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1. no.2 questions.
1.a player counts as an object. so if you hit them, can u immidiately cancel and sheild grab?
2. Has anyone ever tried a single charge SC for mindgames? if so how did it work?
Wait...what?he slows down as he rolls, especially after hitting something. Single charge SC > hit an object once and you can shieldcancel it without turning.
Thats happened to you too?1. no.
2. yes. Hills slow you down considerably more, so if you were on the pendulum platform on RC, facing up, or doing a single charge SD to the tilted platform on Yoshi's Island, you can shield cancel relatively earlier, assuming that you hit your opponent (shielding or whatever) as you're going up the hill..
Now what I'm interested in/want testing on atm is a 'sudden turn' effect upon hitting an opponent at the edge of a platform. I've fluked and performed it once in a match - I hit someone off the edge using spin charge, and immediately went in the opposite direction. Like... if you compare how immediate a dashdance pivot is to a normal fulldash pivot, that's basically what happened.
I kinda put it on the back seat for a while, but I pulled it off in a more recent game, so there might be something to it `.`;
Only at the end of each foxtrot.How many options do you have to break off the foxtrot into an fsmash? is it only at the end of each foxtrot, or is it an invinite number of breakoffpoints, as if you were doing a dash attack?
Yeah, he can split giant robots in half with a simple spin dash, but he slips on bananas...terrible...would be coolif his spincharge killed bananas
are you sure cause when you watch it the game makes the sound effect of an item being picked upthe bananas disappeared because noone picked them up, and it happened the same time he was rolling over them xD
1: the pivot retreat strat really seems to help sonic, We just need someone to master it. and vid it for us to see. but I'm pretty good at doing it on command. I perfer not to do all the time though. at least not yet.I find more and more that the retreat foxtrot-pivot to grab or any attack works really well. I tried watching my most recent online uploaded matches (done by someone else not myself, to my surprise) and it was right around when I had started experimenting with it. So you really don't see me use it a lot. Against Diddy... online... it's tough to react with a spin-dash-shield cancel so I didn't use it as much as I did the other day against a Marth I play regularly.
Some other stuff:
I've found some success when I started mixing up Spin Jumps with just spinning past shielded opponents:
Old dNES Sonic: I spin into opponent's shield and spin jump instantly.
Effect: Sometimes successfully jump canceling into an attack (most likely bair) or I find myself being predicted and either the attack is avoided easily or the player jumps and hits me first (usually case with smarter/more aggressive opponents).
New dNES Sonic: Instead of always Spin Jumping instantly, I will now sometimes roll a little further past my opponent and then turn around and approach again. This has proven to actually hit which then can be followed with spin jump combos. I fear that this is because I am online and my opponent has less time to react.
The fact remains that this usually keeps me in a more neutral position. My opponent has most likely dropped their shield and now I'm spinning back towards them. I can spin jump now or go in for a second approach.
Does anyone else mix up this or do they also find themselves always jumping up even if the opponent shielded successfully?
Another question:
A low percentages when someone is attempting to rack up damage on you with tilts... which attack is the best option? You can usually spring out of the situation. I want to know if you find more success with nair or uair for example. My natural tendency since melee was always to use the nair-sex kick with just about any character I played as. Sonic's dair has wayyy to much startup lag so at low percentages it's really a bad idea. His bair has startup lag too and hitbox isn't as centered as nair, but the uair really is what I want to focus on. Is it the best attack option? You would want to have tilt jump off or be using the c-stick to execute the uair otherwise you'll probably be moving upwards too much and the hitbox won't reach. The uair also will have very little landing lag, given the current situation.
http://www.youtube.com/watch?v=fEm9gV7E5lo
^there's 6 of these, I've played diddys with better nanner control then this one. Just showing you guys my most recent stuff.
Discuss.
I'm game for a couple matches... try and reach me on AIM or allisbrawl channel... that works best.Oh okay, but just in case, the link is right there. riiiiiiiiiiiiiiiiiiiiight over there.
I need to test my connection a bit later to see if I can play online matches with u guys. Anyone game?
I believe I've seen this specific sonic before use this move out of dash attacks and I always felt it was very situational. I didn't like the idea of missing and having myself launched up into the air while my opponent is on the ground with the advantage. I do however like the idea of using it as someone attempts to land back on the ground. We should probably look into this more as we've never really had any extensive discussions/testing on it (to my knowledge).Anthinus dash attacks the Snake, KITO. Dash attack is pretty darn easy to land. It pops snake up oh so little, and Anthi uses a grounded spring immediately afterwards, making snake have no choice but to bounce up with sonic, leaving the snake surprised, and therefore vulnerable. This is good, because no matter who you're playing, and no matter what percantages, you and your opponent will always travel the same height, making the kill more consistant. And you caThe only issue is if your opponent Uses a Uair , but I don't think its a major issue, its just how an opponent might attack you /airdodgeout of the traditional uthrow to spring+uair.
This doesnt necesarily have to be out of an dash attack either, you can do it right before an opponent lands on the ground, or watever.