Project M Parry update: you can try it now!

Anyone who's ever played a platforming type game in the whole life can naturally short hop as anyone in Smash.

Not at all.

If you think short hopping is difficult then there is absolutely no hope for you already.

That's why I described it as "one of the most basic actions in the game".

Fox's short hop is a 3 frame window, and that window is just to let go of the button, which is naturally faster than pressing another button

Fox's jump squat anim is 3 frames, to actually short hop you have to release before the last frame, so you release between the first two. What does that even mean that it's just a let go of a button, not shit that's what a button press is.

L cancel window is 7 frames

Yes it is, I remembered wrong but that just helps my case because l-canceling is adaptive a large portion of the time because many things can mess with the timing like hit stun, shield stun, fast falling, etc. It's not always static as it is with shffls.

The things you described are static executions that will always have the same input timing every single time it is done, and there are no factors that change that.

Yes shffling and most small techs like that can be executed entirely from unconscious muscle memory, that's not why combing is difficult in melee.

Literally every fighting game in the world has 1 frame links, often in universal mechanics. Keeping your opponent in block or hitstun is way more than often nothing but 1 frame links, otherwise suffer the high damage punishment of a DP type attack or extremely fast grabs that often happen on frame 1 or 2, whereas grabs in Smash happen on frame 7, literally used in the exact same function as the fabled shine.

You're just cherry-picking, nothing actually entirely consists of 1 framers. It's a part of the game but not everything is 1 framers as you make it out to seem. That's like saying everything in melee is multishines.

While both games account for spacing as well, there are no traditional fighters that have as much emphasis on movement as melee which is where the large amount of APMs come from.

To parry, you don't have that static execution privilege.

Yes you do, it's just down (or forward for aerial) on the control stick.

It's alright though, I fully understand why and how smash players are incapable of comprehending mixups.

lol, all fighters need to worry about in mixups are the traditional RPS mechanics and spacing. Combos in traditional fighters as well have no interaction as when you land a hit you can continue your static muscle memory combo links until they hit the ground. Unlike in Smash where the player being comboed can entirely dictate the player's combo by influencing their knockback direction, DIing, teching, etc.

Responding to the other player's reaction out of a hit is what makes the tech difficult in melee, not the execution of a simple shffl or wavedash. The is a dynamic no other fighters have and has infinitely more options of mixups if you include the amount of options that movement adds to the game as well.

If you /really/ think a 5 frame parry window is easy, I challenge you to post 1 video of yourself parrying

fuck no I don't have time for that, I'll post a video of me parrying lasers when you post a video of doing a huge 1-link combo.

/r/SSBPM Thread Link - youtube.com