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1st Class SOLDIER Drills: An Execution/Tech Skill Guide (v1.3.1)

GHNeko

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1st Class SOLDIER Drills
A Practice Guide to developing your Execution with Cloud
Guide Version 1.3.6.4 – Last Updated: 27-March-16 @ 0422 (-0500 CST)

Hello there. This is a guide that I came up with that is designed to help Cloud players develop muscle memory for various things that I find important to the road of becoming a good Cloud player! The whole idea behind this guide is that if you spend time practicing these things and develop strong muscle memory for various Cloud things, that you can spend less time worrying about trying to do something, and more time on the match in front of your eyes. This is not necessarily a guide to teach you combos, when to do things, or things of that nature; though you may get some light info in that regard. You dont have to do everything listed in order, and you can make your own "practice routine". I'll post recommended routines for various skill levels in the future however!

THIS GUIDE IS SPECIFICALLY FOR PRACTICING YOUR EXECUTION WITH THIS CHARACTER SO THAT YOU CAN RELIABLY AND CONSISTENTLY DO THE THINGS YOU WANT TO DO WITH CLOUD.

This guide is NOT FINAL.
This guide is open to feedback and suggestions for what should be added and what should be removed or adjusted. That does not mean I will take any and all suggestions as I do intend for this to be a curated guide that focuses on the more important and Cloud-centric things to practice. Not only that, but I will continue to update this guide on my own with more drills, routines to practice, video examples and applications, and more! Keep checking back from time to time!

Now with that being said, I hope that everyone is able to get something out of this guide.
I hope you enjoy this guide and you get something out of it.

Good luck with your training!



R-Cloud: Regular Cloud
L-Cloud: Limit Cloud
CS: Cross Slash
LCS: Limit Cross Slash
BB: Blade Beam
LBB: Limit Blade Beam
CH: Climhazzard
LCH: Limit Climhazzard
FT: Finishing Touch
OOL: Out of Limit
Uair into Uair - Staple juggle/combo with Cloud. Being able to land this consistently also helps with timing your juggles as well, and can also help you time Uair into other aerials more consistently. Upon reaching the ending percent, restart from 0%. R-Cloud Only. You must start at 0%.

  • 1 set: Landing Uair into Uair on Jigglypuff 10 times from 0-70%
  • 1 set: Landing Uair into Uair on G&W 10 times from 0-70%
  • 1 set: Landing Uair into Uair on Peach 10 times from 0-70%
  • 1 set: Landing Uair into Uair on Lucario 10 times from 0-90%
  • 1 set: Landing Uair into Uair on Ganondorf 10 times from 0-90%

FH AC Dair into FT - One of Cloud’s strongest kill combos in his arsenal. Being able to land this consistently allows you to take early leads in the match by killing as early as ~60%. Landing this combo consistently also puts passive pressure on your opponent whenever you’re playing with Limit Break active. This also feeds into your AC Dair practice which is important for various follow ups from AC Dair. L-Cloud Only.

  • 1 set: Landing FH AC Dair into FT on Jigglypuff 20 times at 40% | Cloud @40%
  • 1 set: Landing FH AC Dair into FT on G&W 20 times at 46% | Cloud @ 46%
  • 1 set: Landing FH AC Dair into FT on Peach 20 times at 48% | Cloud @ 48%
  • 1 set: Landing FH AC Dair into FT on Lucario 20 times at 59% | Cloud @ 59%
  • 1 set: Landing FH AC Dair into FT on Ganondorf 20 times at 55% | Cloud @ 55%

FH AC Dair into Fair - Another potential kill combo for Cloud towards the ledge. Can also set up for a follow up if done as a ground bounce set up. Landing this combo consistently gives you more options for closing out the stock and give the opponent more reason to respect FH Dair. This also feeds into your AC Dair practice which is important for various follow ups from AC Dair. R-Cloud Only.

  • 1 set: Landing FH AC Dair into Fair (Meteor) on Jigglypuff 10 times from 0-60%
  • 1 set: Landing FH AC Dair into Fair (Meteor) on G&W 10 times from 0-62%
  • 1 set: Landing FH AC Dair into Fair (Meteor) on Peach 10 times from 0-61%
  • 1 set: Landing FH AC Dair into Fair (Meteor) on Lucario 10 times from 0-135%
  • 1 set: Landing FH AC Dair into Fair (Meteor) on Ganondorf 10 times from 0-100%

FH AC Dair into Uair - A strong way to build damage, on top of set up for Uair follow ups. Can also lead into a kill if you’re too far away from the ledge to combo into Fair, or you dont have Limit for FT. This also feeds into your AC Dair practice which is important for various follow ups from AC Dair. R-Cloud Only.

  • 1 set: Landing FH AC Dair into Uair on Jigglypuff 10 times from 0-105%
  • 1 set: Landing FH AC Dairinto Uair on G&W 10 times from 0-113%
  • 1 set: Landing FH AC Dair into Uair on Peach 10 times from 0-133%
  • 1 set: Landing FH AC Dair into Uair on Lucario 10 times from 0-149%
  • 1 set: Landing FH AC Dair into Uair on Ganondorf 10 times from 0-136%

FH AC Dair into LCS - The fastest way to build up damage from AC Dair, as well as being a potential kill combo in a few situations, based on positioning. Generally not recommended over FH AC Dair to FT; but useful to know for the rare situations where this is a better option. This also feeds into your AC Dair practice which is important for various follow ups from AC Dair. L-Cloud Only.

  • 1 set: Landing FH AC Dair into LCS on Jigglypuff 5 timesfrom 0-81%
  • 1 set: Landing FH AC Dair into LCS on G&W 5 times from 0-97%
  • 1 set: Landing FH AC Dair into LCS on Peach 5 times from 0-95%
  • 1 set: Landing FH AC Dair into LCS on Lucario 5 times from 0-134%
  • 1 set: Landing FH AC Dair into LCS on Ganondorf 5 times from 0-135%

FH AC Dair into LCH - A low damage, but easy combo that can kill at high percents. A solid way to close the stock more room for error as opposed to FH AC Dair into Fair, LCS, or FT. Something that is definitely recommend to keep in mind if you’re having trouble closing out a stock. This also feeds into your AC Dair practice which is important for various follow ups from AC Dair. L-Cloud Only.

  • 1 set: Landing FH AC Dair into LCH on Jigglypuff 5 times from 0-135%
  • 1 set: Landing FH AC Dair into LCH on G&W 5 times from 0-142%
  • 1 set: Landing FH AC Dair into LCH on Peach 5 times from 0-154%
  • 1 set: Landing FH AC Dair into LCH on Lucario 5 times from 0-195% [1]
  • 1 set: Landing FH AC Dair into LCH on Ganondorf 5 times from 0-119%

All AC Windows - Being able to reliably auto cancel all of your aerials from various heights allows you to safely place an offense or defense and minimize the opportunities your opponent has to punish you. While there are times where it is better not to AC, it’s still very much necessary to AC all of your aerials by choice from various heights, especially for Dair. To confirmed if your aerial has been autocanceled, try to shield afterwards. If your shield immediately comes up, you were successful. If it takes a little bit, then you were not successful.

  • 1 set: SHAC Nair 50 times.
  • 1 set: SH AC Uair 50 times.
  • 1 set: SH AC Bair to the right 25 times.
  • 1 set: SH AC Bair to the left 25 times.
  • 1 set: FH AC Fair to the right 15 times.
  • 1 set: FH AC Fair to the left 15 times.
  • 1 set: FH AC Dair 50 times.
  • 1 set: SH AC Dair from a platform 20 times. (Recommended Stage: Atmosphere --- Download Here --- || BF, SV, DL64, T&C, or Miiverse As Alternatives)

Minimum Height Uair - The first 2 active frames of Uair can hit extremely low, allowing for you to hit grounded and/or low profile opponents with Uair, allowing for a juggle starter, and possibly even a combo into Finishing Touch. Learning how to reliably hit with the lowest part of Uair can improve your combo game, pressure game, and neutral game. Try to find a rhythm for hitting your target and pay attention to when you actually do the Uair. Being able to hit Uair as low as possible from anywhere is an invaluable skill.

  • 1 set: SH Uair on Crouching Sheik as R-Cloud 25 times.
  • 1 set: FH Uair on Crouching Sheik as R-Cloud 25 times.
  • 1 set: SH Uair on Crouching Sheik as L-Cloud 25 times.
  • 1 set: FH Uair on Crouching Sheik as L-Cloud 25 times.

Limit Cancel - Limit Canceling is an advanced technique that allows R-Cloud to cancel limit charge into a variety of grounded actions. It is not to be confused with Limit Stop, which is basically stopping Limit Charge to perform an action. The usefulness of Limit Canceling is dependent on a myriad of factors, and is ultimately is situational but vital to squeezing out as much as possible out of Cloud. Being able to use Limit Cancel tactics consistently awards you more tools, allowing you more ways to handle your opponent; such as being able to Dsmash or Dtilt directly out of a run. All without the need to put up shield. R-Cloud Only.
In order to Limit Cancel, you must first start charging limit, then during the charge input the action you want to do, and then immediately press Shield afterwards. Applies only only to normals, and grab. Grab does not require the shield input.
Video Tutorial
Video Example


  • 1 set: Limit Cancel Dsmash 15 times.
  • 1 set: Limit Cancel Dsmash out of run 20 times.
  • 1 set: Limit Cancel Dtilt 15 times.
  • 1 set: Limit Cancel Dtilt out of run 20 times.
  • 1 set: Limit Cancel Utilt 15 times.
  • 1 set: Limit Cancel Utilt out of run 20 times.
  • 1 set: Limit Cancel Ftilt 15 times. [2]
  • 1 set: Limit Cancel Ftilt out of run 20 times. [2]
  • 1 set: Limit Cancel Jab 15 times.
  • 1 set: Limit Cancel Jab out of run 20 times.
  • 1 set: Limit Cancel Usmash 15 times.
  • 1 set: Limit Cancel Usmash out of run 20 times.
  • 1 set: Limit Cancel Grab 10 times.
  • 1 set: Limit Cancel Grab out of run 10 times.

Limit Stop - The primary difference between this and Limit Cancel is that Limit Stop has an additional 8 frame animation when stopped normally. Despite that; Fsmash is near impossible via Limit Cancel. Additionally, if you’re using Smash Stick with Cloud then Limit Cancel Fsmash/Ftilt becomes very hard so Limit Stop Ftilt/Fsmash is a consistent, but slower method for Ftilt out of Run. R-Cloud Only.

  • 1 set: Limit Stop Fsmash 10 times.
  • 1 set: Limit Stop Fsmash out of run 10 times.
  • 1 set: Limit Stop Ftilt 10 times.
  • 1 set: Limit Stop Ftilt out of run 10 times.

Foxtrotting - This allows you to dash back and forth similarly to that of an extended dash dance. It also covers a small amount of distance, similar to that of Perfect Pivot. Being able to do this consistently grants you additional movement options in neutral, and possibly bait you opponents to commit to an action.

  • 1 set: Foxtrot back and forthin place for 1 minute.
  • 1 set: Foxtrot back and forth from one side of the stage to the other 5 times.
  • 1 set: Foxtrot into an immediate Jab 20 times; Before Cloud pulls his left hand back in.
  • 1 set: Foxtrot into an immediate Utilt 20 times; Before Cloud pulls his left hand back in.
  • 1 set: Foxtrot into an immediate Dtilt 20 times; Before Cloud pulls his left hand back in.

Ledge Snapping with Climhazzard - Cloud does have the ability to ledgesnap to the ledge if he’s fairly close and level with the ledge. Being able to do this consistently will bolster your personal survivability, and prevent you from being forced to recover high or low, as well as better avoid windboxes. R-Cloud Only.

  • 1 set: Ledgesnap with Climhazzard 35 times.
  • 1 set: Airdodge into Ledgesnap with Climhazzard 35 times.

B-Reversing - B-Reversing Specials grants you extra opportunities to surprise your opponent, maintain space, or simply make punishing certain options possible. Mastering this will enhance your neutral game and punish game.

  • 1 set: B-Reverse Blade Beam in both directions 25 times.
  • 1 set: B-Reverse Climhazzard in both directions 25 times.
  • 1 set: B-Reverse Climhazzard out of shield in both directions 25 times.
Shielddropping - Shielddropping is an advanced technique from Melee. This allows you to drop through a platform WHILE IN SHIELD. This is important because letting go of shield takes 8 frames. Mastering this allows you to punish poor advances from either above or below, improving your defensive game. It’s extremely useful for Cloud due to his powerful aerials.
In order to shielddrop from a platform, you must shield and then with moderate speed, you must tilt your control stick down. If you’re too fast, you will spotdodge. If you’re too slow, you will simply angle your shield. This technique requires a very specific speed.
Video Tutorial
Video Example 1
Video Example 2
Video Application 1
Video Application 2

  • 1 set: Shielddrop from a platform 60 times.
  • 1 set: Shielddrop into Uair from a platform 20 times.
  • 1 set: Shielddrop into Nair from a platform 20 times.
  • 1 set: Shielddrop into Bair from a platform 20 times.
Running Shielddrop - Similar to shielddropping, this is also an advanced technique. The concept is the same in this, however the inputs are different. The applications are also the same as with shielddropping, but note that running shielddrops will carry momentum from the run. Mastering this allows you to punish opponents below you from a platform.
In order to running shielddrop, you must slide your stick down 1 notch from a run and towards the end of that input, press shield. If you’re too fast, you will spotdodge. If you’re too slow, you will simply shield. This technique requires a very specific speed.
Video Tutorial
Video Example 1
Video Example 2

  • 1 set: Running Shielddrop from a platform 60 times.
  • 1 set: Running Shielddrop into Uair from a platform 20 times.
  • 1 set: Running Shielddrop into Nair from a platform 20 times.
  • 1 set: Running Shielddrop into Bair from a platform 20 times.

Limit Dropping - Similar to shielddropping, this is also an advanced technique. The concept is the same in this, however the inputs are different. The applications are the same as with shielddropping, but note that Limit Dropping occurs while charging limit break. Mastering this allows you to punish poor advances from either above or below when charging Limit Break, improving your defensive game. R-Cloud Only.
In order to Limit Drop, you must tap your stick down shortly before pressing shield while charging limit. If you’re too fast, you will spotdodge. If you’re too slow, you will simply shield. This technique requires a very specific timing.
Video Tutorial
Video Example 1
Video Example 2


  • 1 set: Limit Drop from a platform 60 times.
  • 1 set: Limit Drop into Uair from a platform 20 times.
  • 1 set: Limit Drop into Nair from a platform 20 times.
  • 1 set: Limit Drop into Bair from a platform 20 times.

Ledgehop AC Uair - A strong, but easy to counter option when recovering from the ledge. However, it can reverse the situation completely if successful. Landing this from the ledge allows a plethora of follow up and escape options. Mastering this gives you a strong option to get yourself out of the corner when used intelligently.

  • 1 set: Ledgehop AC Uair 20 times.
  • 1 set: Ledgehop AC Uair into Utilt 20 times.
Dthrow Pivot Jab Combo - An alternative to Dthrow into Cross Slash and Dthrow into Ftilt. Generally guaranteed on all characters who do not have a counter at very low percents (<10%). Useful for L-Cloud in order to avoid burning limit on Dthrow follow ups and getting guaranteed damage.

  • 1 set: Dthrow into Pivot Jab Combo to the right 15 times.
  • 1 set: Dthrow into Pivot Jab Combo to the left 15 times.

Powershield - A universal mechanic that is similar to that of a parry. Powershielding allows you to block an attack or projectile without taking shield damage, shieldstun, or shield knockback. While not cloud specific, it’s extremely useful to practice. Mastering this can nullify most projectile tactics and make punishing attacks must easier.

  • 1 set: Powershield the projectile of the item, “Killer Eye”, 50 times. You must be moving while practicing this. Do not stand still.

Hitting Max Range Aerials - Being able to properly space your aerials minimizes the window of opportunity for your opponent to punish you, allowing you to stay safer than if you were closer to them. Cloud is capable of safe pressure with his aerials are long as they’re properly spaced to hit at max range. Mastering this will help improve your spacing game as well as pressure game. Keep your opponents level with you.

  • 1 set: Hit an opponent with the tip of Nair 20 times.
  • 1 set: Hit an opponent with the tip of Bair 20 times.
  • 1 set: Hit an opponent with the tip of Fair 20 times.
  • 1 set: Hit an opponent with the tip of Uair 20 times.

Perfect Pivot - Perfect Pivot is a movement technique that allows for micro-spacing against your opponent. Useful when combined with Foxtrotting. PP receives the greatest amount of utility when combined with other movement techniques.

  • 1 set: Perfect Pivot to the left 15 times.
  • 1 set: Perfect Pivot to the right 15 times.
  • 1 set: Perfect Pivot Utilt to the left 15 times.
  • 1 set: Perfect Pivot Utilt to the right 15 times.

[1] This range could grow higher, but I arbitrarily decided to stop here.
[2] Tilt Stick recommended. Smash stick is capable of Limit Cancel Ftilt, however the amount of analog precision required means that Limit Canceled Ftilt with Smash sticks will generally be slower and more inconsistent without amazing precision.
 
Last edited:

GHNeko

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Changelog:

1.3.1 - Initial Guide Posted
1.3.2 - Added slight info in opening paragraph about practice routines.
1.3.2.1 - Fixing some formatting stuff that didnt translate well into RTF.
1.3.3.1 - Added Fsmash drills to Limit Cancel with a footnote. Thanks to The Stoopid Unikorn The Stoopid Unikorn for the info.
1.3.3.2 - More formatting/typo fixes. Libreoffice formatting did not play nice with Smashboards x_x.
1.3.4.2 - I somehow managed to un-add B-Reversed Up B OOS for some dumb reason. It's back now.
1.3.5.2 - Added Atmosphere to the list of stages to practice AC aerials on as the recommended stage, with a link to its thread. Also added some video examples of Limit Cancels, Shield drops, AC Aerials being done on Atmosphere. Changed footnote 4 to 3, as 3 was removed due to the addition of Atmosphere.
1.3.5.3 - Minor fix here and there. V:
1.3.6.3 - Removed Limit Cancel Fsmash because with further testing, I realized that A-B smash actually is a Limit Stop and not Cancel. Also some more fixes lmfao.
1.3.6.4 - Added a glossary to help understand shorthand. Also moved the changelog down one post in preparation for an upcoming update.
 
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The Stoopid Unikorn

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Fsmash is near impossible via Limit Cancel so you’ll have to rely on Limit Stopping for Fsmash.
I just want to point out that turning on the A+B Smash attack feature allows you to Limit Cancel Fsmash.

Besides that, these exercices seems to be very helpful. Will try them as soon as I'm able to play.
 

CrimsonRick117

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Good stuff so far still needs some work, but you made it clear it will be updated over. When I get the chance i'll try some of these out.
 

FightingPolygon

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This is amazing! I wonder what you used to determine how many times I need to practice each technique. Some are 20, some are 60. Can you elaborate?
 

GHNeko

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This is amazing! I wonder what you used to determine how many times I need to practice each technique. Some are 20, some are 60. Can you elaborate?
Somewhat arbitrary, mostly subjective. The idea behind the values is that, "by the time you finish the set, you're feeling it in your muscles".

Just like actual exercise, the more you do something. The more you get used to it. When I was doing this myself, I did these things over and over until I felt like there was some sort of muscle memory developing. The things I find more important, I gave extra reps because developing muscle memory for that thing I feel is more important.

I would add Reverse Climhazzard OoS to this list as well. But nice stuff man!
I did add B-Reversed Climhazzard OOS. It's under B-Reversal.
 

Zetox

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These drills add well to my training sessions. It has made me realize how inconsistent my auto-cancels were. Thanks for posting!
 

CrimsonRick117

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Showed this to a buddy and he's like what is this boot camp?. . . I go if you wanna git gud you better start doing these **** boy, but jokes aside good stuff Neko
 

BlueX

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This looks like a good guide. I will make sure that i learn and practice some of this before my tournament.
 

GHNeko

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GHNeko GHNeko do you do these drills regularly or what would be your recommendations for doing them across a week?

Everyday is best. But that's just me. Try to do a couple drills each day at the very least. Spending 30 mins on drills a day will help you out long run.
 
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Zetox

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Everyday is best. But that's just me. Try to do a couple drills each day at the very least. Spending 30 mins on drills a day will help you out long run.
Ahh I see, I'm doing the drills for the first time right now but what do you mean by "R-Cloud" and "L-Cloud"?
 

Lyled

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This is awesome. Great that you shared your training guide with everyone. Will try it out when I stop playing pokken haha.
 

IsaacMole

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Thanks a ton for posting this. I was having quite a bit of difficulty figuring out how to practice without a human opponent around.

A few questions though.

FH AC Dair into FT - Are these %s supposed to be kill %s? If so, I'm doing something wrong. They seem to be just on the border of killing. Sometimes they do, sometimes they don't.

All AC Windows - Bair can only be autocancelled if I input instantly out of my jump and don't fastfall, correct?
 

GHNeko

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Thanks a ton for posting this. I was having quite a bit of difficulty figuring out how to practice without a human opponent around.

A few questions though.

FH AC Dair into FT - Are these %s supposed to be kill %s? If so, I'm doing something wrong. They seem to be just on the border of killing. Sometimes they do, sometimes they don't.

All AC Windows - Bair can only be autocancelled if I input instantly out of my jump and don't fastfall, correct?

FH AC Dair into FT will kill at all those percents. If they dont kill, then you were slow on the inputs basically OR your dair spacing was slightly off.

You can get them all consistantly assuming you're dair spacing and timing are on point.


Yes. Bair only ACs on SH if buffered and rising with no fast fall.
 

JJpalmer

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i like this ill have to try to do this training style for ike i only second/pocket cloud so my knowlegde is sparse i like this tho.
 

Fex13

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one important thing to practice is to perfect pivot right after your aerials.
e.g. AC SH uair> land> perfect pivot
another thing is to perfect pivot after a missed jab1 to space yourself again. perfect pivot with cloud is still underrated,imo.
it is a great tool after several of clouds moves.
 

Freakazo

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Geez that took me way longer than 30 min for my first time. Maybe cause I have bidou set up but I can't get autocanceled up airs? Also how do you get the up air against crouching shiek consistant? I get it about 1/8th of the time
 

Zetox

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Geez that took me way longer than 30 min for my first time. Maybe cause I have bidou set up but I can't get autocanceled up airs? Also how do you get the up air against crouching shiek consistant? I get it about 1/8th of the time
It would probably more beneficial to just try and space an AC Dair instead of doing an Upair for an aerial approach since it is a very tight timing to get it on crouching sheik.
 

GHNeko

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Geez that took me way longer than 30 min for my first time. Maybe cause I have bidou set up but I can't get autocanceled up airs? Also how do you get the up air against crouching shiek consistant? I get it about 1/8th of the time
It's a timing thing actually. That's the trick. Once you learn the timing, the spacing will be ingrained over time.

It would probably more beneficial to just try and space an AC Dair instead of doing an Upair for an aerial approach since it is a very tight timing to get it on crouching sheik.
Well the thing about hitting a crouching shiek is to help you learn the timing/spacing for minimum reach uairs.

Also Crouch Canceling hurts AC Dair follow ups a bit, but make follow ups from Uair more consistent.
 

DoubleHarold

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Are those kill percents pre patch? I'm not great, but even slowing to half and quater speed, I can't get the FH AC dair to FT to kill on FD. The combo counter is reading it as a true combo, so I don't know if I can get the timing any tighter. Is there something I'm missing, or should I just git gud?
 

GHNeko

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Are those kill percents pre patch? I'm not great, but even slowing to half and quater speed, I can't get the FH AC dair to FT to kill on FD. The combo counter is reading it as a true combo, so I don't know if I can get the timing any tighter. Is there something I'm missing, or should I just git gud?
Sorry for the late replay. These are 1.15 which is the same for 1.16.

Which one are you having issues with? I can record a video and upload it so that you can see the timing.
 

Tisbomb

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Sorry for the late replay. These are 1.15 which is the same for 1.16.

Which one are you having issues with? I can record a video and upload it so that you can see the timing.
I am having a similar issue, a visual representation would be great to see when you need to land the FT for it to be a true combo.
Thanks for all the work you have put into this GHNeko, this is awesome information.
 

GHNeko

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I am having a similar issue, a visual representation would be great to see when you need to land the FT for it to be a true combo.
Thanks for all the work you have put into this GHNeko, this is awesome information.
Yeah it's no big deal.

Let me know specifically which one you're having trouble with and I'll record the timing.
 
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