What distance you want us to work with? Sometimes, i'm getting 4 hits with one charge, sometimes 3. This is probably the "transition hit" issue you're talking about.
Oh, sorry, I meant hits on shield, which is pretty much what we're probably gonna be hitting most of the time anyway. The distance shouldn't matter
too much, as the hits seem heavily dependant on speed, rather than charges.
What I'm aiming for is timings of when it's better to press back to screech stop or to SCJ from a Lyric Roll, which should throw people's positioning off if they're used to Bairing OoS. I believe that pressing back right when the "transition hit" connects will lead into a screech stop, while doing that before that hit will result in a turnaround. The AVSDJ (almost VSDJ looool) seems to occur whenever you try jumping after the Lyric Roll hit (if it becomes somewhat useful, we could maybe call it LSJ - Lyric Spin Jump).
Also, we should use VSDJ more. For instance, I think charging a SD at the right distance when the opponent's hanging onto the ledge can pretty much cover all of their options:
- Roll/Attack: SDH to aerial;
- Getup/Attack: SDR to SDJ;
- Jump: VSDJ+aerial/HA;
- Fastfall, aerial onto stage: invincible SDH to aerial.
Then again, this is still just in theory.
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Edit: Some Spin Jump shenanigans:
- SDJ horizontal distance depends a lot on its speed. Hitting the enemy with an uncharged SDR and then the SDJ will significantly shorten the jump's horizontal distance. At least about a halfway charge should be enough to get rid of the slow down;
- SCJ horizontal distance also depends on its speed but not by much. Hitting the enemy with an uncharged SCR and then the SCJ will also shorten its horizontal distance, but two SC charges should be enough to get rid of the slow down altogether;
- Because of this difference, the conclusion might be that it's easier to slow down a SDJ rather than a SCJ, but that's not always the case:
- The SCJ will lose a lot of its horizontal distance should the SC hit the enemy/shield x times [x = number of charges. i.e.: 1 charge =>SCJ hit with no slowdown; 2 charges => 1 SC hit + SCJ hit with no slowdown];
- This makes it easier to control the distance you want to travel with the SCJ: more SC hits, less distance and vice-versa;
- The SDJ distance is harder to control due to its charging mechanics and the SD hitting only once.
This should be tested with SHSJ (short hop Spin Jumps) but.. dunno if it's even gonna make a difference, so maybe I'll see to that later lols