Kuraudo
4Aerith
I need to host a tourney and get a blue name. :[
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I WOULD have said inb4springcancel but I've been off of SWF due to dead week/finals.Hehehehe...
There's some mechanics I'm not mentioning.
All it would take would be for the spring to be there. Sonic's presence after that would be completly negligible.
And no. Nothing to do with the uair string.
If you mean "What should I do if I SDR (ground spin) into someone and they shield it?", it depends on their experience against Sonic.Relating to the thread, how do my fellow Sonic's recover from a failed spin combo? (most notably on a shield)
Yeah, there's lots of options, but which is the most reliable? Air dodge? Double jump? Spring? Or something offensive like a ffed bair?
Sonic's side b has super armor/invincibility frames (someone else can clarify which) during the hop. When Sonic uses this move on the slanted edges in Yoshi's Island, he goes straight from a charging state into a roll and retains the "invincibility" properties for the duration of the roll. With this technique, the SDR gains a surprisingly high amount of priority. Keep in mind, however, that the iSDR can still clang with other attacks, and that reversing the direction of the spin will return it to its normal state.quick question: whats the deal with Sonic's invinsibility glitch on Yoshi's Island?
[1] Yes. If their feet are not touching the ground, then they will air release, regardless. Try picking Captain Falcon and grabbing shorter characters and they will air release 100% of the time, assuming they aren't against a hill or something. Alternatively, grabbing someone with their feet off the edge also forces air releases.I actually really don't understand air releases vs. ground releases.
[1] From what I gather from your post, you're saying that you can force small characters to air release since they dangle above the ground when you grab them.
[2] But is it possible for the struggling player to choose whether they want to air/ground release when they are not in this predicament?
I'd imagine that it would be pretty easy with sonic since all you have to do is use homing attack.Anyone managed to get under and back up on the wifi waiting room stage?
That was too cool kinz. Thanks a lot!Make a stage like this:
http://www.youtube.com/watch?v=fccJnX0n7yg
Play as Snake.
Get yourself up in damage, or start off with a handicap.
Blow yourself up.
Practice practice practice.
???.
Profit.
Spin Dash from the edge, double jump, 2 homing attacks, and a Spring up to the ledge.Anyone managed to get under and back up on the wifi waiting room stage?
This.Spin Dash from the edge, double jump, 2 homing attacks, and a Spring up to the ledge.
That's one way to do it.
No problem. Actually, I got introduced to duelist by FOW. I really like that kid, I do.That was too cool kinz. Thanks a lot!
Hey, thanks for going through the effort.Kinzer, Idk about frame testing and whatnot, but I could consistently dash re-grab MK out of an air release. When I usmashed, the first hit was powershielded, but i could been too slow. I'm pretty sure the air release to re grab is legit though.
Wasn't the question asked how to recover from being sent offstage? This seems like something you'd say when you're giving advice to somebody who is having trouble getting back on ground from being juggled upwards.recover high + spinshot is the answer to most of lifes problems, decent vs marth toob-reversing a spring to dair afterwards makes juggling you on landing quite hard, anything other than going for the ledge is good lol.