Post by that guy who's absolutely pissed off on Sept 16, 2016 18:06:17 GMT
If you make an observation about mechanics or find a tech discovery then post it here. Even if you think it's probably been discovered before or might be well known it's still worth posting here, especially if it's not present on the wiki.
Any theories and speculations should also be posted here.
Post by RetroGamersGuru on Sept 18, 2016 13:21:59 GMT
As Fiona Ogre, when I buffer shield for grab release anti-airs, all that I get is a battle cry for when I input anti-air within ~the first 5-10 frames of shield. This has only happened to me consistently with Fiona Ogre.
He must be the chosen one, so long as the boot fits.
Post by RetroGamersGuru on Sept 23, 2016 7:02:10 GMT
So apparently, Fiona Ogre, Huff n' Puff Wolf, and Cyclops can use the reverse hit of their aerial attack in order to true combo into ground grab, so their 0-Slam potential is better. Each one has slightly different spacing on the aerial in order to get the true combo though. Still reliable due to it working on knockdown. No shield canceling is required.
Does anyone get why landing a grab can push you into full slam, even though grabs would otherwise give you no Slamergy?
Also if anyone can explain what allows Gingy/Fiona/Red Riding Hood/Dumpty to swooce lower to the ground that would be swell. Bonus points if your explanation proves that Donkey cannot swooce.
-It might be that the grab is registering as an air grab instead of a ground grab sometimes, since that happens if you grab on certain parts of stages due to the grund not being perfectly flat.
-Maybe it's just because they can jump out of shield quicker than most other characters? No idea on that one.
Here's a new one: Black Knight can ogrement his jab combos with themselves. By which I mean, for instance, if you delay the third input of his ABAA just enough, the third hit of the combo with take on the animation from the first hit, and so on. This probably has no practical use whatsoever since Black Knight's jabs don't true combo anyway but I figure maybe someone with more free time than me would be interested in testing with other characters.
Post by redridingshrek on Dec 26, 2016 0:44:40 GMT
While playing with Lunoz we discovered a minor tech for Humpty and Gingy. The only thing you have to do is to move on a specific direction, jab then quickly turn the stick on the opposite direction. This will give a small movement from the jab to push the character at the direction you first faced while the jab will face the new direction of the grey stick. This may be usable to avoid things like Lunas ground dashes while setting up a jab combo.
So uh Slam potions are on a cycle, the cycle is Invisibility -> Slam potion -> Metal Potion -> Speed potion. This is fairly useful if you are playing on Potion factory, or other illegal stages that have potions spawning.
Also Pause cancelling :^) CTSD's :^) Wow I discovered a lot of shit lmao. and by "shit" I mean actual shit tech it's fairly useless