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Skid IASA Frames - A substitute for Melee/PM Crouch Canceled Runs (Video Inside)

Remzi

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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.

---------------------------------------------------------------

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)
Options out of a Run:
  • Jump
  • Dash Attack
  • Dash Grab
  • Any Special
  • Shield
  • Turn
  • Pivot Grab
  • Skid
Please note that the above lists are only taking into account options that can be enacted DIRECTLY out of a Dash or Run respectively. For that reason, you don't see things like Usmash, Shield Grab, or DACUS (Brawl only) listed. None of those can be performed directly out of a dash, they must follow one of the other options already listed.

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.
 

yahooda

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Acting out of skid, huh? Seems pretty useful, but does it only work for tilts and smashes? Can you, for example, do a neutral special out of it? That would be REALLY great for villager
 

Remzi

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Acting out of skid, huh? Seems pretty useful, but does it only work for tilts and smashes? Can you, for example, do a neutral special out of it? That would be REALLY great for villager
You can actually already do ANY special directly out of a run. And you can B-reverse it as well! Very useful option for some characters. You don't need the skid for that, though.
 
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Tristan_win

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Possibly the biggest found in smash4 history after VI

Good job.

edit: This is basically acting as a easy to use pivot and will change every characters ground game if they can use it.
 
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yahooda

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You can actually already do ANY special directly out of a run. And you can B-reverse it as well! Very useful option for some characters. You don't need the skid for that, though.
Huh, for some reason I thought that acting with specials out of a run was gone in Sm4sh, idk why, though
 

Chiroz

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I had noticed this in June at E3 and got some videos of it myself from back in June but when I got home I decided to test it on Brawl and it was working on that game too, exactly the same as it works on this one. I never posted anything because I thought "It was already in previous games and no one ever talks about it, it was probably deemed worthless".

Has it never been discovered/discussed for Brawl or was I mistaken thinking this was in Brawl and maybe made a mistake when testing?

I tested it with Sonic and Fox on both Smash 4 and Brawl.
 
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ChillySundance

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interesting that this seems to be variable between characters. It's likely just the developers attempts to make ground play feel more intuitive by cutting the lag on skids a bit more, since they're generally cosmetic animations in the first place.
 

Thinkaman

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I noticed this immediately on Mega Man, but totally missed that Villager had a good one too. I really want to see how some of the other characters, particularly those with fast runs, work out of skid.
 

Ganreizu

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Biggest question that will change matchups: How well does this affect little mac?
 
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Remzi

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I had noticed this in June at E3 and got some videos of it myself from back in June but when I got home I decided to test it on Brawl and it was working on that game too, exactly the same as it works on this one. I never posted anything because I thought "It was already in previous games and no one ever talks about it, it was probably deemed worthless".

Has it never been discovered/discussed for Brawl or was I mistaken thinking this was in Brawl and maybe made a mistake when testing?

I tested it with Sonic and Fox on both Smash 4 and Brawl.
You're not wrong. As mentioned in the OP, in both Sm4sh and Brawl, characters are able to interrupt their skid animations. The difference is that there seems to be a trend that these skids are interruptable a lot quicker in this game. For example, nobody in the entire Brawl cast seems to be able to emulate the speed in which Villager/Megaman act out of their skid. Are there a few that can rival Link's? There may be a few.

But in general, in Brawl, interrupting your skid was a slow, clunky process. That said, there were probably a few cases where this should have been applied in Brawl as well, but I'd never seen it brought up.

Biggest question that will change matchups: How well does this affect little mac?
This is actually a good observation. Little Mac tends to have REALLY short recovery frames on the ground, I'd be surprised if his skid wasn't the same.
 

ibmutt

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EDIT: Made a mistake with standing grab. It doesn't cancel the skid in the demo. It makes sense since both the attack and shield input don't cancel the standing grab. The combination of two, that is the grab, shouldn't be expected to cancel the skid in the demo.

According to my research, there are other changes and features of skidding or stopping.
  • Skidding can't be cancelled by shielding in the Demo, it could in Brawl. I think that's why some said you can't shield while dashing early on; some people let go of the analogue stick before shielding. It does mean that it's very easy to determine the IASA frame for a skid; you simply hold the shield button immediately after returning the analogue stick to neutral.
  • The initial frames of skidding can still be cancelled into a dash attack and other things. In other words, you could consider the character as running for the initial frames of the skid animation. Except you can't shield or grab. I haven't found the exact frames but I think it's the same for all characters. I'd guess it's around 6 frames.
  • After the initial frames, you can cancel a skid with a standing grab in Brawl not in the demo.
  • In both games, the skid animation can be cancelled by any special at any point except the first frame maybe. So, skid's IASA is relevant to tilts, smashes, reverse dashing, ground turnarounds, ducking and so on.
  • Simply put, if you begin the skid very quickly; you run for one frame then skid the next for example. You can execute attacks a little earlier. To get a feel of this, you could try skidding then immediately holding shield. If you gradually decrease the distance, you should get to point where the skidding animation is interrupted sooner. It should be the same with jabs, tilts and smashes. Although I haven't tested tilts and smashes for the demo.
I will eventually finish finding all the skid IASA's in Brawl. And I will get a capture card by Tuesday hopefully. I'm planning to record all the skid IASA's for the demo characters as well. If you're interested I could post what I find for comparison and reference.

I had noticed this in June at E3 and got some videos of it myself from back in June but when I got home I decided to test it on Brawl and it was working on that game too, exactly the same as it works on this one. I never posted anything because I thought "It was already in previous games and no one ever talks about it, it was probably deemed worthless".

Has it never been discovered/discussed for Brawl or was I mistaken thinking this was in Brawl and maybe made a mistake when testing?

I tested it with Sonic and Fox on both Smash 4 and Brawl.
Nairo has heard of it. He acknowledged it in a stream. I'm sure I've seen Salem use it in some matches. There's also this. I could dig around for more evidence. I think not many top players used it because the IASA for many top tiers in Brawl is longer than 14 frames. Thirteen frames is minimum time it takes to raise and drop a shield. So the IASA would effectively be 14. As a substitute for ducking from running in melee, skidding is not as effective for those characters. But for low tiers stopping seems effective to me. In Brawl, G&W has the earliest IASA, that is eleven frames, of the sixteen characters I've recorded.
 
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Remzi

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According to my research, there are other changes and features of skidding or stopping.
  • Skidding can't be cancelled by shielding in the Demo, it could in Brawl. I think that's why some said you can't shield while dashing early on; some people let go of the analogue stick before shielding. It does mean that it's very easy to determine the IASA frame for a skid; you simply hold the shield button immediately after returning the analogue stick to neutral.
  • The initial frames of skidding can still be cancelled into a dash attack, dash grab and so on. In other words, you could consider the character as running for the initial frames of the skid animation. Except you can't shield. I haven't found the exact frames but I think it's the same for all characters. I'd guess it's about two to four frames.
  • After the initial frames, you can cancel a skid with a standing grab in both games.
  • In both games, the skid animation can be cancelled by any special at any point except the first frame maybe. So, skid's IASA is relevant to tilts, smashes, reverse dashing, ground turnarounds, ducking and so on.
  • Simply put, if you begin the skid very quickly; you run for one frame then skid the next for example. You can execute attacks a little earlier. To get a feel of this, you could try skidding then immediately holding shield. If you gradually decrease the distance, you should get to point where the skidding animation is interrupted sooner. It should be the same with jabs, tilts and smashes. Although I haven't tested tilts and smashes for the demo.
I will eventually finish finding all the skid IASA's in Brawl. And I will get a capture card by Tuesday hopefully. I'm planning to record all the skid IASA's for the demo characters as well. If you're interested I could post what I find for comparison and reference.



Nairo has heard of it. He acknowledged it in a stream. I'm sure I've seen Salem use it in some matches. There's also this. I could dig around for more evidence. I think not many top players used it because the IASA for many top tiers in Brawl is longer than 14 frames. Thirteen frames is minimum time it takes to raise and drop a shield. So the IASA would effectively be 14. As a substitute for ducking from running in melee, skidding is not as effective for those characters. But for low tiers stopping seems effective to me. In Brawl, G&W has the earliest IASA, that is eleven frames, of the sixteen characters I've recorded.
Nice work! I didn't notice that you could cancel skid with shield in Brawl, thats good info. But as you said, this makes it easier to get frame data. Also, nice find with the Samurai Panda video. Thats exactly what this is. My feeling is that Villager's and Megaman's skid IASA frames are probably around 10 frames. Really looking forward to the actual data. If thats the case, thats only a few frames slower than most characters' jump animations!
 

GrownCannoli

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Yes, yes, and more yes. Great find! This is great for the game and its competitive viability. Also easy to execute and understand so it's not complicated like some Melee tech skill. Very new player friendly.
 

Chesstiger2612

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So a run-cancel. Expected that one!

@ Remzi Remzi
About your first list, I don't have a demo so I'm not 100% sure but aren't you missing some options. Like shield out of dash or do you need to dash->fox-trot->shield
 

Gatoray

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Very nice. I made a post earlier about being able to act early out of dash pivots, but this seems to take the same concept and gives it application that is more easily applicable to the current metagame.
 

Remzi

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So a run-cancel. Expected that one!

@ Remzi Remzi
About your first list, I don't have a demo so I'm not 100% sure but aren't you missing some options. Like shield out of dash or do you need to dash->fox-trot->shield
You actually can't dash out of a shield period in Sm4sh (or Brawl). You can only put up your shield once your run begins or after the dash finishes completely.

Very nice. I made a post earlier about being able to act early out of dash pivots, but this seems to take the same concept and gives it application that is more easily applicable to the current metagame.
Pivots are such a great tool, but are extremely difficult (at least to me) on the 3DS. Looking forward to implementing them on the Wii U version of the game.
 

Conda

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I agree about the pivot cancel name being horrible. All it is is tiltingthe stick sotfly in the opposite direction while running and press A to do a tilt attack. You're cancelling... the run? Well duh, you're performing a tilt, obviously you're cancelling the run.

Silly name :p
 

Conda

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-delete this - apologies
 
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Tristan_win

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Something I would like to see is someone pushing this to the limit to make a mock dash dance. By Fox trotting left right and then randomly extended the trot into one of the shortest run possible, stop and then immediately fox trotting in a new direction would be a limited but still useful dash dance.
 
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Chiroz

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I agree about the pivot cancel name being horrible. All it is is tiltingthe stick sotfly in the opposite direction while running and press A to do a tilt attack. You're cancelling... the run? Well duh, you're performing a tilt, obviously you're cancelling the run.

Silly name :p

You're actually canceling the pivot itself into an attack. You aren't cancelling the run, you pivot the run then cancel the pivot into a tilt or smash.






Something I would like to see is someone pushing this to the limit to make a mock dash dance. By Fox trotting left right and then randomly extended the trot into one of the shortest run possible, stop and then immediately fox trotting in a new direction would be a limited but still useful dash dance.

I think that might have been what someone did with Pikachu not long ago. There was some video about it.
 
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ibmutt

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EDIT: In Brawl, shield drop starts on frame 7 of shielding not 8.

First SKID's competition shielding.

Demo: The earliest frame a shield drop starts is frame 12 of shielding.
Brawl: The earliest frame a shield drop starts is frame 7 of shielding.






The shield starts on the sixth image - count from one from there. The drop should start on the count of 12. To do this action, I tapped the R button as quickly as possible. The intention was to buffer the shield drop. I recorded the shield drops at least 5 times for each of the five characters. I always had the interruption occur on the count of 12 so frame 12. Also I used the same method to find the the start up of a shield in Brawl.

Demo: shield drop iasa is 8
Brawl: shield drop iasa is 8






The shield starts on sixth image - count from one from there. The move should always start on count 8. I intended to buffer a jab for each character. Since I'm dealing with single digit frame windows it's difficult to feel if I'm buffering an input. I tried let go of the R button then press A as soon as possible. I did this at least twenty five times and I didn't interrupt the shield drop earlier than frame 8. But I did accidentally shield grab a couple of times. I used the same method to find the shield drop time in Brawl.

So in Brawl the IASA for shield is effectively 14 (interruptible after: 6 shield frames + 7 shield drop frames ) frames but in demo it's effectively 19 frames (interruptible after: 1 start up? + 10 shield frames + 7 shield drop frames). I haven't tested if a character is vulnerable on the first frame.

The IASA of a skid depends on the character's running speed just before you stop. The slower the run speed the faster the stop. To appreciate this, you could run, return the circle pad to neutral as quickly then hold shield. After that, run and slowly return the circle pad towards neutral. You should get to point where the character's running speed slows down. Then quickly return the stick to neutral and immediately hold shield after that. The shield should come out sooner. I think it's easiest to see with Pikachu. Because of this, I need a bit more time and practice till I post SKID iasa's for max running speed with confidence. For now, Link's is 15 like in Brawl and Villager's SKID iasa seems to be 12 or 13 frames which is a frame slower or as fast as Zelda's in Brawl for reference. But I need to double check.
 
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Remzi

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Very well done ibmutt! So for the purposes of attacking out of a run, using skid is currently the best option we know of.

I love that you found a correlation between running speed and skid IASA frames. You spoke about decreasing your running speed, I made a post about that and a few other things WAAAAAY back in the first year of Brawl. The info is probably very, very dated, but the thread can be found here: http://smashboards.com/threads/new-ats-zad-slow-run-x-slow-run-ledge-running-ledge-dashing.207061/

Never thought it could actually be useful, go figure. I'll do some experimenting with this to see how much faster your skid is interruptable if you are doing a slower run.
 

T0MMY

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Fox Trot- aka Another dash in the same direction as the first (during the ending frames of the initial dash)
Why do people still use an archaic term that developed with Fox's initial dash repeated into a kind of "trot" that doesn't look like a trot for any other character? This has confused so many newer players trying to understand the game. Isn't there a better name for this? Maybe something like "startup" or "impulse" or something? Help people out here.
 

bc1910

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IASA is a fancy way of saying that the ending lag for doing something is over, even though the move continues to animate.

If a move has IASA frames for some actions but not others, then we would say it "cancels" into some actions after a certain number of frames.
 

PDOT

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Do you have to crouch? Letting the stick go into neutral also works for me
 

Remzi

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Do you have to crouch? Letting the stick go into neutral also works for me
You do not have to crouch. From the OP:
Skid- The animation your character enters when you exit a run by either resetting the analog to neutral or attempting to crouch mid-run.
 
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The7DSins

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does this still work on the Wii U version? I'm having trouble with the timing with Megaman
 

Locke 06

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Question:
Is there a list of everyone's skid IASA frames? / Can someone with frame data gathering capability possibly look into making one?

Thanks. :)
 

Azazel

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You can cancel skid with Jump, Item Pick.
The first initial frames can be canceled with a Dash attack.
Pivot Grab is similar, but has a much larger window. Actually for most characters, their skid animations are shorter than the window to cancel with a Pivot Grab so this detail is negligible. Mii Brawler has a very very long skid and you can see for yourself.

Also because jump cancels skid, you can logically do all your Jump cancels, like JC Usmash, JC Up-B, JC item toss.
 

B.A.M.

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You can cancel skid with Jump, Item Pick.
The first initial frames can be canceled with a Dash attack.
Pivot Grab is similar, but has a much larger window. Actually for most characters, their skid animations are shorter than the window to cancel with a Pivot Grab so this detail is negligible. Mii Brawler has a very very long skid and you can see for yourself.

Also because jump cancels skid, you can logically do all your Jump cancels, like JC Usmash, JC Up-B, JC item toss.
jump cancels any base movement option; these things have been in the Smash series for awhile. @ Remzi Remzi I intended to make a thread regarding this outside of the Sonic boards ( as we have been taking advantage of our run stop ( what we called it) since 2008). I am very glad someone has noticed how pivotal this could be in the future metagame. As you already stated, many characters have lower IASA frames on their run stops than Brawl ( however even in that game, there were a myriad of characters that had some amazing run stops ex: Charizard). Not only that, virtually the entire cast falls into the category of having 1: a solid crouch cancel dash/foxtrot or crouch cancel run , or 2: having a solid crouch cancel dash/foxtrot AND crouch cancel run. Some characters even without the abuse of their IASA frames have absurdly low cooldown on their crouch cancel dash/foxtrot ( Fox and ZSS immediately come to mind). In combination of Dash dance pivoting and the general mechanic of pivoting ( primarily ftilt and fsmash pivoting as perfect and true pivot arent as universally important among the cast), this game will get a ton faster. Some characters actually have strong setups/strings/ poking options that are and will become more valid than people initially perceive.

I hope that more people began to take advantage of this feature. I will probably make a video in time detailing the practicality of these things and the validity it has in particular strings.
 

Nate22Hill

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jump cancels any base movement option; these things have been in the Smash series for awhile. @ Remzi Remzi I intended to make a thread regarding this outside of the Sonic boards ( as we have been taking advantage of our run stop ( what we called it) since 2008). I am very glad someone has noticed how pivotal this could be in the future metagame. As you already stated, many characters have lower IASA frames on their run stops than Brawl ( however even in that game, there were a myriad of characters that had some amazing run stops ex: Charizard). Not only that, virtually the entire cast falls into the category of having 1: a solid crouch cancel dash/foxtrot or crouch cancel run , or 2: having a solid crouch cancel dash/foxtrot AND crouch cancel run. Some characters even without the abuse of their IASA frames have absurdly low cooldown on their crouch cancel dash/foxtrot ( Fox and ZSS immediately come to mind). In combination of Dash dance pivoting and the general mechanic of pivoting ( primarily ftilt and fsmash pivoting as perfect and true pivot arent as universally important among the cast), this game will get a ton faster. Some characters actually have strong setups/strings/ poking options that are and will become more valid than people initially perceive.

I hope that more people began to take advantage of this feature. I will probably make a video in time detailing the practicality of these things and the validity it has in particular strings.
im guessing that this covers spotdodges. Does it work with falcon??
 

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Whenever I took a look at this thread & read through it, it inspired me to explore my Primary character even more (Shulk). I came to realize that due to the Monado Shield Art reducing Shulk's ground speed, it grants Shulk an amazing skid animation that cancels an action so quickly it's comparable to even Villager's skid animation. Shulk's custom special called Hyper Monado Arts includes a Hyper Shield Art that cancels the skid animation faster than Shield Shulk or Villager. Buut the movement speed is terrible.:p

This also helped me realize that Monado Speed Arts have a laggy skid animation but in return travel great distance during the skid which is strange seeing that they increase Shulk's traction. And ofc the skid interrupted into jump canceled U-smash is a thing of beauty.
 
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