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- Smash 4 notes:
- all notes assume tap jump OFF
- OUT OF SHIELD (OoS):
- upsmash - jump cancel into A while holding up
- input: (hold shield) hold up jump-A (A should be right after jump)
- up-b - jump cancel into B while holding up
- input: (hold shield) hold up jump-B (B should be right after jump)
- AERIAL MOVEMENT:
- *turn around - jumping forward but shooting b-move other direction while moving original direction
- input: (jumping forward) < (let go) b
- *b-reverse (forward momentum) - facing back, jump backwards, but shoot b while moving forwards
- input: (face left) (jump left) b> (press > right after b; only have few frames)
- *b-reverse (backward momentum) -
- input: (face left) (jump right; ^ > [> pressed after jump]) b> (press right)
- b-reverses can be done on ground (remove jumps from input)**
- *wavebounce (forward momentum) -backjump but shooting b while moving forward
- input: (face right) (jump left; ^ <) <b>
- *wavebounce (backward momentum) - a turned around b-reverse; jump forward but shoot b moving backwards
- input: (face right) (jump right) <b>
- 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).
- *see: https://www.youtube.com/watch?v=Vw1elkJwtDo
- GROUND MOVEMENT:
- foxtrot - dash into second dash during ending frames of 1st dash
- input: > wait >
- use: can smash attack during beginning of foxtrot
- - can also crouch durign end of foxtrot to use d-tilt (eg: Cloud)
- dash dancing - dash side to side on spot by dashing other direction before ending frame of dash
- input: ><><><><><><><><
- extended dash dancing - dashing side to side; melee dash dancing
- input: > >< (<> >)< <>
- dash cancel - cancel dash into something else
- upsmash: jump cancel into up-a. jump ^a
- shield: just press shield
- battacks: press the b move
- tilts: can't cancel from dash, see pivot.
- platform cancel - land near a ledge and slide off ledge for no ending lag
- input (aerials) - airdodge into the edge of the ledge and slide off
- input (up-b) - land with up-b near edge of the ledge & slide off
- lag canceling - auto canceling (removing ending frame lag) from aerials
- input: land during certain frame of aerials. check: http://kuroganehammer.com/Smash4/
- pivot - while moving forward turning to face the opposite direction with a move
- input: (dashing >) < a/b/grab/cstick
- while dashing forward, press opposite direction plus A, B, Z, or c-stick
- perfect pivot (PP) - during first few frames of dash, press other direction & turn around without lag
- input: >< (REALLY fast). end up facing <
- use: PP behind you to do a ghetto-wavedash. aka: dash > then < to slide backwards
- while facing forwards
- pivot dash - stationary turnaround using a dash. basically a PP that doesn't move you.
- input: >< (slower than PP; will often get when messing up PP)
- use: after pivot dash, press Z for 'boost grab' or A for 'dash attack'
- -the grab will come out like 1-3 character models ahead of you, same with dash attack
- -can sometimes go through enemy if too close.
- LEDGE:
- roll: press shield
- get-up attack: press a
- jump: press jump
- drop: press direction away from ledge
- normal: press direction towards ledge
- ledge trump -
- input: (running right towards right ledge) roll stick half-circle back towards left
- use: lead into drop down b-air to guard when they get trumped
- - lead into turn around b-air to stage spike
- - lead into normal get-up and d-tilt/d-smash when they regrab
- lagless get-up - instant get-up without lag that can lead into a move
- input: drop off ledge, 5frame window: press towards ledge, 2frame window: press jump
- CLOUD:
- d-throw -> turn around jab (~0-10%)
- d-throw -> turn around cross slash (~0-20%) NOT TRUE
- up-tilt -> up-tilt -> SH n-air
- SHFF u-air -> jump cross slash (~0-60%)
- SHFF u-air -> climhazzard (~0-70%)
- if near ledge, do jump climhazzard. will spike them & u grab ledge
- SHFF u-air -> up-tilt
- auto cancel d-air -> jump finishing touch (~40-100%)
- d-air -> cross slash (~0-60%)
- d-air -> f-air
- d-air -> up-air-
- SH close nair -> grab/d-smash/dash attack (only if nair was close)
- SH close nair -> uptilt (~30-50%)
- SH close nair -> jab/dash attack (~40-70%)
- bair is safe on shield if hits on tip of sword.
- Charging limit: can be canceled by shield, b, grab, left/right, attack
- for attack: press attack then immediately press shield.
- limit-cancel: cancel dash using limit break into attacks
- input: dash down-b (attack input)shield
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