@3Glizzys1Bunn@PaleBl_nk Except… it’s not. The whole point is you can’t usually full hop and attack that fast. Therefore you use the “technique” of holding b and tap jumping. If anything this is more of a tech than most techs because it’s based off a bug with holding b mixed with tap jump.
@rhyGUY9 It’s performed by repeating multimags and then turning around with a footstool into a b reversed magnet. It doesn’t work on Sora. https://t.co/OXKW03Ka2M
@AtikiSSBU @mooshybushy In this case stitch doesn’t send into tumble, meaning it has no more than 31 frames of hitstun. From counting in the clip there looks to be ~35 frames between the first frame after hitlag and the first frame the next zdrop hits. It’s close, but not fast enough for the counter.
@AtikiSSBU @mooshybushy The combo counter can technically stay through footstools but you would need the hitstun from the move before the footstool to be longer than it takes to do the footstool and then hit with another move.
@ICelessSSB Feel free, but I along with others have tested multiple times that the directional input is active for a maximum of 4 frames, except for some special actions like angled smash attacks (smash stick).
@SSB_Bunglerr I’m impressed by finding setups. I thought I figured out how it worked years ago (and may be wrong) but never labbed it enough to find setups, as I thought it was useless. This is very cool though
@_Greenix @chaingrabs @RockManSSB But in both examples it’s either a fastfall magnet or ness got spiked immediately before, which could mean you need to be falling faster than usual for it to work, which might make sense. I stopped labbing it cause it doesn’t seem useful though
@_Greenix @chaingrabs @RockManSSB 3 years ago I labbed this and I’m pretty sure it’s because aerial magnet and grounded magnet have different scripts so if you hit aerial magnet and then land and the opponent is close enough the grounded magnet will still hit. Problem is I couldn’t replicate it.