⑨ball
Smash Ace
- Joined
- Oct 6, 2014
- Messages
- 819
Been holding off on threads and junk because I think without video example guides tend feel a little dry, but I wanted some type of documentation on this because it's pretty amazing and I'm hoping we can crack some of the silly things I've done with this.
So, what is RTACC?
Rtacc is an abbreviation for Run Turn Around Crawl/Crouch Cancel. We don't need three C's right?
You'll recognize the first 4 letters from the Run Turnaround Cancel.
Which is pretty notable in that it lets WFT approach or retreat without giving up her neutral options letting her do things like approaching reverse shield, sliding uptilt, or a boosted dtilt to name a few things.
However there's another application that while not completely exclusive to WFT benefits her more than any of the few characters that can use it. That is the RTACC.
Ok sounds cool, how do Ishot web do it?
It's pretty simple at it's base but there's a lot to be explored and a lot I haven't mastered that I'm hoping the community can help shed some light on.
Simply perform a rtac and crawl or crouch as the name implies.
Like I said simple. Now here's where things get interesting. When performed running right to left, you are limited to just the crouch portion of this technique. This lets you extend your neutral state even further than the Rtac would by sliding along the ground. You can still crawl but nothing really notable happens.
However when moving left to right, similar to the tech @ Nixul_rz describes in Reverse Dacus wii fit trainer, your momentum carries over into your crawl letting you retreat or approach in neutral with a sliding effect very similar to Melee's wavedash.
For clarity's sake here are the steps:
Not sure when I'll be able to get videos up, so if you have a capture card or decent video camera, feel free to post a video to help people more suited to visual learning.
Have fun~
So, what is RTACC?
Rtacc is an abbreviation for Run Turn Around Crawl/Crouch Cancel. We don't need three C's right?
You'll recognize the first 4 letters from the Run Turnaround Cancel.
Which is pretty notable in that it lets WFT approach or retreat without giving up her neutral options letting her do things like approaching reverse shield, sliding uptilt, or a boosted dtilt to name a few things.
However there's another application that while not completely exclusive to WFT benefits her more than any of the few characters that can use it. That is the RTACC.
Ok sounds cool, how do I
It's pretty simple at it's base but there's a lot to be explored and a lot I haven't mastered that I'm hoping the community can help shed some light on.
Simply perform a rtac and crawl or crouch as the name implies.
Code:
1. run in one direction
2. turn around
3. crawl/crouch
However when moving left to right, similar to the tech @ Nixul_rz describes in Reverse Dacus wii fit trainer, your momentum carries over into your crawl letting you retreat or approach in neutral with a sliding effect very similar to Melee's wavedash.
For clarity's sake here are the steps:
Code:
1. run to the left
2. turn around
3. crawl in the direction you want to go
4. Enter any state that isn't crawling or crouching (including dtilt and dsmash) for a significant boost
Have fun~
Just the ability to retreat on the approach and bait out attacks and grabs without giving up the ability to shield, jab or anything else is already great imo but there's so much potential in this I am dead serious when I say it's the best thing since 1.03 reverse fair.
The boost you get can carry over multiple times with crawl alternation letting you traverse the stage at speeds rivaling Sonic and Captain Falcon and because you are still in neutral you can use things like utilt and jab to pass through characters or shields without much worry of being punished.
The left to right thing might seem a little limiting at first but because you can use it in reverse it's not that big of a deal. Going in reverse has in fact produced the fastest and longest slide I was able to produce, going the entire length of FD. This most likely has something to do with the forwards crawl Nixul mentioned in the r-dacus thread, because I noted that she had turned around while sliding without mid-slide input to do so.
The speed change from crawling/crouching to rtacc is pretty jarring but thanks to being in neutral it can be canceled into a dash or another rtac. A few of WFT's normals also seem to halt her momentum so it'll never be something out of our control.
The most threatening thing I've done so far and most likely thing to get this patched(if it doesn't make the list just for being interesting) seems to be some sort of hitbox stacking. Sometimes when doing this the sound for the crawl gets super loud and carries over to your slide or walk, during this time hitboxes from normals seem to hit multiple times and I managed to kill Sonic with an Fsmash near edge of omega battlefield...at 20% his end percent before he hit the blast zone was 138%. Not sure how to recreate it yet, but with the possibility there it'll be fun to find out.
The boost you get can carry over multiple times with crawl alternation letting you traverse the stage at speeds rivaling Sonic and Captain Falcon and because you are still in neutral you can use things like utilt and jab to pass through characters or shields without much worry of being punished.
The left to right thing might seem a little limiting at first but because you can use it in reverse it's not that big of a deal. Going in reverse has in fact produced the fastest and longest slide I was able to produce, going the entire length of FD. This most likely has something to do with the forwards crawl Nixul mentioned in the r-dacus thread, because I noted that she had turned around while sliding without mid-slide input to do so.
The speed change from crawling/crouching to rtacc is pretty jarring but thanks to being in neutral it can be canceled into a dash or another rtac. A few of WFT's normals also seem to halt her momentum so it'll never be something out of our control.
The most threatening thing I've done so far and most likely thing to get this patched(if it doesn't make the list just for being interesting) seems to be some sort of hitbox stacking. Sometimes when doing this the sound for the crawl gets super loud and carries over to your slide or walk, during this time hitboxes from normals seem to hit multiple times and I managed to kill Sonic with an Fsmash near edge of omega battlefield...at 20% his end percent before he hit the blast zone was 138%. Not sure how to recreate it yet, but with the possibility there it'll be fun to find out.
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