Post by chirp on Oct 13, 2014 6:42:02 GMT -5
i read about that somewhere, something to do with multi hit moves spiking if you dont get the last hit
smashboards.com/threads/greninja-my-opinions-strategies-tips-tricks-and-advanced-techniques.370197/
smashboards.com/threads/greninja-my-opinions-strategies-tips-tricks-and-advanced-techniques.370197/
In Smash 4 multi-hit moves (that hit more than 3 times) have a property where all of the “small” hits change the opponents direction and speed to a copy of yours. What this means is that if you’re going upwards at a 45 degree angle when one of the small hits lands on an opponent then they will also start going upwards at a 45 degree angle. If on the other hand you are falling straight down at fast fall speeds when you hit your opponent then so too will your opponent start falling directly downwards (while in hitstun!).
One very important thing to keep in mind is that the last hit of the move will pop your opponent upwards, so in order for this move to spike you must either:
1-) Cancel the move by landing before the last hit comes out
2-) Hit your opponent in such a way that he leaves the hitbox before the last hit comes out.
How to perform this technique:
Right now these seem to be the rules for this technique to work:
1. In Smash 4 when you perform an aerial you are taken OUT of fast fall. As such you must fast fall AFTER performing the aerial.
2. You must be fast falling before hitting the opponent with the move.
3-) You must hit your opponent with a tip of the hitbox, in such a way that as soon as you hit him your opponent will immediately leave the hitbox OR you must auto cancel the move before the final hit comes out.
So as a rule you must fast fall after performing the aerial but before hitting your opponent on the very edge of the hitbox. This just means that you must time the attack so that it comes out right before your opponent "falls into" the hitbox so that you have enough time to input the fast fall before the aerial hits him (in such a way that he will remain outside the hitbox once the first hit lands). All of this assuming your opponent is on top of you.
If you don't time it correctly you will either completely miss the attack, you might not be able to fast fall the Up-Air or your opponent will simply eat the whole move and the last hit will pop him upwards (If you don't fast fall early enough and you hit the opponent then the Up-Air will make you hover until it ends).
An easier way to perform this technique is also to just activate the attack while slightly above your opponent, this will allow you to fall on him once you start the fast fall and will also assure that you hit him with the very tip of the hitbox thus assuring the spike.
One very important thing to keep in mind is that the last hit of the move will pop your opponent upwards, so in order for this move to spike you must either:
1-) Cancel the move by landing before the last hit comes out
2-) Hit your opponent in such a way that he leaves the hitbox before the last hit comes out.
How to perform this technique:
Right now these seem to be the rules for this technique to work:
1. In Smash 4 when you perform an aerial you are taken OUT of fast fall. As such you must fast fall AFTER performing the aerial.
2. You must be fast falling before hitting the opponent with the move.
3-) You must hit your opponent with a tip of the hitbox, in such a way that as soon as you hit him your opponent will immediately leave the hitbox OR you must auto cancel the move before the final hit comes out.
So as a rule you must fast fall after performing the aerial but before hitting your opponent on the very edge of the hitbox. This just means that you must time the attack so that it comes out right before your opponent "falls into" the hitbox so that you have enough time to input the fast fall before the aerial hits him (in such a way that he will remain outside the hitbox once the first hit lands). All of this assuming your opponent is on top of you.
If you don't time it correctly you will either completely miss the attack, you might not be able to fast fall the Up-Air or your opponent will simply eat the whole move and the last hit will pop him upwards (If you don't fast fall early enough and you hit the opponent then the Up-Air will make you hover until it ends).
An easier way to perform this technique is also to just activate the attack while slightly above your opponent, this will allow you to fall on him once you start the fast fall and will also assure that you hit him with the very tip of the hitbox thus assuring the spike.