Post by m0th64 on Jun 30, 2016 0:08:11 GMT
So, I think I found a setup for a zed0 stall with Robin Hood.
As I've explained in another thread, by inputting a second wall attack immediately before the jump away animation, you can cancel the jump into a second wall attack. By just mashing A quick enough you can almost do this indefinitely. That is, of course, if it weren't for the fact that your position on the wall actually moves slightly every time you do it, slightly up and slightly horizontally toward the opponent. Eventually, you'll run into either a change in ground height (the game counts items like benches as part of the ground so wall attacking above them usually triggers a wall dash instead) or a change in the angle of the wall. These things usually cause you to do something other than a normal wall attack and fall off the wall.
Now, if you input a wall attack right at the gradient of two floor heights/wall angles, the game is forced to try and perform two wall options at once. Usually the game circumvents this by simply doing a normal aerial attack instead of trying to commit to either wall option. However, sometimes this bugs the game out and causes a glitch where Robin Hood falls through the wall/floor and reappears outside the map, thus triggering the infamous Zed0 Stall Glitch. (Or at least, it appears that's what's going on based on testing)
This doesn't happen super consistently but by simply multi-wall attacking in the corner repeatedly until I fell off I was able to recreate the glitch about 1/10 times in testing. This isn't practical in a game, under normal circumstances, as if the opponent powershields even one arrow Robin Hood is forced to shield it which means dropping off the wall. That said, it is possible between stocks or on certain balconies where the lip of the ledge blocks reflected arrows, and a 1/10 change of triggering a game-breaking glitch is really dumb. Robin Hood being a projectile character, he can continue to attack even outside the stage.
Obviously this is banned in tournament, but I just wanted to share since I found it interesting. Being outside the stage bounds is also sometimes useful for practicing timings on multi-wall attacks and shield cancels.
As I've explained in another thread, by inputting a second wall attack immediately before the jump away animation, you can cancel the jump into a second wall attack. By just mashing A quick enough you can almost do this indefinitely. That is, of course, if it weren't for the fact that your position on the wall actually moves slightly every time you do it, slightly up and slightly horizontally toward the opponent. Eventually, you'll run into either a change in ground height (the game counts items like benches as part of the ground so wall attacking above them usually triggers a wall dash instead) or a change in the angle of the wall. These things usually cause you to do something other than a normal wall attack and fall off the wall.
Now, if you input a wall attack right at the gradient of two floor heights/wall angles, the game is forced to try and perform two wall options at once. Usually the game circumvents this by simply doing a normal aerial attack instead of trying to commit to either wall option. However, sometimes this bugs the game out and causes a glitch where Robin Hood falls through the wall/floor and reappears outside the map, thus triggering the infamous Zed0 Stall Glitch. (Or at least, it appears that's what's going on based on testing)
This doesn't happen super consistently but by simply multi-wall attacking in the corner repeatedly until I fell off I was able to recreate the glitch about 1/10 times in testing. This isn't practical in a game, under normal circumstances, as if the opponent powershields even one arrow Robin Hood is forced to shield it which means dropping off the wall. That said, it is possible between stocks or on certain balconies where the lip of the ledge blocks reflected arrows, and a 1/10 change of triggering a game-breaking glitch is really dumb. Robin Hood being a projectile character, he can continue to attack even outside the stage.
Obviously this is banned in tournament, but I just wanted to share since I found it interesting. Being outside the stage bounds is also sometimes useful for practicing timings on multi-wall attacks and shield cancels.