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Smash 4 notes

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Mar 28th, 2017
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  1. Smash 4 notes:
  2.  
  3. all notes assume tap jump OFF
  4.  
  5. OUT OF SHIELD (OoS):
  6. upsmash - jump cancel into A while holding up
  7. input: (hold shield) hold up jump-A (A should be right after jump)
  8. up-b - jump cancel into B while holding up
  9. input: (hold shield) hold up jump-B (B should be right after jump)
  10.  
  11.  
  12.  
  13. AERIAL MOVEMENT:
  14. *turn around - jumping forward but shooting b-move other direction while moving original direction
  15. input: (jumping forward) < (let go) b
  16.  
  17. *b-reverse (forward momentum) - facing back, jump backwards, but shoot b while moving forwards
  18. input: (face left) (jump left) b> (press > right after b; only have few frames)
  19. *b-reverse (backward momentum) -
  20. input: (face left) (jump right; ^ > [> pressed after jump]) b> (press right)
  21. b-reverses can be done on ground (remove jumps from input)**
  22.  
  23. *wavebounce (forward momentum) -backjump but shooting b while moving forward
  24. input: (face right) (jump left; ^ <) <b>
  25. *wavebounce (backward momentum) - a turned around b-reverse; jump forward but shoot b moving backwards
  26. input: (face right) (jump right) <b>
  27. difference between b-reverse and wavebounce is which way you're facing to begin with. if facing away from enemy, use a b reverse (face & run backwards but shoot while moving fowards). if facing towards enemy, use wavebounce (face forward & run backward, but shoot while moving forward).
  28.  
  29. *see: https://www.youtube.com/watch?v=Vw1elkJwtDo
  30.  
  31.  
  32.  
  33.  
  34. GROUND MOVEMENT:
  35. foxtrot - dash into second dash during ending frames of 1st dash
  36. input: > wait >
  37. use: can smash attack during beginning of foxtrot
  38. - can also crouch durign end of foxtrot to use d-tilt (eg: Cloud)
  39. dash dancing - dash side to side on spot by dashing other direction before ending frame of dash
  40. input: ><><><><><><><><
  41. extended dash dancing - dashing side to side; melee dash dancing
  42. input: > >< (<> >)< <>
  43. dash cancel - cancel dash into something else
  44. upsmash: jump cancel into up-a. jump ^a
  45. shield: just press shield
  46. battacks: press the b move
  47. tilts: can't cancel from dash, see pivot.
  48. platform cancel - land near a ledge and slide off ledge for no ending lag
  49. input (aerials) - airdodge into the edge of the ledge and slide off
  50. input (up-b) - land with up-b near edge of the ledge & slide off
  51. lag canceling - auto canceling (removing ending frame lag) from aerials
  52. input: land during certain frame of aerials. check: http://kuroganehammer.com/Smash4/
  53. pivot - while moving forward turning to face the opposite direction with a move
  54. input: (dashing >) < a/b/grab/cstick
  55. while dashing forward, press opposite direction plus A, B, Z, or c-stick
  56. perfect pivot (PP) - during first few frames of dash, press other direction & turn around without lag
  57. input: >< (REALLY fast). end up facing <
  58. use: PP behind you to do a ghetto-wavedash. aka: dash > then < to slide backwards
  59. while facing forwards
  60. pivot dash - stationary turnaround using a dash. basically a PP that doesn't move you.
  61. input: >< (slower than PP; will often get when messing up PP)
  62. use: after pivot dash, press Z for 'boost grab' or A for 'dash attack'
  63. -the grab will come out like 1-3 character models ahead of you, same with dash attack
  64. -can sometimes go through enemy if too close.
  65.  
  66.  
  67.  
  68. LEDGE:
  69. roll: press shield
  70. get-up attack: press a
  71. jump: press jump
  72. drop: press direction away from ledge
  73. normal: press direction towards ledge
  74.  
  75. ledge trump -
  76. input: (running right towards right ledge) roll stick half-circle back towards left
  77. use: lead into drop down b-air to guard when they get trumped
  78. - lead into turn around b-air to stage spike
  79. - lead into normal get-up and d-tilt/d-smash when they regrab
  80. lagless get-up - instant get-up without lag that can lead into a move
  81. input: drop off ledge, 5frame window: press towards ledge, 2frame window: press jump
  82.  
  83.  
  84. CLOUD:
  85. d-throw -> turn around jab (~0-10%)
  86. d-throw -> turn around cross slash (~0-20%) NOT TRUE
  87. up-tilt -> up-tilt -> SH n-air
  88.  
  89. SHFF u-air -> jump cross slash (~0-60%)
  90. SHFF u-air -> climhazzard (~0-70%)
  91. if near ledge, do jump climhazzard. will spike them & u grab ledge
  92. SHFF u-air -> up-tilt
  93.  
  94. auto cancel d-air -> jump finishing touch (~40-100%)
  95. d-air -> cross slash (~0-60%)
  96. d-air -> f-air
  97. d-air -> up-air-
  98.  
  99. SH close nair -> grab/d-smash/dash attack (only if nair was close)
  100. SH close nair -> uptilt (~30-50%)
  101. SH close nair -> jab/dash attack (~40-70%)
  102.  
  103. bair is safe on shield if hits on tip of sword.
  104.  
  105. Charging limit: can be canceled by shield, b, grab, left/right, attack
  106. for attack: press attack then immediately press shield.
  107. limit-cancel: cancel dash using limit break into attacks
  108. input: dash down-b (attack input)shield
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