ToonKake
So Animated
i kno all there is to kno bout sonic but theres just one thing i havent been able to jot down & dat is spin JUmp -.-
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oooooooooi kno all there is to kno bout sonic
mhm, mhmbut theres just one thing i havent been able to jot down & dat is spin JUmp -.-
[table=head]
CHARACTER | Starts Working | Works Reliably | Kills | Stops Working
SD setup | Bair: %; FS: % | Bair: % | Can't recover: %; KO: % | %
SC setup | Bair (over): %; Bair (under): %; FS: % | Bair (over): %; Bair (under): % | Can't recover: %; KO: % | %
SC+FS setup | Bair: %; FS: % | Bair: % | Can't recover: %; KO: % | %
[/table]
Wow, I literally read all up until the last sentence lmao.But I.. clearly stated so in that last paragraph..
Sakurai says a lot of things.I thought Sakurai said they were done, regarding game balance... Are they really considering nerf/buffs?
Following up on this discussion. Just finished my tutorial video on this glitch.
It was a bit hard to do this when holding my phone between my legs and playing, but I managed to get it.
The spawn of the spring makes them warp to you.
I have yet to confirm if it works with Megaman as well, considering Rush doesn't last as long.
Edit: It's very strict timing. I'm sure there's only a 1 frame window.
Ah D:I think the opponent's height sometimes is higher simply because they'll always get the ground Spring height as opposed to Sonic who either get the ground or the aerial Spring height.
tw;du: opponent's Spring height is constant while Sonic's is variable
Great vid, nonetheless!
That could be useful. I know people like the visual aid because just being told about a thing through text is confusing and there's no real point of reference.About where to post the vid: I guess I could make an "AT" section and simply put the videos there, in this thread.
I think I was going to leave this one to Orochi since he's better at explaining it than myself… But we also flirted over the idea of a collab, but I totally agree that this is something that needs to be broken down and presented to the public.now we just need a video explaining BSBS......and why it's terrible.
Huh, never noticed that item toss bug in Brawl. Does it still happen in Sm4sh?then theres the stupid item toss bug where if we throw an item just before landing after using up- b we lose our double jump entirely and go into special fall after jumping, using HA, or anything that causes us to go airborne except getting hit. this was in brawl but i guess they never noticed it.....and then theres the floating spin dash/charge. if you hit an opponent at low % with an uncharged SC near the edge and roll off sonic just floats. to do it with SD just hit someone during the hop near the edge and turn around and go off the ledge.
Maybe the game thinks you triggered a very much so guaranteed spin**** without the trajectory? Though, this only happens when I roll of the edge. It's a pretty damn annoying situation for whenever i flub a VSDJ at the edge.Yes, i'm aware that i and o are next to each other, but that wasn't a typo.On a side note: it does irk me that sometimes I seem to jump with the A button whenever I try to do an aerial after running off an edge and I have no idea why it happens.
Oh wow, this **** is still in indeed. Chalk one more up to the dev team for really knowing how to debug Sonic.then theres the stupid item toss bug where if we throw an item just before landing after using up- b we lose our double jump entirely and go into special fall after jumping, using HA, or anything that causes us to go airborne except getting hit. this was in brawl but i guess they never noticed it.....
Pretty much, yeah. For this list I set the percentage to around 20~30% and used SD->SDJ->FS->Dair. Always off stage to ensure it was indeed spiking (and where we should be doing it in the first place anyway).@ Sonic Orochi how exactly do you practice/test this move? And do you do it off the ledge?
Yes, but since the list of "perfect combo-able" characters is so small, I think I'll be able to do it by myself, so I'll come up with the data AND the tutorial video later in the next few months.. I hopeI take it it's time to revive the "footstool dair" project that Orochi proposed earlier in this thread?
Yes, but since the list of "perfect combo-able" characters is so small, I think I'll be able to do it by myself, so I'll come up with the data AND the tutorial video later in the next few months.. I hope
data AND the tutorial video later in the next few months.. I hope
later in the next few months.. I hope
few months.. I hope
months.. I hope
months
I'm not pretty sure about the jump cancel to ground Spring....(not remember lol)I wonder where you got the inspiration for some parts of your vid lol
Hey, I want to know something: were we able to jump cancel into a ground Spring pre-patch? I never tried it, so..
Anyway, short hop->air dodge->Uair1->foxtrot chase->jump cancel ground Spring->Uair
Also: ASD->double jump cancel->full charge HA
Try it and see if it's good enough to be used in a real match.
Guess I should try to record that, right? lol Just a sec.Orochi, to be honest, I'm not quite sure what you're asking or saying.
Got it, but seriously, I'm not sure if this "combo" will connect.... but that part of GSpring to Uair....I'm pretty sure it will miss, at least your opponent get confused...Short hop then airdodge and then Uair after the airdodge ends. Only Uair1 will come out.