(It’s so great to have automatic draft saving. My Opera 11 just crashed again when I tried to open Facebook, and while the post wasn’t lengthy at all, it’s still nice to have this kind of safety net. So shoutouts to AlphaZealot and his team, on the off chance they are reading this.)
I think I discovered something new. When you are in a full run, if you angle the stick downwards at a 45 degree angle, you run more slowly.
I used this input in the video at the bottom of the original post in this thread. Stickywalking usually incorporates this “technique”, though it really isn’t more than
Dash and
Run Δx and animation speed depending on the current x value on the control stick. You can achieve the same slow run speed by holding the control stick at [178,128]. It‘s significantly more reliable to hold 315°, though; even on my modded controller that has a slight downwards control stick shift for easier pivot dtilts and moonwalks holding 315° still triggers
Run and not
RunBrake.
I also have a feeling this might contribute to moonwalks somehow since the way people always explain how to do the furthest moonwalks is to angle the stick down and forward at the beginning.
The reason for this recommendation is more that “slow” type moonwalks (“fast” moonwalks are done by moving from strong forward to strong backwards after frame 1 or 2 of your dash and cannot be done out of
Turn and thus out of dashdance) can be done more quickly by moving a straight line from down-forward to down-backward than by moving a half circle.
Your ground speed affects your aerial speed so if you wanted to jump off stage to edgeguard an opponent without going too far, you could jog instead of run.
Interesting idea, I played around a little bit and found that pseudo-moonwalks work even better towards that goal. It’s necessary to know approximately where you need to stand, but it’s much easier than pivot edgehog. It might be really useful for edgeguarding spacies that up-B close to the wall so that you risk getting burned if you just run down without manipulating your air speed.
This, and lots of other things that came up in the last few pages, can be explained much better in a video than in text with a few gifs, though. I think I’ll stop making gifs and work out details for the video project with you instead, I feel it could be a great solution for the knowledge need.