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Summary of Last Night's Labbing Stream (no images this time)

*if we ignore the rants*
We studied:
‣ Fox's Laser Land from Ledge to Side Platforms
‣ Samus' Dthrow Charge Shot vs Peach

This thread of tweets will detail our findings.

Enjoy ^^
(1/11)
Just like Falco (whose data is in my Patreon-Discord if you're interested), Fox can Laser Land to the side-platforms from the ledge of BF, Yoshi's Story, and Dream Land.

Due to their differences in double-jumps, they have varying leniency & actionable intangibility/GALINT
(2/11)
Before getting into the data, I want to define some abbreviations because Twitter has a character limit.
1f = 1 frame
f1 = frame 1
or later = any time after prior frame, but before landing
FF = Fastfall
Buffered (x)f FF = Fall for 1f, Fastfall for (x)f
DJ = Double Jump
(3/11)
When DJ'ing, the initial drift only needs to be slightly inward, but drift as much as possible.

Battlefield:
‣ 10f GALINT
‣ Buffered 1f FF, DJ Forward, then Laser on f18 or later

Yoshi's Story:
‣ 12f GALINT
‣ Buffered 1f FF, DJ Forward, then Laser on f15 or later
(4/11)
Dream Land is unique in that its side-platforms are not symmetrical in height, width, or *distance from the edge*. Laser Land only works on the right.

DL (Right):
‣ 7f GALINT
‣ Fall for 1f, DJ Forward, then Laser on f21 OR f22. 2f window.

(5/11)
Although Fox is unable to effectively Laser Land to the left side-platform from the ledge (it is slightly further than the right)..

If he falls for 1f, and DJ's forward (with at X≥.5250, if he then holds full drift after), he can land with normal landing lag & 1f GALINT.
(6/11)
Someone told brought up Samus' Down-Throw Charge Shot (CS) versus Peach. I was curious if it was true.

Much like Falcon's Dthrow Knee, Peach seems to always be able to escape. Optimal DI is away + slight down, but DI'ing directly away seems to be fine as well.

(7/11)
During earlier %s, where short hop CS won't cover DI away -> Fall/Fastfall, Peach can mix that option in or DJ and on reaction to the SH or the aerial-CS itself, airdodge down/away (or up if offstage/near edge). Peach can simply let her DJ carry her above a grounded CS.
(8/11)
At higher %s where short hop CS will cover every option, Peach should DJ away or wiggle out of tumble -> immediately airdodge up, down, or diagonally away (in either direction) depending on positioning. Down-away is more lenient, but down is less frame disadvantageous.

(9/11)
When near the edge, or off-stage (unless she is on a platform), Peach will likely want to pick an upward airdodge angle. Diagonally up-away will yield more leniency, but straight up will provide a better landing mixup (drifting/fastfalling to ledge or over Samus' head).

(10/11)
This is mostly from last-night's stream! If you're interested, feel free to follow me here (for notifications/updates) or my stream @ Twitch.tv/ShyPF.

I originally meant to only put this in my Patreon-Discord, but.. I might make public write-ups for livestreams.
(11/11)
.. might be kinda cool if you have to be there for the knowledge (or support me on Patreon for write-ups).
also here's a link to the reddit thread if you want to vote (up or down, whatever you think it deserves)
reddit.com/r/SSBM/comment…
Update: Don't know how I missed this. Fox can actually get 16f GALINT on Yoshi's Story if he falls for 1f (DJ as soon as possible) and then inputs the laser on frame 12 of the DJ. It's frame perfect.

This method is not as good for consistency, but yields maximum GALINT.
This inconsistency does not carry over to the other stages. If you want to be using this in your play, you should probably use the method I listed above, simply due to the increase leniency.

This was pointed out by MQRedditor (on Reddit). Thank you to them!
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