This is actually just wrong. What about important TOs, mew2kings frame data research in early days, kadano for pioneering controller knowledge and researching the games mechanics before anyone else. Hax has done a lot but disregarding everyone else's hard work is disrespectful.
This is so useful as a spacey especially. I've had to adopt this without even knowing I was doing the diagonal methods rolling stick back up for a few years now, both are extremely useful
I'm always overjoyed when i see that Mr. Al-Yami has posted. For the person that's always trying to find that next bit of an edge in their gameplay, these videos are a must watch.
I have always used a timing based method. At two specific frames (4 and 5 I think) after starting to angle the shield, the entire lower section of the stick range shield drops. It is a bit inferior to some other methods but does not require hardware or software mods, so I could use it before those existed/were allowed.
i like the idea of angling down instead of angling forward when you're anticipating pressure on the platform. i don't like holding shield on the platform with the intention of shield drop aerialing (i'm marth) though. i feel like this is mostly useful for fox/falco sheik/falcon.
i had a romp through my city's smash scene for a while & ended up hating the game due to the non-technically intuitive nature of the game's inputs (not a fan of analogue inputs at all), & had more fun switching to traditional fighting games for a proper input buffer experience. you going through & explaining these techniques & how they can realistically be implemented within melee's input buffer & controller (albeit with mods) is very inspiring, as it colours the game in a light contrasting to the mess that it is from my eyes.
It’s hard to get into melee because the lack of buffer really takes a long time to get used to. You have to press buttons frame perfectly at so many points otherwise your inputs get eaten during other animations, I remember so often I’d wavedash, and then try dash dance and I’d just be pivoting left and right lol
1.03 version B controller fix is by far the best way to play melee. Without a doubt it never misses an input unless I've made a mistake. I can See a Hax$ tournament where 1.03 version B controller fix is implementated
So recently I discovered that double jumping quickly is actually shorter than your full hop and can have alot of uses for attacking top Plat. Is this something that most people know about? Or should I attempt to make a post or video of some sort detailing it?
I'm aware of this, but it's a bad habit I need to get out of. it's faster, but getting hit out of it leaves you without a jump and that's a pretty bad spot to be in. double jump is sacred
It is commonly known, especially for falco players as instant double jumping is necessary for combing floaties. Doing it in neutral is a bad habit, and it can be risky at times.
I wouldn't call this a different shield drop method. This is just tilting your shield to cover your feed and then still performing the axe method normally.
Axe method is dashing into shield stop shield drop. This method is different because it’s shield tilt into shield drop. Doesn’t require a dash shield stop first. I would say they’re different methods. I’ve been shield dropping this way for over a year and I honestly dislike the Axe shield drop method.