SuperDoodleMan
01-31-2005, 05:56 PM
The Bomb Squat
Hold down after laying a bomb, and you will be crouching 8 frames before the bomb-laying animation should be over. This is the only non-charging B move I know of that can be cancelled by an input!
You can then cancel the crouch by doing...almost anything, really, though an up tilt might be difficult. What this amounts to is acting 7 frames earlier than if you waited for the animation to end (I know I said 8 earlier, but remember you must crouch before you can do anything else).
I was fooling around with the SWD in AR and discovered this. For some reference, the SWD begins on 42, and you can Bomb Squat on 46 (and do something on 47) so if you SWD to BS, the distance you'd cover in the few frames you'd otherwise wait for, can be used to attack a closer opponent, and be farther away when you recover.
The Super Duper Wavedash
Despite the grandoise name, this novelty technique is rather useless. The only significant improvement over the "regular" Super Wavedash is in distance, which is quite unnecessary, given the SWD already covers as much distance as you could reasonably want.
Frame 41-42: SWD
Frame 46: crouch
Frame 47: shield
Frame 48: shield-grab
I dunno why I can't shield grab on 47, but whenever I try, I jab instead. Anyway, I assume this decreases Samus' traction, because I don't know where any additional speed would come from. The requisite of a shield-grab (which is 20 frames longer than her running grab) means if you whiff, you're totally screwed. FYI, if you grab someone, you stop on the spot, so you can't grab someone and drag them to the edge. But you can do this facing the other way, so when you pass them, your grab follows you (though Samus slides so fast, this happens even if you face forward, to a lesser extent).
Omnigamer made a video of the SDWD which is on the hub, named Super Duper Wavedash.
One thing more, is that the time for the SDWD inputs are not exacting requirements. If you're late, you just lose some distance.
Hold down after laying a bomb, and you will be crouching 8 frames before the bomb-laying animation should be over. This is the only non-charging B move I know of that can be cancelled by an input!
You can then cancel the crouch by doing...almost anything, really, though an up tilt might be difficult. What this amounts to is acting 7 frames earlier than if you waited for the animation to end (I know I said 8 earlier, but remember you must crouch before you can do anything else).
I was fooling around with the SWD in AR and discovered this. For some reference, the SWD begins on 42, and you can Bomb Squat on 46 (and do something on 47) so if you SWD to BS, the distance you'd cover in the few frames you'd otherwise wait for, can be used to attack a closer opponent, and be farther away when you recover.
The Super Duper Wavedash
Despite the grandoise name, this novelty technique is rather useless. The only significant improvement over the "regular" Super Wavedash is in distance, which is quite unnecessary, given the SWD already covers as much distance as you could reasonably want.
Frame 41-42: SWD
Frame 46: crouch
Frame 47: shield
Frame 48: shield-grab
I dunno why I can't shield grab on 47, but whenever I try, I jab instead. Anyway, I assume this decreases Samus' traction, because I don't know where any additional speed would come from. The requisite of a shield-grab (which is 20 frames longer than her running grab) means if you whiff, you're totally screwed. FYI, if you grab someone, you stop on the spot, so you can't grab someone and drag them to the edge. But you can do this facing the other way, so when you pass them, your grab follows you (though Samus slides so fast, this happens even if you face forward, to a lesser extent).
Omnigamer made a video of the SDWD which is on the hub, named Super Duper Wavedash.
One thing more, is that the time for the SDWD inputs are not exacting requirements. If you're late, you just lose some distance.