Steve (SSBU)/Down aerial: Difference between revisions

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==Anvil shorthopping==
==Anvil shorthopping==
Anvil shorthopping refers to an advanced technique discovered and named by smasher Tytaneum which allows Steve to bypass the regular endlag of anvil in specific situations. When landing on the ground with anvil, Steve normally suffers a landing lag of 18 frames. If a jump is inputted exactly two frames before landing with the anvil, Steve will execute an extremely low-height jump which allows him to re-land on the anvil almost instantly, leaving him fully actionable. He may then use any move, increasing the safety of anvil massively as well as improving its offensive potential. Another extremely relevant application of this technique is when landing on an opponent or their shield. Steve may execute this exact same technique while the anvil is in hitstop (as in, frozen temporarily as it connects with the opponent or their shield in order to gain full actionability upon hitting the anvil. This is executed in the exact same manner, in which Steve must input jump 2 framed before the anvil connects with the opponent or their shield. If done successfully, Steve may instantly down-smash as soon as the anvil's first hit connects, causing an instant shield break if the anvil's first hit, landing hit, and down-smash connect.  
Anvil shorthopping refers to an advanced technique discovered and named by smasher Tytaneum which allows Steve to bypass the regular endlag of anvil in specific situations. When landing on the ground with anvil, Steve normally suffers a landing lag of 18 frames. If a jump is inputted exactly two frames before landing with the anvil, Steve will execute an extremely low-height jump which allows him to re-land on the anvil almost instantly, leaving him fully actionable. He may then use any move, increasing the safety of anvil massively as well as improving its offensive potential. Another extremely relevant application of this technique is when landing on an opponent or their shield. Steve may execute this exact same technique while the anvil is in hitstop (as in, frozen temporarily as it connects with the opponent or their shield) in order to gain full actionability upon hitting the anvil. This is executed in the exact same manner, in which Steve must input jump 2 framed before the anvil connects with the opponent or their shield. If done successfully, Steve may instantly down-smash as soon as the anvil's first hit connects, causing an instant shield break if the anvil's first hit, landing hit, and down-smash connect.  


The applicability of this tech is highly limited due to its essentially frame perfect nature; however, the Steve player may benefit from attempting the technique every time they land with an anvil or connect it with an opponent as there is little to no consequence for failing the technique, while there is a massive potential reward for successfully pulling it off.  
The applicability of this tech is highly limited due to its essentially frame perfect nature; however, the Steve player may benefit from attempting the technique every time they land with an anvil or connect it with an opponent as there is little to no consequence for failing the technique, while there is a massive potential reward for successfully pulling it off.


==Update History==
==Update History==
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