This is just a simple discussion about the OOS options and what people think are viable and/or useful. Please list character, if reply is character specific.
So far the OOS Options I know of are.
This is done simply by pressing jump and A at the same time. To do a Full hop Nair attack must be pressed after frame 3 of the full hop animation. This is what I see being mostly used in games right now.
2. Jump -> Wavedash
This is done by starting the jump animation and letting go of shield for at least 1 frame. Then during the jump squat animation you have to hold the controlstick in a direction and press shield. (direction held determines distance and angle of dash) Perfect inputs allows for invulnerability on frame 6. Once the invulnerability starts release all controls to prevent buffering. The main advantage of this is it allows you to move horizontally off of platforms with 5 frames of vulnerability, and vulnerabilty resumes when you are about even with the platform.
More information on air dodging: Chiroz's Post on spot-dodges-rolls-air-dodges-and-staling
3. Jump -> Up-B
Jump then input up b. You can do this after dropping shield but it takes longer. (shield drop takes 11 frames jumping takes 3)
4. Parry (attempt)
Drop shield in an attempt to parry the opponent. More information on Parrying can be found here. Might be most useful to punish aerial or smash attack.
More information on Parrying here: Chiroz's Post on shield-and-parrying
5. Shield Dropping (Drop Through Platform) No longer in game past demo
Still testing this. The timing is a lot tighter. I'll edit this once I finish some more testing. As of right now this just feels much harder to do.
6. Roll/Spot dodge to a response
Roll with left or right directional input or press down to spot dodge. Spot dodge is very use useful to avoid a grab attempt.
More information on rolls here: Chiroz's Post on spot-dodges-rolls-air-dodges-and-staling
7. Grab
Slower than it used to be. Still need to do more testing on due to each character having different grab animations. Also need to test verse shield stun.
8. Jump Canceled Up-smash
Jump and on the first frame of jumpsquat input up-smash. Pretty slow but might be a good edge guard mix up.
Let me know If I missed anything that you think should be included.
***EDIT***
Removed shield dropping, no longer in the game past the demo.
So far the OOS Options I know of are.
- Jump -> Nair
- Jump -> Wave Dash
- Jump -> Up-B
- Parry (attempt)
Shield Dropping (Drop Through Platform)No longer in game past demo- Roll/Spot dodge to a response
- Grab
- Jump Canceled Up-Smash
This is done simply by pressing jump and A at the same time. To do a Full hop Nair attack must be pressed after frame 3 of the full hop animation. This is what I see being mostly used in games right now.
2. Jump -> Wavedash
This is done by starting the jump animation and letting go of shield for at least 1 frame. Then during the jump squat animation you have to hold the controlstick in a direction and press shield. (direction held determines distance and angle of dash) Perfect inputs allows for invulnerability on frame 6. Once the invulnerability starts release all controls to prevent buffering. The main advantage of this is it allows you to move horizontally off of platforms with 5 frames of vulnerability, and vulnerabilty resumes when you are about even with the platform.
More information on air dodging: Chiroz's Post on spot-dodges-rolls-air-dodges-and-staling
3. Jump -> Up-B
Jump then input up b. You can do this after dropping shield but it takes longer. (shield drop takes 11 frames jumping takes 3)
4. Parry (attempt)
Drop shield in an attempt to parry the opponent. More information on Parrying can be found here. Might be most useful to punish aerial or smash attack.
More information on Parrying here: Chiroz's Post on shield-and-parrying
6. Roll/Spot dodge to a response
Roll with left or right directional input or press down to spot dodge. Spot dodge is very use useful to avoid a grab attempt.
More information on rolls here: Chiroz's Post on spot-dodges-rolls-air-dodges-and-staling
7. Grab
Slower than it used to be. Still need to do more testing on due to each character having different grab animations. Also need to test verse shield stun.
8. Jump Canceled Up-smash
Jump and on the first frame of jumpsquat input up-smash. Pretty slow but might be a good edge guard mix up.
Let me know If I missed anything that you think should be included.
***EDIT***
Removed shield dropping, no longer in the game past the demo.
Last edited: