Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Currently playing through: Mega Man 1-6
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Dair From The Ledge Properties in Other Places
Right, so doing dair from the ledge involves this kind of weird autocancel, where you autocancel just after the last hit of dair connects (I say weird since I find it pretty tricky to get with just a regular dair) - this is essentially what I’m referring to here when I talk about the properties of dair from the ledge, since all of the things I mentioned above come from this fact. After some testing and some thinking, I’ve come to the conclusion that the properties of dair from the ledge seem to be dependent upon a 2 main things (in that there’s a few things that need to be the case for them to take effect - that said you can possibly get the same effects in other cases too, but I’ve found it tricky to replicate without what I’m about to describe). The first is that your fall speed whilst doing the last part of the dair is correct - too fast and you land too quickly, missing the autocancel window, too slow and you won’t get the hitbox to connect with grounded opponents. The second is that dair is out long enough to reach the autocancel frames in the first place. These things seem to be dependent upon the trajectory of your jump, and the height of where you start the jump, relative to where you’re going to land.
From here, it seems that dair from the ledge is kind of a perfect scenario, where the trajectory is just right since you’re using double jump, and the timing is just right since you start the dair just below the stage. This would also explain why it’s kinda tricky to emulate these properties in a regular dair - in my experience it either won’t connect or I’ll eat landing lag. In any case, these properties are things that you can replicate in other situations, to get a dair from the ledge kind of thing somewhere else. I have found a few main ways of getting the dair from the ledge properties consistently without having to be on the ledge. The most obvious is to be offstage, just below the platform, and double jump dair onto the stage from there. You could do this after running or jumping off the stage for example. However, since if forces you to give up stage control, I couldn’t see it being anything more useful than a mixup at best, though I may be wrong.
Another way to get the dair from the ledge properties is to drop through/run off a platform and then double jump dair from the right height back onto the platform. Dropping through the ledge to do it also doesn’t take much time, which is a bonus. I could maybe see this being useful after shield dropping too. Lastly, you can do short hop, and then at the apex of your short hop do double jump dair onto a battlefield platform (different stages will have different platform heights, so this might not work on other stages eg. Dreamland). These I could see being more useful. One way in which they could be used is as a sort of option select - you can dair an opponent on a platform, then if they shield you just drift away so you don’t land on the platform, if they get hit you land with the autocancel properties and convert into a combo or something. You could maybe also use them as a way to stop your opponent jumping through the platform at you, or to apply shield pressure.
In any case, I’m sure there are more ways to autocancel dair in this way, probably some more useful than others. The key seems to be double jumping just a little below the height of where you’re going to land. Anyway, something to note is that although dair still autocancels in these situations, due to the practicality of the situation you might not be able to convert into the same things. For example if you use dair and land on a platform, even if it autocancels you won’t be able to get the cape 50 - 50, since your opponent will drift off the platform. You might also not have as much combo potential when using run off the stage then jump back on dair, since you might not have the same aerial momentum and as such certain attacks might miss. As a quick example of what you can do, you could do something like short hop -> double jump dair at the apex onto a Battlefield platform, and combo it into up b on Fox at around 0% - this is possibly sub optimal, and not too impressive, I just thought I’d give an example to show what can work. You could also maybe extend the ranges that certain combos work in by just connecting the last few hits of dair since then dair will do less damage. This could also be used to possibly throw off perfect shield timing.
- Fliflob
Currently playing through: Mega Man 1-6
Listen to my in-game music! (it's pretty much all I'm good at)
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Thanks for the ****
my pleasure
Currently playing through: Mega Man 1-6
Listen to my in-game music! (it's pretty much all I'm good at)
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ok now what
now Jawa takes his vote off of me so as to make it harder to lynch me
Currently playing through: Mega Man 1-6
Listen to my in-game music! (it's pretty much all I'm good at)
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Hey so does Orange have the roleblocker
Currently playing through: Mega Man 1-6
Listen to my in-game music! (it's pretty much all I'm good at)
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Hey Jawa
If you're claiming to be red with me
Take your vote off of me
Currently playing through: Mega Man 1-6
Listen to my in-game music! (it's pretty much all I'm good at)
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I think HeyNK might go insane if the next game's another experimental.
I don't want to host until I play at least 1 more non-experimental, but if someone decides to do an experimental I'll probably still join because I'm a **** for this game.
I am working on some role ideas, though. Which is technically experimental I guess but they're definitely not OP or too meta-changing.
Honestly the biggest reason I wouldn't want Matt to host is because I have a hard time understanding him. It does feel like all or most of his posts try to convey something, though. Sorry if English isn't your primary language, but I feel like understanding the host is pretty important.
Currently playing through: Mega Man 1-6
Listen to my in-game music! (it's pretty much all I'm good at)
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