Greenstreet
Smash Champion
- Joined
- Jul 8, 2008
- Messages
- 2,965
Loved this by the way. very comprehensive.
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Foxtrot dance?Every character, it makes sonic top tier, ill find the vid for you. Something about true pivot, idk, phanna stuff, I think you can do anything out of this dash dance though, not just a grab or dash attack or usmash since it's a pivot, but only at the ends of the dashdance.
Sonic's pwns http://www.youtube.com/watch?v=ioUt7qjfh6Y
Also, when you're on a flat surface, you spend 1 second in the air from a side-B hop, so you have 1 second to roll (either approaching or retreating, etc), then start a turnaround/"pivot" to do a 'quick' ground cancel of the SDR.Okay, so have you ever had this experience where you're doing a mixup/turnaround with the roll, and then you just... run out of energy? Started a grounded SC in the wrong direction, finally turned around and then ran out again? Started an ASC to recover/bring yourself closer to the stage, but right before you jump out of it, you go into "screech stop" animation and fall to your death? Or find yourself rolling back and forth across your opponent, end right behind your opponent after the hit and successfully follow up with an aerial, wondering if you could ever pull it off ever again?
Well, at last, the mystery is solved!
Yep!TIME LIMIT: After your initial release of the charge, you will remain in ball form until you jump (SDJ, double jump, etc), or until 2 seconds has passed. Keep this in mind when trying to incorporate spindash into your chase and mixup movements. This "timer" begins counting as soon as you release your charge, regardless of if it's side-B hop, ASC, or just a grounded spin charge- your spin will last for 2 seconds after you release.
How can you apply this?
Well first off, the long screech stop slide. It's very annoying. Basically, this happens when your SDR runs out of steam and you're moving very fast. It leaves you sliding uncontrollably for what feels like ... well, too long.
You can avoid it without having to jump.
Basically, if you have the correct timing, you can start a turnaround (press the opposite direction while you're rolling) so that the roll ends when you have little/no movement. This means you spend much less time trying to slow down (since you're already not moving) and you can follow it up with a different move much quicker and more accurately.
Imagine, SDR> (force airdodge) > grab?
D-smash has IASA frames at the end (which is AFTER the attack finishes), as Sonic 'hops' back to his feet. You can actually do any movement out of it as long as you know the timing.^^ is this true!? cuz that sounds freaking important!! I wish I could test but I'm out of country atm.... vid plz?
o_O?TENKI! I can't do the boost pivot grab well.
1. Explain the process to me
2. How good is it?
3. Steak