Doval
Smash Lord
tl;dr version: air dodge to jump sooner.
First off, I don't think this has been covered in any thread, but if it has, my apologies. You can call this a technique, a game mechanic, an "advanced tech," whatever. I don't think it's terribly advanced, but that's just me. Anyways...
Many of you've probably noticed that when you get launched far by a strong attack, you can air dodge shortly after being launched, even though you can't jump or use B moves yet. If you haven't done it yourself, you may have seen an NPC do it. In any case, the point is that the game allows you to do: A) any aerial; B) your character's Z-air/Z-tether, if any; or C) air dodge, MUCH earlier than your character should come out of stun. This is why characters with Z-tethers can still tether edges as they fly by, even if they've been hit so hard they'd die. The tethering thing aside, this fact on its own won't save you. Air dodging won't slow you down, and aerials that stop your momentum or make you dive downwards stop messing with your momentum when you're launched at high speeds.
Here's the thing. As M2K mentioned in his character weight thread, doing your mid-air jump slows you down, assuming you were holding forward of course. However, if your % is high enough, your mid-air jump can come out too late, or you can die before your character even gets the chance to jump. If you air dodge (or use an aerial, but for most characters air dodging lasts less than any aerial they can use) you'll be able to do any action you want after the dodge ends, including jumping. This lets you jump sooner, and lets you last (more or less) an extra 10% against horizontal KOs. It's not a huge difference, but every bit counts. This is pretty much useless against vertical KOs though.
As far as I know this doesn't have a name, but if you guys are going to name it at least make it something relevant like "stun canceling" or "early jumping" or something.
First off, I don't think this has been covered in any thread, but if it has, my apologies. You can call this a technique, a game mechanic, an "advanced tech," whatever. I don't think it's terribly advanced, but that's just me. Anyways...
Many of you've probably noticed that when you get launched far by a strong attack, you can air dodge shortly after being launched, even though you can't jump or use B moves yet. If you haven't done it yourself, you may have seen an NPC do it. In any case, the point is that the game allows you to do: A) any aerial; B) your character's Z-air/Z-tether, if any; or C) air dodge, MUCH earlier than your character should come out of stun. This is why characters with Z-tethers can still tether edges as they fly by, even if they've been hit so hard they'd die. The tethering thing aside, this fact on its own won't save you. Air dodging won't slow you down, and aerials that stop your momentum or make you dive downwards stop messing with your momentum when you're launched at high speeds.
Here's the thing. As M2K mentioned in his character weight thread, doing your mid-air jump slows you down, assuming you were holding forward of course. However, if your % is high enough, your mid-air jump can come out too late, or you can die before your character even gets the chance to jump. If you air dodge (or use an aerial, but for most characters air dodging lasts less than any aerial they can use) you'll be able to do any action you want after the dodge ends, including jumping. This lets you jump sooner, and lets you last (more or less) an extra 10% against horizontal KOs. It's not a huge difference, but every bit counts. This is pretty much useless against vertical KOs though.
As far as I know this doesn't have a name, but if you guys are going to name it at least make it something relevant like "stun canceling" or "early jumping" or something.