Tagxy
Smash Lord
- Joined
- Oct 10, 2007
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- 1,482
Update: Video's added
So before anyone blows a gasket, this isn't meant to lay claims to discoveries and names. All of that can be sorted out later. For now names will only be given in so far as they allow us to talk about this new technique. Right now, let's talk about whether this can even be affectively used in matches, and if so finding new uses for it and refining those already discovered.
Why this is potentially a big deal: From what I understand, in melee pikachu's QA was used mainly for recovery and mindgames. This not only increases the uses for both of those, but also allows you to approach with a QAC and use an aerial almost immediately afterwards. In other words, it now has a decent offensive use :D . QA is so versatile that you can come from any direction with a variety of ranges, and its so fast that opponents have to react quickly to block it, and even if they do you're usually in a good position to follow up with another attack right away.
So what is a Quick Attack Cancel (QAC)?
Definition: A quick attack that allows you to cancel your quick attack into the ground and stall in the air, leaving you able to perform aerials, jumps, etc.
So far there is only one(and very likely to be the only one) way to do this, which leads us to...
How to: Basically you have to do a QA into the ground. It can be your first QA, second QA, a verticle QA, diagnol QA, short QA, whatever. Once you hit the ground, you stall for a very brief second in the air just above the ground. From this point you can do anything you would normally do after a single jump in the air (regardless of whether you already used your second jump or not).
Uses: However, because you're so close to the ground, only two practical uses have been found that I've seen or heard of. During that brief second, you can either jump, do a dair, or any of your b attacks. Trying other aerials usually just causes you to only do the landing animation when you hit the ground and not the attack because you're so close to the ground. His dair is the only exception, and on top of this the shockwave it releases can get at the opponent.
Videos:
QAC and Tactics - shows the QAC and a few tactics described later in the post.
QAC Battle - gives a basic idea of some of QAC's uses in battle.
QAC uses - video from KPrime, has good examples of how quickly QAC can execute.
QAC examples - video from festizzio, shows how QAC might be used on stages that arent too flat.
A few notes:
1)A diagnol QAC will usually give you more momentum in the direction of the QA if you decide to jump. This can be helpful if you're trying to chase an opponent or if you're following up after an attack.
2) If you QAC through someone, the timing is different. However, you'll also have them shocked for a brief second (and canceling whatever attack they might be charging), which can be just enough time for you to execute an attack with little fear of retribution (more on that later).
3) For the QAS b attacks, the only useful one I've found (without having to do a jump first) is another Quick Attack right out of the QAS. The other ones could be useful in certain situations, but generally the startup time for the attacks leaves you vulnerable for awhile.
4) You can actually do the QAC jump very easily by holding up on the joystick as you hit the ground if you have joystick jump on. However, then you'll have problems with doing QA's out of QAC.
5) Do Not Be Predictable! If you approach with the same quick attack over and over, you're opponent will be able to see what you're doing before the quick attack even executes. The beauty of this move is that its versatile, you can come from the ground, at an angle, at a right angle, from behind, through them, etc. It can be difficult to change things up during a match, but practice makes perfect.
A few caveats: If you approach them from the front, they can grab you out of the QAC if theyre quick enough. Of course this can be avoided if you go through them or come from the back instead. Also, as I said earlier if you QA through an opponent, you still QAC but the timing is off. This can make things difficult if you're trying to do multiple QAC's and keep running into them. And finally, the jump you do after your QAC is your only jump, think of the QAC as you being in the air really close to the ground after a single jump.
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Potential uses:
Lag-canceling QA: Just jump out of a QAC. Probably the most obvious use. It's not "really" lag canceling, but it doesnt leave you vulnerable like QA use to in melee, which on its own makes QA more useful
Leading into an attack: Aside from doing a dair right away, if you do a QAC jump you can do an attack almost immediately after the jump (on your upward trajectory from the jump). So far I've been able to use nair, bair, and uair. Fair usually executes too late to be affective on the jumps upward trajectory (I was trying on fox, and it would only work very occasionally and even then, only shock him once or twice for really low damage. Maybe it'll be better on bigger characters?) Nair is probably the easiest and possibly most useful, but uair can set up awesome combos. For instance: QAC, uair (on upward trajectory), then nair right afterwards.
Recovery: If you ever need to QA back onto stage, you can use the QA l-cancel. Once great way I've found if you want to create a lot of distance between you and your opponent: fall back away from the stage and do a QA towards the stage, then do a QA diagnolly into the stage and QAC jump. On final destination the QA's and momentum from the jump will take you almost clear across the stage.
As a mind game: Well, I'm sure there's a ton of ways to use this as a mind game, but one thing in particular... If you QAC jump, then immediately QAC jump again, and keep doing this over and over again, it may potentially throw off your opponent. They'll never know if you're going to lead into an attack, where you'll show up or from what direction, or if you'll end up doing some other attack like a skull bash, thunder, thunder shock, etc.
Quick Attack Flash: This one I love in particular. Basically you QAC jump aerial over and over again. After every aerial (usually an nair), you should be left in the air. From there you QAC jump aerial again and again, chasing your opponent around the stage. It's very speedy, and making sure to execute every QAC jump can be a bit difficult, especially if you accidently run into your opponent. Hard to do infinitely (especially with the little practice I've had), but it sure is a lot of fun . This likely has a particular application (I like to use it on campy persons) and needs to be refined a bit. But yeah, this ones incredibly flashy, I feel like if someone was able to perfect this it would make Pikachu a very very powerful character.
Stage QAC: This basically means you can do a QAC right into the ground while standing on the stage, i.e. QA down. This might not seem useful at first glance, but you can also try these. QAC diagnolly while standing on the stage. You'll shoot some distance then be in a position to attack. i.e. let's say an opponent is standing a bit aways, but any approach you make will be knocked back with a range attack. Doing a Stage QAC puts you right next to them with the speed of a QA, and ready to attack right away. Not full proof, but still an amazing approach. Here are the various ways to QAS from the stage: QA left/right, down; QA left/right, diagnol; QA down; QA diagnol. The QA left/right, diagnol actually gives you quite an amazing distance to attack from. It might be useful to go through them and attack from the back so you don't have to worry about charged up attacks or being grabbed. As a quick note, you have to QA into the ground at some point, just doing left/right doesnt work.
Infinite QA:
Ok, so in theory it's possible to QAC into the ground, then quickly QA again into the ground over and over. In practice this is difficult because you have to make your second QA movement longer then your first, and getting the angles right is really hard (usually I can do an angle then straight down, but two equal angles will almost always leave you short i.e. up then down, or 45 up and 45 down do not stall you).
However, it's not too difficult to do one QAC into ground, then follow up with another QA right away. If you ever need to gain some distance somewhere this can be useful.
Super QA recovery: Ok, this builds off the concept of the infinite QA. It's also very similar to the other recovery move I mentioned, and leaves you vulnerable for a split second longer, but moves you farther and quicker. This is a bit harder to do as well. So, from the ledge fall off stage (be sure to be just a bit below the stages edge), and do a QAC into the stage, then another QA.
Well that's everything I have for now. Hopefully this will be something useful to Pikachu. Of course this could end up being not useful at all, but I think it's worth practicing and trying. Anyways, discuss! And put down any applications you might find.
So before anyone blows a gasket, this isn't meant to lay claims to discoveries and names. All of that can be sorted out later. For now names will only be given in so far as they allow us to talk about this new technique. Right now, let's talk about whether this can even be affectively used in matches, and if so finding new uses for it and refining those already discovered.
Why this is potentially a big deal: From what I understand, in melee pikachu's QA was used mainly for recovery and mindgames. This not only increases the uses for both of those, but also allows you to approach with a QAC and use an aerial almost immediately afterwards. In other words, it now has a decent offensive use :D . QA is so versatile that you can come from any direction with a variety of ranges, and its so fast that opponents have to react quickly to block it, and even if they do you're usually in a good position to follow up with another attack right away.
So what is a Quick Attack Cancel (QAC)?
Definition: A quick attack that allows you to cancel your quick attack into the ground and stall in the air, leaving you able to perform aerials, jumps, etc.
So far there is only one(and very likely to be the only one) way to do this, which leads us to...
How to: Basically you have to do a QA into the ground. It can be your first QA, second QA, a verticle QA, diagnol QA, short QA, whatever. Once you hit the ground, you stall for a very brief second in the air just above the ground. From this point you can do anything you would normally do after a single jump in the air (regardless of whether you already used your second jump or not).
Uses: However, because you're so close to the ground, only two practical uses have been found that I've seen or heard of. During that brief second, you can either jump, do a dair, or any of your b attacks. Trying other aerials usually just causes you to only do the landing animation when you hit the ground and not the attack because you're so close to the ground. His dair is the only exception, and on top of this the shockwave it releases can get at the opponent.
Videos:
QAC and Tactics - shows the QAC and a few tactics described later in the post.
QAC Battle - gives a basic idea of some of QAC's uses in battle.
QAC uses - video from KPrime, has good examples of how quickly QAC can execute.
QAC examples - video from festizzio, shows how QAC might be used on stages that arent too flat.
A few notes:
1)A diagnol QAC will usually give you more momentum in the direction of the QA if you decide to jump. This can be helpful if you're trying to chase an opponent or if you're following up after an attack.
2) If you QAC through someone, the timing is different. However, you'll also have them shocked for a brief second (and canceling whatever attack they might be charging), which can be just enough time for you to execute an attack with little fear of retribution (more on that later).
3) For the QAS b attacks, the only useful one I've found (without having to do a jump first) is another Quick Attack right out of the QAS. The other ones could be useful in certain situations, but generally the startup time for the attacks leaves you vulnerable for awhile.
4) You can actually do the QAC jump very easily by holding up on the joystick as you hit the ground if you have joystick jump on. However, then you'll have problems with doing QA's out of QAC.
5) Do Not Be Predictable! If you approach with the same quick attack over and over, you're opponent will be able to see what you're doing before the quick attack even executes. The beauty of this move is that its versatile, you can come from the ground, at an angle, at a right angle, from behind, through them, etc. It can be difficult to change things up during a match, but practice makes perfect.
A few caveats: If you approach them from the front, they can grab you out of the QAC if theyre quick enough. Of course this can be avoided if you go through them or come from the back instead. Also, as I said earlier if you QA through an opponent, you still QAC but the timing is off. This can make things difficult if you're trying to do multiple QAC's and keep running into them. And finally, the jump you do after your QAC is your only jump, think of the QAC as you being in the air really close to the ground after a single jump.
-----------------
Potential uses:
Lag-canceling QA: Just jump out of a QAC. Probably the most obvious use. It's not "really" lag canceling, but it doesnt leave you vulnerable like QA use to in melee, which on its own makes QA more useful
Leading into an attack: Aside from doing a dair right away, if you do a QAC jump you can do an attack almost immediately after the jump (on your upward trajectory from the jump). So far I've been able to use nair, bair, and uair. Fair usually executes too late to be affective on the jumps upward trajectory (I was trying on fox, and it would only work very occasionally and even then, only shock him once or twice for really low damage. Maybe it'll be better on bigger characters?) Nair is probably the easiest and possibly most useful, but uair can set up awesome combos. For instance: QAC, uair (on upward trajectory), then nair right afterwards.
Recovery: If you ever need to QA back onto stage, you can use the QA l-cancel. Once great way I've found if you want to create a lot of distance between you and your opponent: fall back away from the stage and do a QA towards the stage, then do a QA diagnolly into the stage and QAC jump. On final destination the QA's and momentum from the jump will take you almost clear across the stage.
As a mind game: Well, I'm sure there's a ton of ways to use this as a mind game, but one thing in particular... If you QAC jump, then immediately QAC jump again, and keep doing this over and over again, it may potentially throw off your opponent. They'll never know if you're going to lead into an attack, where you'll show up or from what direction, or if you'll end up doing some other attack like a skull bash, thunder, thunder shock, etc.
Quick Attack Flash: This one I love in particular. Basically you QAC jump aerial over and over again. After every aerial (usually an nair), you should be left in the air. From there you QAC jump aerial again and again, chasing your opponent around the stage. It's very speedy, and making sure to execute every QAC jump can be a bit difficult, especially if you accidently run into your opponent. Hard to do infinitely (especially with the little practice I've had), but it sure is a lot of fun . This likely has a particular application (I like to use it on campy persons) and needs to be refined a bit. But yeah, this ones incredibly flashy, I feel like if someone was able to perfect this it would make Pikachu a very very powerful character.
Stage QAC: This basically means you can do a QAC right into the ground while standing on the stage, i.e. QA down. This might not seem useful at first glance, but you can also try these. QAC diagnolly while standing on the stage. You'll shoot some distance then be in a position to attack. i.e. let's say an opponent is standing a bit aways, but any approach you make will be knocked back with a range attack. Doing a Stage QAC puts you right next to them with the speed of a QA, and ready to attack right away. Not full proof, but still an amazing approach. Here are the various ways to QAS from the stage: QA left/right, down; QA left/right, diagnol; QA down; QA diagnol. The QA left/right, diagnol actually gives you quite an amazing distance to attack from. It might be useful to go through them and attack from the back so you don't have to worry about charged up attacks or being grabbed. As a quick note, you have to QA into the ground at some point, just doing left/right doesnt work.
Infinite QA:
Ok, so in theory it's possible to QAC into the ground, then quickly QA again into the ground over and over. In practice this is difficult because you have to make your second QA movement longer then your first, and getting the angles right is really hard (usually I can do an angle then straight down, but two equal angles will almost always leave you short i.e. up then down, or 45 up and 45 down do not stall you).
However, it's not too difficult to do one QAC into ground, then follow up with another QA right away. If you ever need to gain some distance somewhere this can be useful.
Super QA recovery: Ok, this builds off the concept of the infinite QA. It's also very similar to the other recovery move I mentioned, and leaves you vulnerable for a split second longer, but moves you farther and quicker. This is a bit harder to do as well. So, from the ledge fall off stage (be sure to be just a bit below the stages edge), and do a QAC into the stage, then another QA.
Well that's everything I have for now. Hopefully this will be something useful to Pikachu. Of course this could end up being not useful at all, but I think it's worth practicing and trying. Anyways, discuss! And put down any applications you might find.