its amazingly useful if you have forced DDD to use all his jumps haha
You are aware that if someone bounces on a grounded springs, and isn't in a special up-B fall state (sonic/snake/..?), bouncing gives them back all their jumps, right?
Unless you're talking about camping their landings when they don't have their jumps, since they can't fake you out, then okay.
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Also, I've been messing around with resurrecting the idea of spring-cancelled aerials, and some SCA movements, none of which are really all that special so far.
The basic SCA "use"/setup:
- Grounded spring (lasts 3-4 seconds)
- You land first (via AC D-air - for most cases - leaves you with about 2 seconds by the time you get back on the spring)
- You use a move in the air that ends up landing on the spring.
- You use D-air to "stall" on the spring until a certain opening comes up. You can D-air up to around FH height and still land on the spring, so you're not limited to staying exactly on it (which is the case when most people try to camp your spot on the spring)
- You use your move of choice before the spring goes away (B moves, double jump, aerial, etc)
These are the only new/somewhat useful setups/movements that I've messed with recently:
1)
Battlefield/battlefield height platforms:
- on Battlefield, you can spring + D-air instantly (don't delay it) at the start and autocancel into the bottom platform, duh.
- More importantly/universally, if you HA into someone's shield and they're under the spring, you'll bounce high enough to end your bounce just a tiny bit earlier on the spring. Of course, if they hit you on the way up, which is the case for quick-aerial characters, then it won't do anything for you.
2)
Spring cancel > (stall) > HA
- Exactly as it says. HA's momentum is not affected by the spring at all, so it lets you keep a low HA in a somewhat more unexpected way/timing.
3)
Spring > D-air to grab the ledge > ledge hop (hit down first) F-air/U-air/ASC/HA > spring cancel stall > ???
- This is the only potential bait I can think of for certain otherwise overly situational kill/damage strings (like U-air to spring > springcancelled U-air > dj U-air > spring U-air, or unfinished F-air > springcancelled D-air > B-air). If you're on the edge, people are more likely to camp for ledge attacks, and the spring is sort of... there as a distraction and an escape route for yourself since your aerial won't finish.
iono, it's still way too much BS atm. I actually spring cancel > D-air > HA somewhat frequently. As for the other ones, I haven't tested those enough, but they seem potentially interesting.
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Also, since the ASC Perfect Combo will never ever happen in a real match, I publicly present to f=154 the closest thing to it:
Low-launching move (U-throw/F-throw) to a platform > opponent airdodges/attacks into platform > Full Hop [rising] ASC (hold forwards for up to 3 hits) > aerial.
Of course there are variations, like skewing your timing if they're more prone to attacking and end up in landing lag, or doing this to read airdodges in general, though I think the platform really helps the setup more than anything.
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a1joy.
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