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Perfect Spin Charge (b down)

Remo_Mago

Smash Rookie
Joined
Dec 1, 2008
Messages
4
Hey,
I have a question about the Spin charge.
When the move is performed on ground there is 2 knock backs possible that the foe might go after the hit and follow up jump/hit. One is is that he goes to the opposite direction that the SC was performed, ruining the chances to connect the attack to any combo/aerial. The other is that the foe will go in the direction of the SC, giving the perfect position to connect a combo (SC sweetspot).
I really have difficulty in achiving the sweetspot for the SC (intentionaly), and the results always comes out by chance. Sometimes i go to trainning and perform the move at 1/4 to see how to achieve it but i cant figure it out.
Has anyone researched this or have know how the sweetspot is achieved, for instance, the precise moment to jump-hit the foe so that he can fly in the same direction you go? Any possible way to performe it more easily?

thanks alot guys

(Im sorry if any one has already ansered this question but i could'nt find it...if there is this somewhere, just pass me the link;))
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
its weird... i never figured it out completely but this is my theory.

to my knowledge, the knockback is based on postioning. the way i describe it is to (in your mind) put a dot in the middle of sonics body and use it as a protractor, and whatever angle that sonic hits the foe, they will continue in that direction.

im bad at this but i will try to make a word picture

this is final D:----------------
this is sonic: S
this is opponent: O
This is where Sonic makes initial contact: X

so the rolling hit of SC always seems to hit opponents at a near verticle angle like this

'''''''''''''''''''''O

''''''''''''''''''X'''''''''''S
------------------------
when you hit with the spindash jump you want the opponent to be around here here so that you can follow upwith airials

'''''''''''''''''''''''''O
'''''''''''''''''''''''OSO

''''''''''''''''''''X
--------------------------

but sometimes this happens

''''''''''O''''''''''''''S

'''''''''''''''''''X
----------------------

this is because at the point of impact, the spindash jump has knockback that correlates to where you hit them with the attack
If the spindash jump hits at this angle


'''''''''''''''''''''O
'''''''''''''''''XS
------------------------

you will get the result in the first picture.

however if you are late and the spindash jump hits at this angle

''''''''''''''''''''''''''O
'''''''''''''''''''''''''XS
---------------------------------
you will get the result of the second picture.

this is because the spindash jump exemplifies whatever angle you hit it from.

does that make sence?

thats my theory and it usually holds up to scrutiny but it has never been tested.

And by my logic, the way to always get the "good" Knockback angle is to hit with the spindash jump immediately after hitting with the initial spindash, preferably during the frames when the game is in hitstun, that is, that spilt second when the game stops, which is a visual cue that you have hit with your attack.


Sorry for being so convoluted, I cant really make it any simpler cus thats how it plays out in my mind. im pretty sure somebody else can simplify this wall o text for you
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
its weird... i never figured it out completely but this is my theory.

to my knowledge, the knockback is based on postioning. the way i describe it is to (in your mind) put a dot in the middle of sonics body and use it as a protractor, and whatever angle that sonic hits the foe, they will continue in that direction.

im bad at this but i will try to make a word picture

this is final D:----------------
this is sonic: S
this is opponent: O
This is where Sonic makes initial contact: X

so the rolling hit of SC always seems to hit opponents at a near verticle angle like this

'''''''''''''''''''''O

''''''''''''''''''X'''''''''''S
------------------------
when you hit with the spindash jump you want the opponent to be around here here so that you can follow upwith airials

'''''''''''''''''''''''''O
'''''''''''''''''''''''OSO

''''''''''''''''''''X
--------------------------

but sometimes this happens

''''''''''O''''''''''''''S

'''''''''''''''''''X
----------------------

this is because at the point of impact, the spindash jump has knockback that correlates to where you hit them with the attack
If the spindash jump hits at this angle


'''''''''''''''''''''O
'''''''''''''''''XS
------------------------

you will get the result in the first picture.

however if you are late and the spindash jump hits at this angle

''''''''''''''''''''''''''O
'''''''''''''''''''''''''XS
---------------------------------
you will get the result of the second picture.

this is because the spindash jump exemplifies whatever angle you hit it from.

does that make sence?

thats my theory and it usually holds up to scrutiny but it has never been tested.

And by my logic, the way to always get the "good" Knockback angle is to hit with the spindash jump immediately after hitting with the initial spindash, preferably during the frames when the game is in hitstun, that is, that spilt second when the game stops, which is a visual cue that you have hit with your attack.


Sorry for being so convoluted, I cant really make it any simpler cus thats how it plays out in my mind. im pretty sure somebody else can simplify this wall o text for you
It's easier to read in my slightly-edited version of the quote.

TL;DR:
- The grounded roll (SDR) launches upwards/sideways.
- The spindash jump (SDJ) launches sideways on the same direction that your opponent is on.

If you jump late, your opponent will be behind you, so it will hit them far behind you while you move forward, so you can't follow up.

If you jump early (best timing), your opponent will be sent in front of you, so it will hit them (hopefully) in range for your aerial, assuming you start your attack as soon as it hits.

DI/SDI can also then be a factor, because if they SDI towards you for the grounded hit, then it will place them so that the jump will send them flying backwards. You can try just starting an aerial ASAP so you skip the jump hit altogether lol. It's alot less stress, but just keep in mind it's punishable if your opponent blocks it and you commit to an aerial right away.
 
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