Artos
Smash Rookie
- Joined
- Jan 20, 2008
- Messages
- 5
The theory behind this is much like a kind of cross between Glide-Landing Cancel and Stutter-Stepping, and the results are interesting.
It appears that, when approaching the ground from a jump or an aerial attack, pressing down on the C-Stick (any C-Stick direction works as effective as any other) and forwards on the Directional Stick at (or just before, the timing depends upon the character) the moment of contact allows the player to immediately slide forwards and break into a run. There is no lag from ground impact-- it seems to be instantaneous.
Doing this too early results in a lagless dash attack upon connecting with the ground. Doing this too late results in a lagless smash attack upon landing (similar to pulling off a C-Stick smash upon landing using normal autocancel) that comes with minor forwards momentum. That is to say that there is little to no landing lag whatsoever. The run is short on its own, as is the running attack.
Certain characters (Luigi, for example) seem to have many difficulties and few benefits with this technique. Others have little issue. This may not have much use at all, actually; just throwing it out there.
If this has been noted before, I apologize.
EDIT: Aerial attacks are not even necessary. They work best in junction with this but are not required. All it takes is timing. The draw here is that it gives an instant dash upon landing to slow characters or those with great lag (that otherwise could not) and an instant dash attack out of landing to serve as defense or a continued assault for all those able to apply the tech.
It appears that, when approaching the ground from a jump or an aerial attack, pressing down on the C-Stick (any C-Stick direction works as effective as any other) and forwards on the Directional Stick at (or just before, the timing depends upon the character) the moment of contact allows the player to immediately slide forwards and break into a run. There is no lag from ground impact-- it seems to be instantaneous.
Doing this too early results in a lagless dash attack upon connecting with the ground. Doing this too late results in a lagless smash attack upon landing (similar to pulling off a C-Stick smash upon landing using normal autocancel) that comes with minor forwards momentum. That is to say that there is little to no landing lag whatsoever. The run is short on its own, as is the running attack.
Certain characters (Luigi, for example) seem to have many difficulties and few benefits with this technique. Others have little issue. This may not have much use at all, actually; just throwing it out there.
If this has been noted before, I apologize.
EDIT: Aerial attacks are not even necessary. They work best in junction with this but are not required. All it takes is timing. The draw here is that it gives an instant dash upon landing to slow characters or those with great lag (that otherwise could not) and an instant dash attack out of landing to serve as defense or a continued assault for all those able to apply the tech.