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eontas.bsky.social
#1 PM UK and general platfighter nerd (she/her)
143 posts 219 followers 190 following
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If i cast a boardwipe then cast this, does it immediately die coz it was there the whole time?
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the full authentic experience
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It's ever so often nice but most of the time it's chucking it down right now
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As part of Scotland I'd like to say please send some of the hot back up here, it gave up on that good weather a couple weeks ago
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Now I'm mad I've caught up and having nothing left to watch but thats a separate problem
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disclaimer : i know how to git gud, i know i can learn to get around these, just crazy how many differences exist in parts that feel like they should be identical between games (and ive missed/omitted many)
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cstick reinputting when it enters a new quadrant means using it for asdi bad, will just enter an aerial after i slideoff coz im not keeping the cstick perfectly still (and isnt consistent, same wiggle results in multiple uairs but no usmashes, i never left the uair range so why is it uairing again)
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Same thing as above but if im holding cstick then i cant move from ledge with the control stick *except to tourneywinner*, making it so certain ledge options are all but guaranteed to tourneywinner (the uair at the end was literally as below ffs)
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If i'm holding ledge and am already holding the grey stick out, i cant release ledge with cstick flick (including on the frame i relase the grey stick (bonus : fugin cstick up ledgeattacks and cstick forwards ledge rolls?)
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All of the buffers in this game :( (jump, getupattack, ledgegetup)
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Dashback out of crouch :(
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cant shield->jump the frame you start shielding (mostly irrelevant but like, means if im holding shield out of something and try to jump fast, then it could just make that frame not work (e.g. offtimed shieldstop, weird that just doesnt jump coz im going from a jumpable action to a jumpable action)
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Shield -> jump doesnt work if you press jump the frame you do the dash pivot (aka cant jump frame you enter turn)
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wavedash OoS i do with the same digital shield button, so i gotta release and jump at the same time. Melee says no and doesnt see the jump (aka cant jump the frame you enter guardOff)
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It'd be so neat if I played a game that actually gave me this same drive that didn't either feel bad to play (melee) or cost infinite money (MTG) Rivals is a definite close one there, might have to push for that for a bit to see if I can compete
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www.youtube.com/watch?v=cYKI... o actually the 7th result finally mentions how it works and again sources the same thread i mentioned. Just think its crazy this isnt higher then coz this move is jank
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Also TIL raptorboost can edgecancel and die on hit lol
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TL;DR release A during hitlag of at least one of the hits and hold A after the third one, or release A during hitlag during two of the hits (or go into wait but thats slow af) Literally no videos mention this, they say it has to hit (sometimes), but that isnt enough and isnt useful on its own
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Had to get to the achilles smashboards post that deepdived the code and just actually lab it myself to understand it in a way that i could apply and learn from, and i think thats crazy. If i could be bothered i'd make a vid on it or something but fug that.
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brawl natively does this for 3 frames worst case, im doing it for 3600 frames
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its already using essentially this i believe, but nowhere near as extreme so doesnt encounter the issues im hitting
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made it through an hour game in 15 mins with this method without crash so i think its working
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not really coz its about the opponent going into you instead of you going into them is possible if they sdi it weird tho probably
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funny small child
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i didnt suck
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best i've done is a quadrillion units high
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this is a bug that happens on FD but coz the stage collisions arent the jank of horizontal walls, its very subtle and not relevant
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I stand by legalise lylat but also revert lylat to PM 3.6
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The bug has nothing to do with the fact its not walljumpable, but please still let me walljump off the end of lylat and fugin revert the collisions so you dont teleport around the place
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coz i got way too into testing this: there is a noticeable difference in spectrograms, the space about a 3rd up is not present in this version. Idk what that specifically means audibly but its consistent on multiple tests to identify version
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fake combo