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Interesting thing about dashes

Does this method have potential?


  • Total voters
    5
D

Deleted member

Guest
(I'm pretty sure most high level players know this by now, but it's interesting to think about and I kinda wanna hear others inputs on it.)

So most, if not all of us know by now with some characters that once they've turned around (not by dash dancing or any other quicker method, just plain old, ****ty turning), they have that little "lag" where they kinda just keep that single animation going. Like with Luigi, after that turn around he looks like he's frozen in his running animation.

Yeah, it's stupid and kinda doesn't make sense in this sort of game. But when I picked up Luigi recently I've noticed that in said "lag", when he jumps, he faces the opposite direction -the direction he was originally dashing in before he began to turn. I messed around with this a bit, and saw that towards the end of the whole "turning around" bit, while he's still in that goofy looking single frame run, jumping will instead have him face the direction he was turning toward.

Probably completely useless to point out, but do you think this may have potential in creating unpredictability with someone doing this? Or is it just too slow paced to even be considered practical?
 
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Vizc

Smash Rookie
Joined
Mar 5, 2014
Messages
14
I may have voted a bit hastily, should've gone for "Entirely situational."

Not entirely useless, along it's own execution path it has to be justified over.
  • Dash dancing/Pivoting/Moonwalking
  • All jump cancelling options out of the initial dash
  • Shield cancelling out of the initial dash
So the enemy would have to be far enough away to justify sitting through the initial dash, then it still has to beat out.
  • Dashing has to be more effective than wavedashing
  • Crouch cancelled D tilt and D smash
  • All jump cancelled options.
If you have the time and a worthwhile Bair, this can prove useful.
 
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D

Deleted member

Guest
I may have voted a bit hastily, should've gone for "Entirely situational."

Not entirely useless, along it's own execution path it has to be justified over.
  • Dash dancing/Pivoting
  • All jump cancelling options out of the initial dash
  • Shield cancelling out of the initial dash
So the enemy would have to be far enough away to justify sitting through the initial dash, then it still has to beat out.
  • Dashing has to be more effective than wavedashing
  • Crouch cancelled D tilt and D smash
  • All jump cancelled options.
If you have the time and a worthwhile Bair, this can prove useful.
Yeah, that's kind of what I was thinking, there's so many more options to choose from that this would probably be only something to use to intially throw your opponent off.

I can only see this being useful against a slow character, most of which aren't really a viable character to use anyway.

As for Bair there aren't many that have an incredibly useful one, the only one I can think of off hand is maybe Marth and (ironically) Bowser, though neither of them have low enough traction to even utilize it.

All in all, I think this "technique" is something that can be used against others in a more party sort of setting rather than a competitive match.
 

Vizc

Smash Rookie
Joined
Mar 5, 2014
Messages
14
What you can get away with against people is determined solely by the player. It will work on some

On the note of "useful" bairs, they must be compared their other air attacks,and weighed with risk and reward.
 

Kadano

Magical Express
Joined
Feb 26, 2009
Messages
2,160
Location
Vienna, Austria
That phenomenon is known as a tilt turn. When you press the control stick within tilt levels, you do a tilt turn, but when you smash it all the way to the side, you do a smash turn. They both use the same animation, but a smash turn will have you be turned around for all actions possible at the very next frame, while a tilt turn will take a few frames for some actions (jump, sliding off, shield; maybe something else as well).
The exact amount of frames the tilt turn animation takes to truly turn you around varies from character to character.

Character | Tilt Turn Frames
Giga Bowser | 9
Master Hand | 5
Crazy Hand | 5
Male Wireframe | 7
Female Wireframe | 7
Sandbag | 5
Zelda | 7
Sheik | 5
Popo | 5
Nana | 5
Captain Falcon | 7
Young Link | 7
Donkey Kong | 9
Doctor Mario | 5
Falco | 5
Fox | 5
Kirby | 5
Bowser | 9
Link | 7
Luigi | 5
Mario | 5
Marth | 7
Mewtwo | 5
Ness | 5
Peach | 7
Pichu | 5
Pikachu | 5
Jigglypuff | 5
Samus | 5
Yoshi | 7
Mr. Game&Watch | 5
Ganondorf | 8
Roy | 7
Dashing out of a tilt turn is only possible as soon as these frames have finished. Turn animation seems to be 11 frames in total for most if not all legal characters. (Sandbag’s turn is something like 90 frames, and I’m pretty sure Master Hand and Crazy Hand don‘t have a turn animation.)
 
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