do the B moves in the new direction of motion.
Recoil specials do the B moves in the old direction of motion.
There are a bunch of things found out about the Slidestep.- Slidestep
How to Perform: Do a sidestep dodge, holding Shield or Down throughout the animation.
Effect: The animation of the sidestep dodge gives Pit a small amount of forward momentum, moving him forward slightly.
Ganon's super slidestep goes one times his own length forward.UndrDog said:Hold back on the joystick during your SideStep. Then as you come out push forward. This will cause the character to slide forward while Pivoting. In this video you can see Pit preforming it, just for visual clarification. In the video I refer to it as a Super SlideStep. It's the last technique displayed.
http://www.youtube.com/watch?v=s8vUpkV2mak
He already said it will be.infinite double jump should be added.
Jab-canceling isn't a true technique, it's a timing issue. Crouching or shielding gives you a visual cue for when the soonest is you can input another move, but it doesn't cancel anything.I saw Jab Cancelling on the last page in here, about to die.
http://smashboards.com/showthread.php?t=167346
Makes Sense to meFearmy - The reason that only Squirtle has been covered is that he's the only one that has true character-specific AT's. Most everything that Charizard and Ivysaur have listed are universal AT's or glitches listed elswhere in the guide (true pivot, for example, is in True AT's). After looking at the lists, it felt like some entries were lifted right from the AT sticky, which is great because the AT sticky is supposed to be EXACTLY that - a universal reference. Squirtle's the only one with his own unique tricks, though, and ones that aren't merely applications of his normal moveset.
yeah if you time it right the fall through animation is noticeable. Ive used it in matches at lylat by faking falling through the platform when my opponent is on the same platform and then either shield grabbing(bc your shield will already be out) or dmashing@Mokona - Yes, it's a B-Reversed Magnet Pull, but I think it might deserve a mention for its fake-out potential.
@Chckn - It could be used as a fake-out if the fall-through animation is still noticeable. Like the above post, I'm considering adding it, but I'm not 100% sure.
@Dryn - So basically, Zamus transformation times are governed by the Wii's texture loading speed, just like Zelda/Shiek and Pokemon Trainer's transformation times. Goddammit. Such lazy programming. I'll add a mention of this somewhere in the guide, probably in General Discoveries or Character-Specific - Multiple. The entry is long overdue, and adding another character shouldn't be a problem.
Thanks for the tips, all. See you next update.
Thanks, Jewdo! I'm glad that I could contribute.@Mokona - Yes, it's a B-Reversed Magnet Pull, but I think it might deserve a mention for its fake-out potential.
@Chckn - It could be used as a fake-out if the fall-through animation is still noticeable. Like the above post, I'm considering adding it, but I'm not 100% sure.
@Dryn - So basically, Zamus transformation times are governed by the Wii's texture loading speed, just like Zelda/Shiek and Pokemon Trainer's transformation times. Goddammit. Such lazy programming. I'll add a mention of this somewhere in the guide, probably in General Discoveries or Character-Specific - Multiple. The entry is long overdue, and adding another character shouldn't be a problem.
Thanks for the tips, all. See you next update.
In Melee, transformation time for Zelda/Sheik was pretty much set since the game was either faster at loading or loaded both character models beforehand. This allowed for quick switches with less vulnerability, and it was dependable due to the consistent timing on the change.^ I lol'd. What's so bad about it?
It's mixing an implementation detail (how long it takes to load a character model) with a gameplay mechanic (time to switch from one character to another). An end-user should NOT need to know when the models are loaded. It's a programming detail which should be irrelevant.^ I lol'd. What's so bad about it?