EarthenPillar
Smash Apprentice
["A/B" Quarter-Circle specials Reverse]
So you guys know, A/B Quarter-Circle specials can be reversed BOTH air and on the ground... & yes, even with Negative Edge input.
Commands:
trueHadoken:
+ or, then
trueShoryuken:
+ or, then
Shakunetsu:
+ or, then
Tips:
It seems like Quarter-Circle Tatsu is NOT Reversable.
Reversed trueSRK hits BOTH to your front & back.
Make sure to not let those Quarter-Circle inputs get in the way of your Downfalls and Smash inputs.
Neutral input is your friend.
[WaveBouncing?]
I've found nothing special with WaveBouncing specials.. sadly.
Also to those that are curious: It doesn't seem that Quarter-Circle specials can be WaveBounced. Or at least, I couldn't get it to happen yet anyway.
[SRK Height]
There seems to be *several heights I could accomplish consistantly. Not just 2. It all depends on how long A/B is held since input. This is important to know since the shorter more falling frames you'll save. This is true for both trueSRK and upB.
[OoS trueSRK]
Important to note that OoS trueSRK hops as high as OoS Rest (Jigglypuff). OoS upB however, begins at ground level. The Quarter-Circle inputs need to be tilted before the point of SpotDodge and Rolls. Commands:
Hold Shield, tilt-input: + or + Jump
And yes, you can Reverse OoS trueSRK:
Hold Shield, tilt-input: + or + Jump, then
Tips:
Apparently you can OoS ALL Quarter-Circle Inputs by means of tilting, with the most useful being trueSRK due to it's Invulnerability frames. Remember that trueSRK beats Counters.
However, keep in mind that Ryu is a character who best punishes akin to StreetFighter on block. (he has the startup frames to do so) Meaning, he may as well drop his shield to Utilts, Dtilts; racking in that % before combo-ing into trueSRK *for launch, or Shakunetsu *for followups.
[Tech Glossary Below]
Quarter-Circle Input:
Traditional 2D fighter inputs for specials. Eg. SRK, Zangief's Spinning PileDriver, Gouki's Demon Flip.
For reference, I've labelled Quarter-Circle Hadoken, Shoryuken as trueHado, trueSRK to differentiate from B input counterparts.
Negative Edge Input:
Quarter-Circle inputs on button release, not press.
Out of Shield = OoS:
Going straight from a shield to specials, without having to drop shield.
Command:
Shield, Jump + 'Special Input'
WaveBouncing/B-reverse, link below:
https://www.youtube.com/user/mysmashcorner
Updated:
- OoS trueSRK, Reverse trueSRK note
So you guys know, A/B Quarter-Circle specials can be reversed BOTH air and on the ground... & yes, even with Negative Edge input.
Commands:
trueHadoken:
+ or, then
trueShoryuken:
+ or, then
Shakunetsu:
+ or, then
Tips:
It seems like Quarter-Circle Tatsu is NOT Reversable.
Reversed trueSRK hits BOTH to your front & back.
Make sure to not let those Quarter-Circle inputs get in the way of your Downfalls and Smash inputs.
Neutral input is your friend.
[WaveBouncing?]
I've found nothing special with WaveBouncing specials.. sadly.
Also to those that are curious: It doesn't seem that Quarter-Circle specials can be WaveBounced. Or at least, I couldn't get it to happen yet anyway.
[SRK Height]
There seems to be *several heights I could accomplish consistantly. Not just 2. It all depends on how long A/B is held since input. This is important to know since the shorter more falling frames you'll save. This is true for both trueSRK and upB.
[OoS trueSRK]
Important to note that OoS trueSRK hops as high as OoS Rest (Jigglypuff). OoS upB however, begins at ground level. The Quarter-Circle inputs need to be tilted before the point of SpotDodge and Rolls. Commands:
Hold Shield, tilt-input: + or + Jump
And yes, you can Reverse OoS trueSRK:
Hold Shield, tilt-input: + or + Jump, then
Tips:
Apparently you can OoS ALL Quarter-Circle Inputs by means of tilting, with the most useful being trueSRK due to it's Invulnerability frames. Remember that trueSRK beats Counters.
However, keep in mind that Ryu is a character who best punishes akin to StreetFighter on block. (he has the startup frames to do so) Meaning, he may as well drop his shield to Utilts, Dtilts; racking in that % before combo-ing into trueSRK *for launch, or Shakunetsu *for followups.
[Tech Glossary Below]
Quarter-Circle Input:
Traditional 2D fighter inputs for specials. Eg. SRK, Zangief's Spinning PileDriver, Gouki's Demon Flip.
For reference, I've labelled Quarter-Circle Hadoken, Shoryuken as trueHado, trueSRK to differentiate from B input counterparts.
Negative Edge Input:
Quarter-Circle inputs on button release, not press.
Out of Shield = OoS:
Going straight from a shield to specials, without having to drop shield.
Command:
Shield, Jump + 'Special Input'
WaveBouncing/B-reverse, link below:
https://www.youtube.com/user/mysmashcorner
Updated:
- OoS trueSRK, Reverse trueSRK note
Last edited: