Practical TAS 2: Melee MechanicsFive of Falco's invincible ledgedash options: Shine (down-B), pivot up-tilt, down-tilt, forward smash, and bair, along with a Yoshi's Island-specific option. All actions are invincible from the time the ledge is grabbed to the first active grabbox/hitbox of the action. All actions that Fox can perform, Falco can too, and vice versa. Try watching this video at 0.5x or 0.25x speed.
When performing a frame-perfect ledgedash, Falco moves so quickly that his environmental collision box (ECB) is distorted by the action he took prior to grabbing the ledge. Thus, if you last fastfell to the ledge, you should perform an up-B ledgestall or a double jump regrab before ledgedashing to maximize your invincibility. Do note that Falco is fast enough that he can still perform pretty much anything invincibly even if he's not frame-perfect, but everything shown here is frame perfect.
The optimal ledgedash strategy for Falco is different if he last grabbed the ledge during an up-B or not.
How to perform an invincible ledgedash as Falco (after up-B):
Frame 1: Grab ledge 9: Fall from ledge (between down and down-forward on control stick) 10: jump and hold the control stick down-forward 14: airdodge down-forward 24: first actionable frame (do whatever you want starting here) 37: last invincible frame 38: first vulnerable frame
How to perform an invincible ledgedash as Falco (not after up-B):
Frame 1: Grab ledge 9: Fall from ledge (down on control stick, or down or away on c-stick) 10: jump and hold the control stick between forward and down-forward 13: airdodge between forward and down-forward 23: first actionable frame (do whatever you want starting here) 37: last invincible frame 38: first vulnerable frame
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.
SSBM Practical TAS: Falcos Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-09-05 | Five of Falco's invincible ledgedash options: Shine (down-B), pivot up-tilt, down-tilt, forward smash, and bair, along with a Yoshi's Island-specific option. All actions are invincible from the time the ledge is grabbed to the first active grabbox/hitbox of the action. All actions that Fox can perform, Falco can too, and vice versa. Try watching this video at 0.5x or 0.25x speed.
When performing a frame-perfect ledgedash, Falco moves so quickly that his environmental collision box (ECB) is distorted by the action he took prior to grabbing the ledge. Thus, if you last fastfell to the ledge, you should perform an up-B ledgestall or a double jump regrab before ledgedashing to maximize your invincibility. Do note that Falco is fast enough that he can still perform pretty much anything invincibly even if he's not frame-perfect, but everything shown here is frame perfect.
The optimal ledgedash strategy for Falco is different if he last grabbed the ledge during an up-B or not.
How to perform an invincible ledgedash as Falco (after up-B):
Frame 1: Grab ledge 9: Fall from ledge (between down and down-forward on control stick) 10: jump and hold the control stick down-forward 14: airdodge down-forward 24: first actionable frame (do whatever you want starting here) 37: last invincible frame 38: first vulnerable frame
How to perform an invincible ledgedash as Falco (not after up-B):
Frame 1: Grab ledge 9: Fall from ledge (down on control stick, or down or away on c-stick) 10: jump and hold the control stick between forward and down-forward 13: airdodge between forward and down-forward 23: first actionable frame (do whatever you want starting here) 37: last invincible frame 38: first vulnerable frame
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Peachs Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2017-04-02 | Happy April Fools' Day everyone!
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.Melee Mechanics: Reflected Projectiles and the Stale Move QueuePractical TAS 2: Melee Mechanics2016-10-05 | Reflected projectiles take the stale move queue of the opponent's equivalent move. In this case, the reflected Charge Shot is considered to be fully staled after Falco fills his stale move queue with lasers. This is also true for real reflectors such as Falco's reflector and Ness's bat.SSBM Practical TAS: Links Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2016-06-04 | [ Please read the whole description :) ]
Five of Link's invincible ledgedash options: dsmash, jab, up-b, utilt, and nair (only if frame prefect and you grabbed the ledge with hookshot.
If you're using this video as an educational tool, try watching it at 0.5x or 0.25x speed. Also look for ledge grabs; they always signify the beginning of a potentially informative sequence.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Ganondorfs Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2016-05-04 | [ Please read the whole description :) ]
Five of Ganondorf's invincible ledgedash options: Perfect no-impact land (NIL) grab, wavedash jab, perfect NIL bair, NIL ftilt, and perfect NIL side-b.
To perform a perfect NIL, you must grab the ledge at the apex of your up-b, then fall from the ledge and double jump towards the stage on the first frame possible. If done frame-perfectly, you have 18 frames of grounded actionable invincibility; this is the most of any character in the game.
If you're using this video as an educational tool, try watching it at 0.5x or 0.25x speed. Also look for ledge grabs; they always signify the beginning of a potentially informative sequence.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Yoshis Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2016-01-26 | [ Please read the whole description :) ]
Five of Yoshi's invincible ledgedash options: dtilt, jab, ftilt, dsmash, and utilt, all out of an aerial interrupt (AI). Yoshi's AI is performed by dropping from ledge, jumping 1 frame later and holding in, then using any aerial 16 frames after the jump. When done perfectly, it gives Yoshi 8 frames of actionable invincibility.
If you're using this video as an educational tool, try watching it at 0.5x or 0.25x speed. Also look for ledge grabs; they always signify the beginning of a potentially informative sequence.
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Dr. Marios Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2016-01-11 | [ Please read the whole description :) ]
Five of Dr. Mario's invincible ledgedash options: ftilt, grab, fsmash, bair, and (canceled) up-b. To Doc mains: if you fastfall to ledge or sweetspot ledge from below, the timing on the ledgedash is a frame or two slower. Following the exact timings you see here would cause you to SD in those cases.
If you're using this video as an educational tool, try watching it at 0.5x or 0.25x speed. Also look for ledge grabs; they always signify the beginning of a potentially informative sequence.
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Young Links Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-12-21 | Five of Young Link's invincible ledgedash options: grab, jab, dsmash, utilt, and nair. Try watching this video at 0.5x or 0.25x speed. [I have a Twitter account now! Tweet me at twitter.com/PracticalTAS]
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Pikachus Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-12-07 | Five of Pkachu's invincible ledgedash options: dsmash, utilt, nair, ftilt, and usmash. Try watching this video at 0.5x or 0.25x speed. Also, read the whole description. [Sub to me and/or follow me on Twitter at @PracticalTAS if you like my stuff!]
Pikachu's ledgedash is interesting because fastfalling to ledge actually gives you an extra frame of actionable invincibility over an up-b stall. For most characters, you lose frames and are more likely to SD, but with Pikachu, the timing is the same and you save a frame.
Also shoutout to Axe, who requested to see these five moves when I informed him that I was making this video.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Luigis Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-11-23 | Five of Luigi's invincible ledgedash options: utilt, up-B, usmash, nair, and fsmash. IF YOU'RE USING THIS VIDEO AS AN EDUCATIONAL TOOL, try watching it at 0.5x or 0.25x speed. Also look for ledge grabs; they always signify the beginning of a potentially informative sequence.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Captain Falcons Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-11-10 | Five of Falcon's invincible ledge options: no-impact land ftilt, aerial interrupt (AI) uair, ledgedash grab, AI nair, and AI Falcon Kick. The aerial interrupt is performed by pressing B-air 7 frames after jumping, after an up-b or double jump ledge grab. Try watching this video at 0.5x or 0.25x speed.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.Smash Summit Four Gods Commentary Highlights Part 1Practical TAS 2: Melee Mechanics2015-11-10 | THIS VIDEO HAS BEEN REPLACED: GO HERE FOR THE EDITED AND COMBINED VIDEO: youtube.com/watch?v=zQ70kQn4UwQ Smash Summit day 3 commentary highlights, featuring the four gods in attendance: PPMD, M2K, Armada, and Mango. Btw I got myself a Twitter account. Tweet me at @PracticalTas twitter.com/PracticalTAS This video was temporarily unlisted because it's totally unrelated to what I normally post. Feel free to share it.SSBM Practical TAS: Samus Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-10-26 | Five of Samus' invincible ledgedash options: jab, up-B, aerial interrupt (AI) D-smash, AI nair, and AI D-tilt. The aerial interrupt is performed by pressing U-air 10 frames after jumping. Try watching this video at 0.5x or 0.25x speed.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.V-Canceling: A Visual GuidePractical TAS 2: Melee Mechanics2015-10-01 | All credit for the discovery of V-Canceling goes to achilles1515 on Reddit.
V-Canceling is a newly discovered, highly situational survival technique in Melee. If you are airborne, not performing an attack, not in hitstun, and not in a missed tech window, you can decrease the initial knockback velocity of an incoming attack to 0.95x its original value with a very well-timed press of L or R.
Note that the button press cannot be spammed (as pressing L or R puts you in the missed tech window, and will also cause you to airdodge if you are not already in the freefall state) and does not work if you are being comboed. Thus, V-Canceling seems to be most applicable to characters who recover high and in the freefall state, such as Captain Falcon and Fox.SSBM Practical TAS: Jigglypuffs Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-09-28 | Five of Jigglypuff's invincible ledgedash options: dash attack, jab, grab, up smash, and down-b. Yes, the Yoshi's Island slants do affect the ledgedashes' timings. Try watching this video at 0.5x or 0.25x speed.
Exact frame timings for puff's ledgedashes will be posted on request.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Impractical TAS: Ledges Under Stadium Part 2Practical TAS 2: Melee Mechanics2015-09-27 | Finally found a way to grab the left ledge.
.dtm: dropbox.com/s/30v8v5zn7a41bgg/stadium_ledges_left.dtm?dl=0SSBM Impractical TAS: Re: $50 Bounty - Glitched Ledge under Pokemon StadiumPractical TAS 2: Melee Mechanics2015-09-27 | This video was made in response to +andrewajt62, who recently made a video (youtube.com/watch?v=THWbH1JxTe0) asking for more info on a recently found glitch. While I was not able to recreate it exactly, I have found that there are ledges under Pokemon Stadium, and that they do act the same as normal ledges.
.dtm file, as promised: dropbox.com/s/dnj012ry8r8zfid/stadium_ledges.dtm?dl=0SSBM Practical TAS: Ice Climbers Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-09-24 | Five of Ice Climbers' invincible ledgedash options: reverse dsmash, uair, utilt, grab, and jab. All actions are invincible from the time the ledge is grabbed to the first active grabbox/hitbox of the action. Try watching this video at 0.5x or 0.25x speed.
How to perform an invincible ledgedash as Ice Climbers:
Frame 1: Grab ledge 9: Fall from ledge 10: jump and hold the control stick down-forward 15: airdodge down-forward 25: first actionable frame (do whatever you want starting here) 37: last invincible frame 38: first vulnerable frame
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Sheiks Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-09-16 | Four of Sheik's invincible ledgedash options: ftilt, fsmash, grab, and nair. All actions are invincible from the time the ledge is grabbed to the first active grabbox/hitbox of the action. Try watching this video at 0.5x or 0.25x speed.
The timing for invincible ledgedashes as Sheik is fuzzy, since she will usually spend a frame or two in the airdodge animation before contacting the ground. This makes her perfect ledgedashes very impractical, but she has plenty of leeway to perform attacks out of slightly imperfect ledgedashes.
How to perform an invincible ledgedash as Sheik:
Frame 1: Grab ledge 9: Fall from ledge 10: jump and hold the control stick down-forward X: airdodge down-forward Y: first actionable frame (do whatever you want starting here) 37: last invincible frame 38: first vulnerable frame
In Sheik's perfect waveland, X = 15 and Y = 25.
Out of a sweetspot double jump, X = 15 or 16 and Y = 25, 26, or 27 Out of the first part of up-b or a non-sweetspot up-b, X = 15 or 16 and Y = 25, 26, 27, or 28 Out of a regular fall, X = 17 and Y = 28 Out of an up-b stall, X = 17 and Y = 28 or 29 Out of a fastfall, X = 17 or 18 and Y = 29, 30, or 31 In all cases, Y is always at least X + 10.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Impractical TAS: TEN SCARJUMP KNEESPractical TAS 2: Melee Mechanics2015-09-13 | And now for something completely different: frame-perfect scarjump knees. For a very long time I thought 10 was just out of reach, but I finally got it after a few hours of testing.SSBM Practical TAS: Foxs Invincible Ledgedash OptionsPractical TAS 2: Melee Mechanics2015-08-31 | Three of Fox's more absurd ledgedash options: grab, up-smash, and nair. All actions are invincible from the time the ledge is grabbed to the first active grabbox/hitbox of the action. Try watching this video at 0.5x or 0.25x speed.
How to perform an invincible ledgedash as Fox:
Before starting: grab the ledge without fastfalling, or ledgestall with Firefox. Fox moves so quickly that his environmental collision box (ECB) is distorted by fastfalling to the ledge and jumping off immediately. This will slow you down by 3-4 frames (best-case scenario) or cause you to SD. Frame 1: Grab ledge 9: Fall from ledge (down on control stick, or down or away on the c-stick; the spacing is tight enough that away on the control stick can cause SDs) 10: jump and hold the control stick down-forward 13: airdodge down-forward 23: first actionable frame (do whatever you want starting here) 37: last invincible frame 38: first vulnerable frame
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.SSBM Practical TAS: Marths Invincible Ledgedash Options [HD]Practical TAS 2: Melee Mechanics2015-08-29 | Four invincible ledgedash options for Marth: spotdodge, jab, roll, and up-b.
How to perform a perfect ledgedash as Marth:
Frame 1: grab ledge 9: drop from ledge (down or away on control stick or c-stick) 10: jump 24: airdodge down-forward (if done properly, you will not spend any frames airborne in the airdodge animation) 34: first actionable frame (perform desired action here) 37: last invincibility frame 38: first vulnerable frame
Notes:
* Spotdodge is invincible on frame 2, so you have three frames of leeway. The spotdodges shown here might not be frame-perfect. * Jab's hitbox comes out on frame 4, so the last frame of invincibility is also the first frame you have a hitbox out. * Roll is invincible on frame 4, but you must spend 1 frame in shield before you can roll. If done perfectly, the shield will come up on frame 34, the roll will start on frame 35, and roll invincibility will start on frame 38 (meaning there are no vulnerable frames). * Up-B hits on frame 5, but is also invincible on frame 5. Thus, a perfect ledgedash up-b is also uninterruptible.
About this video:
This video is tool-assisted: it was created by advancing the game one frame at a time and performing every input exactly as desired, then playing back the same input stream at 60 fps. As such, it might contain stylistic flourishes. However, the main purpose of this video is to display a technique that can, with practice, be performed frame-perfectly in real time, and to provide a visual indication of what that technique looks like when done perfectly.