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.

A true sign of incompetence.

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.

In PM you can release the button by frame 3, proven by simply turning debug mode and using frame advance. In Melee short hopping is actually bugged so that /sometimes/ you have to release it by frame 2, but even so, if you have problems with being able to do either one then you shouldn't even be attempting to describe either game.

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.

If you /ever/ miss an L cancel after knowing about it for like two weeks or so, under any circumstance, that pretty much automatically means you flat out suck. You're once again attempting to overhype the difficulty of the game when there isn't anything worth true merit compared to other games.

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.

Every single street fighter game in the universe contains a shit load of 1 frame links and/or, plenty of which are character vs character specific, mid or corner specific, spacing specific, anything you could possibly think of. King of Fighters BnB combos are far more frame tight than anything found in typical Smash play. Tekken whiff punishes are frame tight. Arguing against this will only make you look like even more a fool. Just stop lol.

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.

No, you do not have static control over the execution of a parry unless you are literally pressing the buttons on your opponent's controller for him. Once again a fine example of an inability to read context clues and an excellent display of Smashberger's. Slow claps all around for you, man. I can guarantee you would literally never land a parry against me. neeeeeeeevveerrrrrrrr.

Everything else just proves to me that you've literally never played any fighting game in the world, including smash, passed an intermediate level, and you have no right to even talk about them as if you know shit about them, because you do not. You're nothing more than just another of the same type of Smash player. The kind that has never played any other fighter before, and doesn't know SHIT about how to play fighting games because of their deluded ideas brought on by the free range ease of smash's nature.

Let me know when you get actually good at something. Until then, don't bother responding. You'll just keep embarrassing yourself.

/r/SSBPM Thread Link - youtube.com