If you've played or watched any Street Fighter in recent years, you're probably familiar with the term "Option Select". If you haven't, the best way to explain them is that they're a single sequence of inputs that act differently depending on the situation they're used in. They're a pretty big deal in SF, so I decided to try and TAS some OS-like things in SSBM. My examples aren't particularly practical or useful, but I decided to post them at least to get people thinking about stuff. Sorry if stuff like this has already been found. The videos are all short clips without sound because muxing the sound back into Dolphin recordings is a pain.
Falco example:
https://www.youtube.com/watch?v=-lOndI4W4j0
https://www.youtube.com/watch?v=00O1HbJs9ac
While they're both very underwhelming videos on their own, Falco is performing the same series of inputs in both videos. If the shine doesn't connect with anything, a waveshine comes out. If the shine hits/is shielded, a short hop comes out.
Fox example:
https://www.youtube.com/watch?v=W9AtnW6APsU
https://www.youtube.com/watch?v=NXEOyGLPo2U
Same deal here, except changed to a double shine. When it's shielded, a double shine comes out, but on a backroll a waveshine chases it down.
The basic idea here is that you abuse the hitlag from shine connecting. The first jump is input, but nothing comes out because of the hitlag, and then you input another jump which will only come out if that hitlag happened. I have the detailed breakdown of the inputs, if anyone's interested.
Falco example:
https://www.youtube.com/watch?v=-lOndI4W4j0
https://www.youtube.com/watch?v=00O1HbJs9ac
While they're both very underwhelming videos on their own, Falco is performing the same series of inputs in both videos. If the shine doesn't connect with anything, a waveshine comes out. If the shine hits/is shielded, a short hop comes out.
Fox example:
https://www.youtube.com/watch?v=W9AtnW6APsU
https://www.youtube.com/watch?v=NXEOyGLPo2U
Same deal here, except changed to a double shine. When it's shielded, a double shine comes out, but on a backroll a waveshine chases it down.
The basic idea here is that you abuse the hitlag from shine connecting. The first jump is input, but nothing comes out because of the hitlag, and then you input another jump which will only come out if that hitlag happened. I have the detailed breakdown of the inputs, if anyone's interested.