Remzi
formerly VaBengal
Introduction:
Before I get into it, I want to clear the air on something that I see misconstrued all the time. I'll do that by defining a couple of closely related terms:
Dash- The animation that a character enters when you flick the control stick to either the left or right. If you continue to hold the analog in the direction that you dashed, you will transition into a run animation.
Run- The animation that a character enters after a dash if the analog is held in the direction of a dash.
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Now, onto the topic at hand. From what we know so far, characters in Brawl and Smash4 share the same options out of Dash and Run animations. I'll list these now:
Options out of a Dash:
While you are given a number of options out of both dash and run, we are missing one option that made running very powerful in Melee and PM: Crouching out of a Run (Crouch Canceled Dash)
Being able to crouch out of a run provided players with tons of additional options. You could dtilt or dsmash of course, or better yet you could quickly release the crouch and do literally any standing option you wanted. That made Jabs, any tilts, any smashes, standing grabs, and additional dashes (in either direction) ALL possible out of a run.
Being able to crouch out of a run provided players with tons of additional options. You could dtilt or dsmash of course, or better yet you could quickly release the crouch and do literally any standing option you wanted. That made Jabs, any tilts, any smashes, standing grabs, and additional dashes (in either direction) ALL possible out of a run.
Changes in Sm4sh:
As many of you have realized already, running in Sm4sh is a bit more useful than it was in Brawl. We all know about running pivot tilts (or pivot cancelling as it has been horrifically named). We've seen how we can abuse the turnaround mechanics to sort of emulate a dash dance (moondashing?). What I'm going to show you here is another way that Sma4sh's mechanics can add to your options out of a run.
Remember those Crouch Canceled Dashes I mentioned above that were present in Melee? Well some characters in Sm4sh can almost emulate the functionality of that. There aren't any trick inputs, its actually quite simple. But quickly, I'll define one more term:
Skid- The animation your character enters when you exit a run by either resetting the analog to neutral or attempting to crouch mid-run.
Here is where we see a nuance in the Sm4sh engine that allows us to open up our options a bit. Skids are typically pretty lengthy animations. These skids do have IASA frames in both Brawl and Sm4sh. Now I only have access to the demo, so my sample size isn't huge; but from what I've been able to see, the IASA frames seem to come significantly quicker in Sm4sh. With that being said, I think it may be useful to intentionally go into a skid out of a run in order to take advantage of these quick IASA frames.
Similarly to Crouch Canceled Dashes in Melee/PM, you can do pretty much any action out of a skid (any smash, any tilt, standing grab, jab, dash in either direction).
For Villager and Megaman in particular, you can interrupt the skid almost instantaneously. Links skid IASA frames seem pretty early as well. For Mario and Pikachu they come a bit later, so the skid isn't as useful.
Since I only have the demo, I am unable to check for the usefulness for other characters. I welcome and encourage anyone who has the full copy to collect data for the other characters as well.
Here is a potato quality demonstration. If anyone wants to make a better video, that is also more than welcome, I'll add it to this post: https://www.youtube.com/watch?v=uDQoxMARFMk
Questions? Comments? You know what to do.
Before I get into it, I want to clear the air on something that I see misconstrued all the time. I'll do that by defining a couple of closely related terms:
Dash- The animation that a character enters when you flick the control stick to either the left or right. If you continue to hold the analog in the direction that you dashed, you will transition into a run animation.
Run- The animation that a character enters after a dash if the analog is held in the direction of a dash.
---------------------------------------------------------------
Now, onto the topic at hand. From what we know so far, characters in Brawl and Smash4 share the same options out of Dash and Run animations. I'll list these now:
Options out of a Dash:
- Jump
- Dash Attack
- Dash Grab
- Side Special
- Fox Trot- aka Another dash in the same direction as the first (during the ending frames of the initial dash)
- Dash Dance- aka Another dash in the opposite direction of the first (during the beginning frames of the initial dash)
- Pivot - aka Returning your character to a standing position in the opposite direction of the initial dash (during the beginning frames of the dash)
- Jump
- Dash Attack
- Dash Grab
- Any Special
- Shield
- Turn
- Pivot Grab
- Skid
While you are given a number of options out of both dash and run, we are missing one option that made running very powerful in Melee and PM: Crouching out of a Run (Crouch Canceled Dash)
Being able to crouch out of a run provided players with tons of additional options. You could dtilt or dsmash of course, or better yet you could quickly release the crouch and do literally any standing option you wanted. That made Jabs, any tilts, any smashes, standing grabs, and additional dashes (in either direction) ALL possible out of a run.
Being able to crouch out of a run provided players with tons of additional options. You could dtilt or dsmash of course, or better yet you could quickly release the crouch and do literally any standing option you wanted. That made Jabs, any tilts, any smashes, standing grabs, and additional dashes (in either direction) ALL possible out of a run.
Changes in Sm4sh:
As many of you have realized already, running in Sm4sh is a bit more useful than it was in Brawl. We all know about running pivot tilts (or pivot cancelling as it has been horrifically named). We've seen how we can abuse the turnaround mechanics to sort of emulate a dash dance (moondashing?). What I'm going to show you here is another way that Sma4sh's mechanics can add to your options out of a run.
Remember those Crouch Canceled Dashes I mentioned above that were present in Melee? Well some characters in Sm4sh can almost emulate the functionality of that. There aren't any trick inputs, its actually quite simple. But quickly, I'll define one more term:
Skid- The animation your character enters when you exit a run by either resetting the analog to neutral or attempting to crouch mid-run.
Here is where we see a nuance in the Sm4sh engine that allows us to open up our options a bit. Skids are typically pretty lengthy animations. These skids do have IASA frames in both Brawl and Sm4sh. Now I only have access to the demo, so my sample size isn't huge; but from what I've been able to see, the IASA frames seem to come significantly quicker in Sm4sh. With that being said, I think it may be useful to intentionally go into a skid out of a run in order to take advantage of these quick IASA frames.
Similarly to Crouch Canceled Dashes in Melee/PM, you can do pretty much any action out of a skid (any smash, any tilt, standing grab, jab, dash in either direction).
For Villager and Megaman in particular, you can interrupt the skid almost instantaneously. Links skid IASA frames seem pretty early as well. For Mario and Pikachu they come a bit later, so the skid isn't as useful.
Since I only have the demo, I am unable to check for the usefulness for other characters. I welcome and encourage anyone who has the full copy to collect data for the other characters as well.
Here is a potato quality demonstration. If anyone wants to make a better video, that is also more than welcome, I'll add it to this post: https://www.youtube.com/watch?v=uDQoxMARFMk
Questions? Comments? You know what to do.