S2
Smash Lord
Hey everyone, I felt this deserved it's own topic since it could potentially be a big deal for Zelda and this board hasn't really had this discussed at all. If you don't check the tactics board you probably didn't see it.
Dash Pivot Canceling was found by SamuraiPanda about 2 weeks ago and lets you cancel your pivot into any attack (most useful with smashes at the moment).
Why is this important? Because unlike many universal ATs which give very little or no effects when used with Zelda (cough snakeboosting), this works really well on her.
First, directly from the tactical discussion board is SamuraiPanda's own description
http://www.youtube.com/watch?v=lZg0f8RTMOg
http://www.youtube.com/watch?v=QNyJQLOBP1M&feature=related
**The first video explains how to do it
**The second vid will show you what happens when you do this with Zelda (it's a character showcase).
Why is this important for Zelda?
Well
1.) She's got a fast pivot. Not that it matters all that much. But it's good for mindgames
2.) Although the window for input on Zelda DPC is smaller than some characters, the effect is actually quite nice. This has to due with spacing.
This has been discussed before, due to Zelda's hitboxes and lag startup/ending your spacing is always been important.
DPC allows Zelda to basically cancel her run into a small backwards slide that she can smash out of (or do other things out of).
This is especially useful for her forward Smash (the tilt is freakishly hard at this point, but I'm sure it's masterable since it's possible) and probably quite useful for her d-smash in certain situations. You can run towards an opponent and pivot into a small slide backwards while throwing out a f-smash in front of you.
The technique is new and even at a tournament last week I went to, no one had adopted DPC much into their game. But the technique does have big potential. It's probably a matter of time before someone (probably a Metaknight or Squirtle player since those characters benefit tons from this) starts abusing this in tourney matches.
Obviously the biggest applications are
1.) Mindgames
2.) Spacing
3.) Giving Zelda another approach strategy (which is awesome because that's one of her most glaring weaknesses. Keep in mind this isn't a solution to her lack of approaches, just another little thing that helps her).
Feel free to discuss applications, mindgame potentials, etc. Remember that this is a universal AT, so keep this discussion Zelda-centric.
Dash Pivot Canceling was found by SamuraiPanda about 2 weeks ago and lets you cancel your pivot into any attack (most useful with smashes at the moment).
Why is this important? Because unlike many universal ATs which give very little or no effects when used with Zelda (cough snakeboosting), this works really well on her.
First, directly from the tactical discussion board is SamuraiPanda's own description
And here are his videoSamuraiPanda said:This AT is performed by dashing, then performing a pivot, but holding forward a little bit after the pivot. Its different for every character, but while you turn around and start moving forward, there is a window that you can cancel the pivot into a something (I usually do it with forward smash or down smash, although it also works to some extent with tilts). Here is where the Dash Pivot Cancel gets interesting. With the right timing, after pivoting and moving forward just a bit, do a forward smash in the opposite direction (its easiest to see with the Fsmash IMO), and your character will perform a slide while smashing!
http://www.youtube.com/watch?v=lZg0f8RTMOg
http://www.youtube.com/watch?v=QNyJQLOBP1M&feature=related
**The first video explains how to do it
**The second vid will show you what happens when you do this with Zelda (it's a character showcase).
Why is this important for Zelda?
Well
1.) She's got a fast pivot. Not that it matters all that much. But it's good for mindgames
2.) Although the window for input on Zelda DPC is smaller than some characters, the effect is actually quite nice. This has to due with spacing.
This has been discussed before, due to Zelda's hitboxes and lag startup/ending your spacing is always been important.
DPC allows Zelda to basically cancel her run into a small backwards slide that she can smash out of (or do other things out of).
This is especially useful for her forward Smash (the tilt is freakishly hard at this point, but I'm sure it's masterable since it's possible) and probably quite useful for her d-smash in certain situations. You can run towards an opponent and pivot into a small slide backwards while throwing out a f-smash in front of you.
The technique is new and even at a tournament last week I went to, no one had adopted DPC much into their game. But the technique does have big potential. It's probably a matter of time before someone (probably a Metaknight or Squirtle player since those characters benefit tons from this) starts abusing this in tourney matches.
Obviously the biggest applications are
1.) Mindgames
2.) Spacing
3.) Giving Zelda another approach strategy (which is awesome because that's one of her most glaring weaknesses. Keep in mind this isn't a solution to her lack of approaches, just another little thing that helps her).
Feel free to discuss applications, mindgame potentials, etc. Remember that this is a universal AT, so keep this discussion Zelda-centric.