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A Re-examination of the Spin Dash Cancel

Trillion

Smash Ace
Joined
Jul 6, 2007
Messages
609
Location
St. Louis, Missouri
All of us, including myself, have criticized RATS's method of using the Spin Dash Cancel in a way that we all perceive as being wrong. Spin Canceling from the wrong end of the stage? What is he thinking? The best way to use the Spin Cancel is to, of course, use it outside of your opponent's reach. I would like to try to convince everyone, that while our method of using it from close up is highly effective, so is using it from farther away. To do this, we need to look at frame data.

A dash across the entire length of Final Destination takes 1 second or 60 frames, give or take a few.

So about half of final destination is 30 frames.

The time it takes to go from spin to shield to dash is roughly 20 frames.

This means that you could spin to shield and then dash across the entire stage in 80 frames or less than 1 and a half seconds or you could make half of the stage in 50 frames so less than 1 second.

The average reaction time for a good opponent is about 8 frames, or so I've been told.

So, lets examine the opponent's options from the point that they see the spin dash begin.

They could:

Shield: Perhaps, they plan to shield grab what they think may be an incoming spin dash. I haven't taken the time to examine how long it takes for the average shield to come out and get put back away and then act again, so I am going to assume that Sonic is near average and say that they have about 20 frames plus the 8 of their reaction time. This totals 28 frames plus, they would need another 8 to realize that the spin dash was cancelled. This means it would be 36 frames. This means that Sonic should have roughly 12 frames to act before the opponent can even get out of the shield. This lets him cover almost a 1/4 of final destination. When you are suddenly upon, them, they will need another 8 frames to determine the appropriate reaction to your action of dashing at them plus the number of frames that it takes to do whatever that reaction may be. Let's assume that their choice takes 5 frames. That means we have 13 frames of time in which we would need to act. I'm not sure, but I think 13 frames is enough for Sonic to get a grab or dash attack for sure.

If they don't lower their shield and simply wait for us to do something, then we grab, easy as that.​

Do an attack?: There is no reason why they should start an attack and if they do, then this is no problem for us. We simply stop dashing before we get into their range.

Jump: If they jump, then all kinds things may occur and I am not going to address those here. Just understand that we can react the same way as if they had attacked. We simply stop dashing and react appropriately.

Dash at us: If they dash at us. Then have the same thing as if they jumped. Many things could occur and it would be up to the player to decide how to deal with it. Assuming that we are farther away then normal, such as how RATS does it typically, we should be able to react in time to anything they could do out of a dash.

Projectile: We simply stop running and shield and react accordingly after that.

There are a few more options, such as DACUS, but those are character specific in whether or not they are options that could be used against us. I might update later with that. But, from what I can tell. We do not put ourselves in a worse situation if we spam spin cancels, as our opponents most likely can not react in time to do anything about it.

What they CAN do, is react poorly, as shown in the example of if they shield.

The only down side would be if we did it so many times, that it ceased being an effective mindgame. We can prevent this by simply using the spin dash sometimes or by using the spin shot. The spin shot opens up a vast number of options that they have to worry about whenever they see a spin dash begin. If we vary what we do after the spin, then the spin cancel should not stale itself as a mind game and will most likely can only be beneficial no matter how far away we do it.

Ex: Spamming the Boxobair or the CiTH combo might make them react by shielding anytime they see a spin dash begin, assuming you are close enough to do either of those things. This would be a way to mindgame them into shielding and then getting grabbed as shown above.

We also need to distinguish the functions for which RATS uses it. He doesn't use it offensively, he uses it as a tool to help him on the approach. Sometimes he does it multiple times in the same approach so that the opponent never knows where he might start and stop and start again at. They can't try to attack or grab cuz they will risk missing, if they hold shield, then they risk needlessly depleting their shields. If they jump, then he might have stopped and be able to get them with an aerial. It gives him approach options and creates a sense of danger for the opponent. That sense of danger is the exact same thing that happens when you pressure your opponent; they feel as though they are in danger and they try to react quickly and so they make mistakes. In a sense, the spin cancel allows you to pressure your opponent from almost anywhere on the stage to varying degrees.
Discuss
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
Nice thread :d

I had a similar project that I never followed through, except it was trying to gauge the effectiveness/options out of ASC shield cancels.

Though, at the time, we didn't have frame data for spindash startup/"shield IASA". And as far as I know atm, we still don't (?)

How did you get 34 frames for spin>shield>dash?

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

Also, the most effective countermove to a shield cancel is to grab.

:[
 

Trillion

Smash Ace
Joined
Jul 6, 2007
Messages
609
Location
St. Louis, Missouri
Well its a rough estimate. I recorded a video of myself doing it. I turned on the stock time clock. I then watched the video and looked at the amount of time that had passed as I "frame by framed it" on my video capture software. It doesn't actually record every frame of the game. Brawl runs at 60 frames per second and my video capture thing only gets 30 frames per second. So I may be off by a few frames. But darnit, I just realized I counted a few things wrong. I have to adjust some of it. I was watching the milisecond counter and I forgot that it measures in 100 miliseconds and not 60. This means that the math will change and will show that the spin cancel is less frames than I said. However, it will also change what I said about THEIR shield.

Ok, I've fixed that problem now. It doesn't actually make a difference since it effects both measurements that I made. But, this way, it is more accurate.

The clock showed 34 milliseconds for the spin cancel's shield to run animation beginning. So, I said that is roughly 1/3 of a second. 1/3 of a second in brawl frames is 20 frames out of 60 frames. So that's how i made the measurements. There is about 2 frames leway both ways I think, but it's close enough for my purposes. But it is important to keep in mind that it is not from the start up of the spin itself, but rather from the first frame that the shield becomes visible. So it' not actually spin > shield > dash. It's more like shield > dash.

I can measure shield > spin > dash if you want, but i didn't here because I couldn't remember how long I held the spin for before shielding or if it was possible to do it faster than I did. I also didn't want to open the can of worms of, how long should you let the spin be visible before shielding it. The opponent's reaction may also be effected by how long we hold the spin before shielding, but that's beyond measurement since that would depend on the opponent's choices, not anything measurable.
 

Chis

Finally a legend
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Aug 26, 2008
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ArcadianPirate
Sonic runs FD in 55 frames. Shields come out in 2 frames and drop in 7. And what about the reaction time for the Sonic player?
 

Trillion

Smash Ace
Joined
Jul 6, 2007
Messages
609
Location
St. Louis, Missouri
Reaction time for the sonic player doesn't exist. If I am planning to shield cancel to dash regardless of how the opponet reacts, then I can simply do it as fast as I can. Thus, it has no reaction time because it is not a reaction at all. It is just an action. I measured with the in game clock and used math for the actual frame data, so I am pretty sure that I am fairly accurate on the frame data.
 

Chis

Finally a legend
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Messages
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No, that the frame data Magnum, there's even a video showing 55 frames and the shields were obtained from a reliable source. People who do things on implies run into smashes and get predictable. Bad idea.
 

Trillion

Smash Ace
Joined
Jul 6, 2007
Messages
609
Location
St. Louis, Missouri
Wait, what? I don't think I understood all that. I might be a bit off on the frame data for the shield because I didn't measure JUST the data for shield up to shield down. I included shield down to dash animation. Also, that part is prone to error on the part of how fast I personally was able to go from shield down to dash. It may be that it could be done a few frames faster than what I did and if that is the case then hopefully the speed at which I was able to do it is roughly average for most. So that might account for a few more frames, plus I could be as many as 2 or 3 frames over the actual amount due to the error that my recording equipment's frames vs. the number of frames that the game runs at. So with those things in mind I think it comes out close enough to being right for these purposes. However, I guess this may effect how fast the opponent can act after their shield comes down, but I don't think it is soo significant that it really effects my calculations too much. By which I mean that I think we still should have roughly 13 frames to act. If you can think of any examples of where it might change things, then please do add them to a reply. If I'm wrong about this, then I certainly don't want to be giving people the idea that it should work when it really doesn't.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
^^Well, it's because it acts similar to melee's debug mode (on the AR). The official name is actually "Debug Pause" code, and it's used in tandem with the "button modifier" code.

You "pause" the game to enter "debug mode" and scroll through frame by frame, inputting actions and pressing Z to move to the next frame.

For example, if you press a button nothing will happen because the game is "frozen," but if you hold it and press Z, you'll move to the next frame and the game will take the input that you were holding. So you hold R and press Z, and the game will move to the next frame with the action being to shield. The shield will come out on that frame.

You can find out all sorts of little tidbits of info with this (for instance, the invincibility on Sonic's up B starts on frame 10...I forgot which frame it ended on). I might do a full frame data chart for him...eventually (don't count on it anytime soon, and feel free to have someone else do it if you don't want to wait. I'm kinda more focused on brawl+ stuff right now).
 

B.A.M.

Smash Lord
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Mar 13, 2008
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Fullerton, CA
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Bambatta
Well im glad someone sees it. RATs shouldnt be meatridden so much. However i thought it was quite ridiculous how every prominent sonic player was bashing his matches. Everyone bashed his Spin Dash Cancel. As a Sonic player i use that Cancel all the time. I mean we all play sonic. We freakin mindgame people. So doing cancels at a distance isnt "stupid" or random. Its integral to sonics game! We are blessed with running speed, SpinShot, and iSDJ. We can get to our opponents fairly quickly. Utilizing this particular mixup allows Sonic gain an almost free approach due to the element of suprise and speed. High level Sonics run back and forth all the time, ppl dashdance, yet this allows for shielding and the whole notion of canceling his move which of course like MagnificentMarth stated places Sonic in a frame advantage due to reaction time. You can even B reversal Spin Dash Cancel. Utilize it to stop in front they realize ur not attacking then they drop shield and you bair. Or you could Spin Dash Cancel near your opponent run past then B reversal Spin Dash Cancel then grab. Those arent the greatest examples but the crux of my argument is that even if you all may be better than RATs, there is things to take from all Sonics in some form. Especially due to the fact that we play the Serial Mind Rap*st.

Moral of the Post: Spin Dash Cancel more. Itll boost your approach, and we need it
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
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It depends lol.

The main thing about RATS was that he would spindash cancel at strangely ineffectual ranges. (full screen, half stage, etc)

I mean, I played alot on wifi at one point and aside from the spastic spinshot usage, I did do mass spindash-cancelling, much like you'd see in RATS' videos. But it's boosted by online play, which, AFAIK, is where RATS' videos are from. You can SDC spam from half the stage away and effectively fake out your opponent, because they have to add 10-20 frames of commitment due to lag.

Offline, it's much more effective up close and under half the stage away.

And even then, its effectiveness goes down alot when the opponent knows to just not attack
 

B.A.M.

Smash Lord
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Well i wholeheartedly concur tenki, within half the stage (stage being FD) is where it can achieve its most effective applications. Of course utilizing everytime as well isnt what we would call a mix up lol so i would agree with you there as well tenki. However as we all know there are mindgames to be had at a full screen distance. You can condition someone to believe ud perform the same behavior in close to mid combat. I know after SDC spam most opponents dont even consider your spin dash out of run an attack option anymore; they just see it as a stupid bluff. And as far as the effectiveness going down when the opponent knows to just not attack, i dont see how thats ruins the effectiveness. You've just conditioned a response from your opponent. That gives u an advantage. that also allows you to run --> screech stop and bam! you're up close.

I mean sdc spam isnt as bad as it seems. its not super unsafe, and it works as a great conditioner. And with the speed of the cancel along with sonic's speed in general aids with his approach. I believe in general people would perform better with a little more SDC added into their game. Im not talking spamming it, but i do believe its underrated tenki. I really do.
 
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