Kanunuu
Smash Cadet
- Joined
- Jun 4, 2015
- Messages
- 56
Auto cancelling aerials has certain properties dependent on timing. I'll be exploring those properties so that you can use them to your advantage in the neutral.
If you try auto cancelling aerials in all of the different windows, you might notice that if you hold the stick in the direction you want to drift, when you land, you'll begin to either walk or run in the direction you hold. This is dependent on a few factors which I will list out.
Auto cancel walk:
After an aerial has ended and hits the auto cancel window, you will always walk. (Unless you run off a platform and do an aerial, you will always run in this case. Eg. Foxes bair after falling from a platform.) You can even fast fall and of you hold the stick slightly, you will still walk afterwords.
Auto cancel run:
If you land with certain aerials before they start, (all of foxes aerials except fair) you will auto cancel them, and if you hold you control stick you will run afterwords. However this is not always the case, if you load up a game as diddy kong and auto cancel his dair at the latest point before it comes out, you will walk if you continue to hold the stick. Given this information, we can conclude that the mechanics that cause a character to run or walk after an auto cancel are not based on before or after the move comes out, but rather the timing at which an aerial comes out relative to how close you are, (in timing) to hitting the ground.
At this point you are probably asking, who cares? Well, you can use this information as part of your moveset. In particular back air. Both retreating and approaching. You can use it, and then hold in the direction you want to walk. This will help you out space counter attacks and still be able to punish. Or just do whatever you please. You retain all your options out of a walk and can choose your next move from there. I think this is particularly useful with retreating bairs. It's also important to note that it's extremely difficult to fast fall and immediately walk after the landing, so I recommend perfect pivoting right after you fast fall.
Given the amount of space that bair covers, and how safe of an option it is, I think you can use retreating bairs as great retreating option. It's a good option to keep in the back of your mind and is particularly useful against tall characters and aerial based characters. I hope this was useful to at least some of you.
If you try auto cancelling aerials in all of the different windows, you might notice that if you hold the stick in the direction you want to drift, when you land, you'll begin to either walk or run in the direction you hold. This is dependent on a few factors which I will list out.
Auto cancel walk:
After an aerial has ended and hits the auto cancel window, you will always walk. (Unless you run off a platform and do an aerial, you will always run in this case. Eg. Foxes bair after falling from a platform.) You can even fast fall and of you hold the stick slightly, you will still walk afterwords.
Auto cancel run:
If you land with certain aerials before they start, (all of foxes aerials except fair) you will auto cancel them, and if you hold you control stick you will run afterwords. However this is not always the case, if you load up a game as diddy kong and auto cancel his dair at the latest point before it comes out, you will walk if you continue to hold the stick. Given this information, we can conclude that the mechanics that cause a character to run or walk after an auto cancel are not based on before or after the move comes out, but rather the timing at which an aerial comes out relative to how close you are, (in timing) to hitting the ground.
At this point you are probably asking, who cares? Well, you can use this information as part of your moveset. In particular back air. Both retreating and approaching. You can use it, and then hold in the direction you want to walk. This will help you out space counter attacks and still be able to punish. Or just do whatever you please. You retain all your options out of a walk and can choose your next move from there. I think this is particularly useful with retreating bairs. It's also important to note that it's extremely difficult to fast fall and immediately walk after the landing, so I recommend perfect pivoting right after you fast fall.
Given the amount of space that bair covers, and how safe of an option it is, I think you can use retreating bairs as great retreating option. It's a good option to keep in the back of your mind and is particularly useful against tall characters and aerial based characters. I hope this was useful to at least some of you.