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Replying to @kyle_roath
Here is Isabelle's ledge Lloid chart updated with ALL characters!
Check the above tweet for a reference video.
#ssbu_isabelle
Here's a visual aid of Min Min's Megawatt FSmash, with help from upcoming Zeckemyro hitboxes. The purple is the first frame (and it's tiny), but has the same power as the green. The green is a weak hit. The red is the strong hit. The blue is the weakest hit.
#ssbu_minmin
Here's a hitbox visual of Min Min's Dragon FSmash. Power Dragon is next. Refer to the top for hitbox colors. There's a hitbox on the body/arm but I don't know what it looks like so I'm leaving it out instead of guesstimating.
Ramram FSmash hitbox visuals, interpolated by hand. (They're jagged but should be accurate). Angled down and spaced correctly, it's in the area to 2-frame for a whopping 8 frames.
#ssbu_minmin
Lath retweeted
An interesting interaction in the Link Steve MU:
If Link gets grabbed by a Minecart which then hits his bomb, he breaks out taking almost no damage or hitstun. It can also open up for some niche reversals which might be useful if you're not gonna use the bomb as a pressure tool
A chart on 2-framing with Marcina.
Lab sheet by myself and Soal from the Marcina Discord:
docs.google.com/spreadsheets…
#ssbu_marth #ssbu_lucina #ssbu_marcina
Here are charts of all characters' airdodge distances, rolls, tech rolls, and ledge rolls, all measured manually in the training room.
Full spreadsheet, which also has trip rolls and getup rolls:
docs.google.com/spreadsheets…
#ssbu
Here are the UPDATED charts of all characters' airdodge distances, rolls, tech rolls, and ledge rolls (including Sora)
#ssbu
4.0.0 gave us a faster Lloid, which means it can now cover even more getups! Planting Lloid at the roll spot is always a great ledgetrap, but be sure to judge for whom it's worth covering the ledge.
@Alltoonedup2, @content_ssb, and I did lots of labbing for this.
#SSBU_ISABELLE
Here's a chart of all ledge roll distances, measured manually in the training room.
docs.google.com/spreadsheets…
Updated here:
nitter.gq/kyle_roath/status/1413…
Here are charts of all characters' airdodge distances, rolls, tech rolls, and ledge rolls, all measured manually in the training room.
Full spreadsheet, which also has trip rolls and getup rolls:
docs.google.com/spreadsheets…
#ssbu
12.0.0 Marth Changes
Tipper UTilt
Dmg: 9% > 10%
Width: 0.30 > 0.40
Kill: 144% > 130%
Tipper DTilt
Width: 0.40 > 0.50
Tipper DA
Dmg: 12% > 13%
Width: 0.65 > 0.75 (with slide)
Kill: 131% > 116%
There’s no more DThrow > tipper FSmash on some characters at the ledge
#ssbu_marth
Here's a graphic for the tiny range boost you get from Pikachu's run-cancel standing grab (rather than running dash grab).
#ssbu_pikachu
Isabelle's Jab got buffed a long time ago and I have FINALLY finished a video about it!
#ssbu_isabelle
youtu.be/q-g0fT65Lqs
Lath retweeted
Made a 3x longer rework of the Dthrow guide. There's some neat stuff in there and also ways to get out of it so Link doesn't get 25%+ for free every time he grabs you. Here are some of the new clips:
youtu.be/tDLrj0Kkeh8
youtu.be/tDLrj0Kkeh8
youtu.be/tDLrj0Kkeh8
Here's how Pyra's and Mythra's Up Bs compare in recovery range. The red box is Pyra's Up B's range to snap to ledge, the green box is Mythra's during its slash, and the blue box is Mythra's after it fires its bullet(s).
#ssbu_pyra #ssbu_mythra































