Jim Morrison
Smash Authority
Falco does better against almost everyone except the two you named.
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That is correct.What causes air tripping? Is it caused by having a "lagless" landing without the tumble animation?
Anything that cancels the tumble animation of Sonic's spring will cause an air trip, which is what the item toss did. I'm not aware of other situations though where this happens.I have air tripped on stage by throwing an item as a land after spring. Are there any other hings that will cause you to air trip without landing at the apex of spring?
Also is Airdashing always invincible? Are there any practical applications for Airdashing as an edgeguard?
Air Dash airdash air-dash
"Air Dash" is a situational 'glitch' that works on certain levels only. The basic input for it is:
Side-B charge (upwards) on a 45 degree or steeper slope > release
Again, the 'magic' behind the air dash is, like spinshot, interruption of a phase change. In this case, side-B's charge is supposed to go into the air. However, this phase change is immediately interrupted by the ground. The invincibility frames given by the release then extends for the duration of the move. Performing a turnaround will create a 'new' SDR and turn off the invincibility frames. The reason behind the naming of this technique as 'air dash' is that when Sonic spins off some edges, he will spin horizontally off the platform, as if he were on an invisible platform.
A few interesting notes about the Air Dash:
Flight behavior
- If the ground ends while completely flat (horizontally) or rising, Sonic will launch horizontally into the air as though he were riding on invisible ground (example: Delphino tower, Pokemon Stadium trees).
- If the ground goes downwards (Brawl Yoshi's Island), you may either: spin off the stage in an invincible ASC, airdash (it tends to happen in custom stages), or stall on the edge while spinning and go flying off the stage in screech stop animation when it runs out of power (Pictochat).
Teleportation
- If he passes a platform (can be above or under him) as he's in the air and makes contact with anything (projectile, person, etc) he will teleport to another height while still spinning.
Turning?
- If you don't have enough momentum to climb the slope and go backwards (ex: single charge), you will still be in the invincible state (like for example, the side platforms in Brinstar or the hills in Pipes).
Phase changes
Airdash = invincible "floating" spin done out of side-B
iSDR = invincible spin
iASC = invincible ASC that results from being slope-reversed and falling downwards off a platform (like in Brinstar).
Air dash phase changes:
SD (charge) > iSDR (uphill/horizontal) > Airdash > (double jump)
SD (charge) > iSDR (downhill) > iASC > (double jump)
SD (charge) > iSDR (uphill, slow) > shield
SD (charge) > iSDR (turn around) > SDR > SDJ
Well, that post show that it is indeed invincible and works on a plethora of stages besides Brinstar.Isn't Airdashing only viable on Brinstar? I think that answers the edgeguarding thing. On it being invincible, ihdk. I think I've read that it has similar properties to the iSDR, minus the defying gravity bit. Invincibility might be one of them.
It's not, but I generally ban it >_>Wait.
Since when was Brinstar banned anywhere?
lol, hoe /hopeAlso I didn't want to spam the MU thread but I loved wat you did back thar Camal.
Nah, don't sweat it bro.Let's just put it behind us I guess.
^^^Anyway cool thing to remember, if you D-Throw your opponent on platforms that can be passed through either way, if your opponent DI's down (probably they tried to tech it in place), they will instead go under the platform and put themselves in a worse position than having DIed up. You might want to look into the tech lab or do some research yourself to find out more.
Wait, what? Why only 80%? We're just talking about using the aerial down-B, not necessarily getting multiple hits with it or even shield-cancelling it, right? You have to lean the control stick forward for it to keep its hitbox, so maybe that's your problem? Or mebbe you're just not good at aiming it... I usually shorthop it unless I'm already in the air.I can perform it with about 80% reliability on a standing-still training dummy.
Hold forward on the control stick = it keeps its hitbox out = its priority is quite solid. You can eat through most projectiles (Zelda's fireball, Lucario's auraspheres (sometimes, depending on charge), turnips sometimes), clash attacks like Fsmashes or MK's glide attack, etc. Today I was able to beat out Rock Smash with it with weird spacing, lol.1. The thing has pretty bad priority.
Aerials in general will beat out ASC, if they're able to hit you. But that shouldn't be happening. See below.All they have to do is jump and do ANY arial attack to screw up the combo before it even begins.
Neither. And both. ASC is NOT an approach. It is a bait, and it is also a punish. (Though if it's a bait, it's not necessarily what you use to punish.)2. WHEN is it used (specifically)? For instance, do you usually run headlong at your enemy, shorthop > downB > ASC? Do you wait for your opponent to rush YOU and then shorthop > downB > ASC?
You should always be able to hit at least once with ASC. For multiple hits, good spacing is required, I'm not sure if high %s rly throw it off or not. Aim for their neck? and hold forward.3. Is there a certain range or damage percentage that it works best/only works at? As mentioned, I'm unable to perform it with 100% reliability even on an unmoving target. Should I be aiming for a certain "angle" on the enemy? I mean, it comes down at 45degrees, but should I aim for the enemy's head, midsection, or feet?
You're not leaning it forward, are you? Depending on its velocity, ASC can do between 6 and 11% damage. Each hit. Hit twice at full speed that's 22%. Follow-up with an aerial (easy) = 30-something damage.4. Is all this for an extra 7% damage?!? I'm pulling my hair out here. >.<
Yeah, okay. Each hit does 6-11. Hey, you're Sonic -- take what you can get. Say the first hit of ASC does 10%. But if you've landed the first hit, then there's no way you shouldn't be able to follow up with something else. There are lots of options: ASC > grab can easily amount to 10 + 6 (2x pummel) + 12 (Uthrow) = 28 damage. That's a solid punisher for Sonic. Or ASC > Aerial on its own is, say, 24%; nevermind that you might've multi-hit, or maybe got an SDJ in there too. ASC > footstool > ASC shield-cancel grab is I believe abbreviated to SLOW (Sonic Loop of Win) and gives you, again, (6-11) + (6-11)? + (3x?) + (12) = good damageI am tilting forward on the control stick when in the air after charging the arial downB. When I said I only hit 80% of the time, I meant with the extra hits. The first hit is kind of a given, I guess. I mean, it's an arial spincharge. That's also why I was calling it an "extra 7%." The original hit does what, 8-10-ish? I dunno. Maybe it's the added hitstun-comboability leading into an arial that makes it valuable?
Yeah. I am seriously having trouble with this... /embarrassed. On the one hand, I'm trying to learn it as "situational" and "a punisher." On the other hand, I need my ASC to be reliable enough to actually do 30%ish when I attempt it.
No... you need the patience to be satisfied when you're able to dance a myriad of delicate tricks around a slew of powerful attacks from your opponent, only to come in with measly 6% pokes in the opportunities provided by your opponent's misteaks. This is what it is to main Sonic.
The reason ASC is so applauded is that, for Sonic's tools it is great. It's one of the best things he's got going for him, even if it's not that good. But it is that good; in the context of the way Sonic plays. His manoeuverability allows him to rly capitalize on it. And moreso, it is his manoeuverability. We're a bait+punish character, and ASC is our best punisher... and it is in itself, a bag of tricks waiting to be opened. But you can't let yourself get predictable!!
Just my thoughts; then again, I'm a lousy Sonic.