BlueTerrorist
Smash Ace
DI the ASC? (What I mean is moving Sonic left and right before releasing the ASC) Do you think it's useful in your game? 
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LOL. Yeah, I feel kinda bad, everyone gets angry trying to pronounce my name... irl it's kinda hilariousi agree with infzy,
btw, what the hell does your name mean,
i was saying infinzy in my head in for like 4-5 months after i met you, your like that one guy, whose name makes no sense but still says really smart stuff, like asdioh in the kirby boards (everyone ends up spelling it asidoh)
For the bad patterns, in all honestly you should probobly lesson the use of ASC in your game. Sonic has PLENTY of other usefull moves to use. ASC is really good, but its not spammable at all. and its FAR better when used only somtimes because it deals more damage, has more knockback, and most importantly, catches people off gaurd more.lololol yey. I've done alot of this.
I have bad patterns though.
I noticed that if I do a standing/retreating sh ASC, I tend to release it, but if I SH forward at opponent, I tend to cancel it. See if you have weird patterns like that in your game, and get rid of them (or use them to your advantage... lol - remember, if you're "predictable", then let your enemy predict you... ;])
Here are some other interesting 'bad' patterns that you can possibly turn around into points to counter-predict your opponent if you're attentive:
- releasing ASC as soon as your opponent lines up with a Forward-ASC trajectory.
- Attacking directly with ASC > landing in front of an opponent's shield (YOU CAN GET GRABBED D: )
Random cool things:
- Charging ASC, but not releasing it: Control it via the "charge DI", then release and shield cancel into a backward roll/shield-release dash attack or something.
- IF YOU EVER EVER GET INTO THE POSITION WHERE YOU TRY TO LEDGEHOP AN ASC AND ACCIDENTALLY WALLHOP AN ASC:
- -1) Keep holding [down]
- -2) Stop pressing [b ]
- -3) wait until the charge dies, then spring lol.
- You can do a 'rising ASC' if you start a down-B as soon as you jump, and release it as soon as possible. It's more of a 'horizontal' thing, but it actually has some airtime where it's going upwards if you do it right lol.
- Not actually charging the down-B (like BT said, just hit down-B but release [down] ASAP) is cool - just don't do it too close to your opponent
Of course.For the bad patterns, in all honestly you should probobly lesson the use of ASC in your game.
That's basically what I was talking about in that one MK post I made a while back.Of course.
What I was hinting at was countering the opponent's anti-ASC reaction with a variable of the approach.
Like if you can get your opponent to start committing to an attack because they think you'll release the ASC when you line up with them, then land and do either an SDR or charge until you're about to land and shield cancel it, then you're in business. Maybe even spinshot over and drop a spring or something instead.
If your opponent likes to try to grab you out of ASC, then try to aim the charge to land in front of but out of their shieldgrab range and be ready to punish it out of shield.
That's the beauty with Sonic's specials - with the exception of being walled by the edge or something, you can almost always find a counter-counterreaction.
Try saving your second jump so that you can cancel out of your ASC and either jump back to edge or jump and spring or even jump and do a >B special.ASC is very useful to me but sometimes it can fail me for recovery when I recover from being knocked off the stage sometimes it doesn't go to the stage.
i will try thisForget fast fall. That doesn't work. Let me attempt to clarify with a simpler demonstration:
On the ground hold down and tap b ONCE. Note how long sonic takes to stop spinning.
Now try it but the moment you tap B release down or roll to forwards or backwards. Sonic will stop spinning much faster. Now if you do this in the air you can short hop - without fast falling - and land without any lag. It allows you to feint an ASC attack. Your opponent hears the sound and is expecting something to happen.
It's probably just those what-cha-ma-call-it frames. Releasing down seems to do the trick for me.i will try this
is it just me or does holding sheild neutralise the down b charge faster than normal