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Potentially big thing that has to do with running momentum...

kyoskue

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So I was looking around for someone capable of making videos to help me out with this since its a little difficult to explain with just text, but I guess that I'm stuck doing just that. Hopefully somebody takes this seriously and makes a tutorial video.
In any case, here goes...

Edit:
Related videoes can be seen here:
Video 1
Video 2
Videos by Iggy524 and Nyani Desuka respectively, links provided by moofpi.


Before patch 1.04 Ike and Palutena were both capable of a "Sliding Counter" exploit that took their dashing momentum and added it to their Counter, allowing them to slide several character lengths while in Counter state. When it was patched out most were quick to think that was the end of it, but its far from over.
You see, it turns out that the Sliding Counter's mechanics were directly tied into the frame of animation that the character was showing when initiating the special. In Ike's case, if Counter was activated while his legs were fully extended mid-run then he would get the slide. It would also happen if activated JUST as his legs started to cross. Something about these two parts of his running animation was messing with his momentum.

So what? Sliding Counter is gone, so what does it matter?

Well, honestly I'm not sure.
I've tried it out with a number of other attacks, and from what I can tell whatever was causing the weirdness in Counter's momentum has bizarre effects on all sorts of other attacks.
For example, most neutral specials (such as Zerosuit Samus' Paralyzer, Luigi's Fireball, and Ike's Eruption, just to name a few) will have the character turn around but continue to slide with their original momentum if you try to B Reverse at either of these two points of animation. Basically they'll perform a Turnaround B rather than the standard B Reverse, with a longer slide than normal.
Meanwhile Link's fast walk pivot grab can act either like a regular B Reverse or a Turnaround B when done in a similar manner.
It can even cause a Turnaround B for some forward specials, such as Ike's Quickdraw, though the timing is incredibly strict because you have to preemptively let the stick go to neutral and perform the B Reverse when the animation SHOULD be showing.

I'm sure that there are tons of moves that can make use of this, but considering that I'm still in the testing stages of this I don't have any real applications for it yet.

I may not have explained it very well,so here are some notes that I have sent to others regarding it:
Visually Aided Text Explanation
Something else to take note of:
The closer you are to the exact timing (but still being off) will cause your B Reverse to have a shorter slide than usual.
What's happening is that the "turnaround" points (fully extended legs and just as they're crossing) act kind of like the number "0" (zero) on a line with both positive and negative numbers alongside it on their respective sides, but there's a catch:
Cross--------Stretch-------Cross
0-1-2-3-2-1-0-1-2-3-2-1-0
------------------------------
Its a loop, the first and third 0 are the feet crossing, and the second 0 is when the legs are extended.

If the 0's represent the points of the animation where a turnaround B happens then the 3 is a full B reverse slide, the 2 is an average B Reverse, and the 1 is a noticeably smaller B Reverse.
Ergo; if you try to get the turnaround B timing on the frame and barely miss it you will perform a very small sliding B Reverse instead. Getting way off (a 3) will net you a longer sliding B Reverse.

So if I got:
Cross--------Stretch-------Cross
0-1-2-3-2-1-0-1-2-3-2-1-0
---------X-------------------
my input here I would perform an average B Reverse, and would either need to wait slightly longer before I perform it, or pull it off earlier at the previous animation.

In practice you would want to time it something like this:
Cross--------Stretch-------Cross
0-1-2-3-2-1-0-1-2-3-2-1-0
RRRRRRRN-LB--------------
:GCR: :GCN: :GCL::GCB:

Hopefully the visuals and numbers make some manner of sense and don't just scare off people, heh.

Discussions with Another Player
It is a B-Reverse done with the same timing of Ike's pre-patch Sliding Counter, ie; it seems to only work at specific points of animation during a run, but can be done at any time that those animations repeat.
In Eruption's case, Ike will slide about 3-4 character length's backwards, ZSS's Paralyzer goes about 2 1/2 character lengths. Mario's Fireball is short and Link's Bow slide is barely noticeable.

Someone on the ZSS boards had mentioned sliding backwards while trying to B-Reverse Paralyzer and even the notable members seemed uncertain, so I'm pretty sure this is 100% legit.
I remembered doing the same thing myself a few times with Ike's Eruption, so I decided to investigate with those two characters.
I went into the lab and fooled around at 1/4 speed, and when I realized how similar the timing was to Ike's Sliding Counter I decided to specifically try timing it to that, and I can get it 100% of the time at those two points, and NEVER on any others.

I think I even know what's causing it... sort of.
See, at those two animation points (on Ike at least its when his legs cross and when they are fully extended) the character animation "stutters".
Depending on the timing of a B-Reverse around these points your character will slide greater or shorter distances, and if it is timed perfectly (I think it's about 3-4 frames, but I'm not certain) then your character will turn but the full forward momentum continues to carry them (its basically the exact same distance that the B-Reverse would move you if you added both parts of the slide but put it in the same direction).

If you want an easy demonstration of the timing, try going into 1/4 speed as Ike and dashing. Use your side special (forwards, backwards, doesn't matter) during the dash.
If you do it too early he'll lose all of his momentum and do it prone, but if he's sliding you have passed the point.
Basically the EARLIEST point that causes him to slide with forward B during the dash is the timing that we're going for.

The timing is more strict than Sliding Counter because you need to have held forward long enough that the character will have "buffered" the beginning of their regular run animation (but NOT actually started it yet), and then you let the stick go to neutral and B-Reverse ON the transition period between the initial dash and the run.

You can actually do it while jogging as well (albeit with much less slide though), and possibly at an even slower walking speed than that, though I haven't really tested that yet.

You know how if you dash just long enough to start a run that letting the stick go back to neutral initiates a slide that you can't cancel with anything besides jumping?

Basically, after buffering in enough momentum to get the character to initiate their run you can -B-Reverse during the starting frames of that slide. The actual animation of the transition between dash and run DOESN'T technically need to be showing, if you memorize the timing you can get it to work during the slide too.

Because I don't have enough info on timing this and whatnot, I HIGHLY recommend testing it in 1/2 or 1/4 speed (zoom view is also recommended).
Remember that you need to hold forward long enough to buffer a run while still giving yourself enough time to let the stick read neutral input so that you don't accidentally use Quick Draw instead.
You will likely mess up A LOT because its timing is pretty strict.

I was testing with Luigi, and his timing is set EXACTLY to the sound of his footsteps and can be done at least 1 frame before, during, or after it comes out.

So, at 60fps you have approximately 3 frames (or a 1/20) chance of pulling it off randomly if you don't know the timing, which sounds about right to me.

Edit: Just like Ike it also causes the slide when both feet are fully extended, this likely works for everyone.

I'm going to test Shulk, I get the feeling that he's the only one who CAN'T do this due to Monado Arts not having an animation.

Its pretty much B-Reversing but all of the momentum continues forward instead of dividing between forward and backward slides.

Luigi does it fairly easily, try pulling a B-Reversed Fireball just as the toes of his back foot touchdown (specifically when it plays his footstep sound effect), or when his legs are fully extended off of the ground.
Its easy to see it in action on him because of his slippery traction.

It may be worth mentioning that I've been doing this on the 3DS version and haven't gotten around to testing it on the Wii U yet, but I expect it to work the same regardless.


It doesn't seem to work on characters with prone neutral Bs, such as Captain Falcon's, Bowser Jr.'s, and Villager's; basically any special that completely negates ground movement isn't compatible.

Mr. Game&Watch's is also easy, just time the B-Reverse to the start of the second running animation in his dash.

This technique also works with numerous up, down, and possibly side specials as well.


TLDR version:
When running/fast walking try to B Reverse either when your character's legs are either fully extended or just about to cross.
You may be surprised at the result.

For the original Sliding Counter Topic that I made:
http://smashboards.com/threads/i-have-figured-out-the-sliding-counter.375859/
--------
*Upon further investigation I have found evidence proving that I am the first (at least out of the two videos provided and my own threads and conversations) to have discovered these, but don't really care.
Therefore I'm going to give them the incredibly uninspired but unbiased names of "Running B Reverse" and "Running B Turnaround" (RoBbeR and RoBoT respectively).
 
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moofpi

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Yeah Mario can do this too while moving forward.
http://youtu.be/KujJ4Zlzoak?list=UUu1Zb5_GwwFRboAWGkSBCvg

It's really hard for me to actually time it with the steps. Someone mentioned to do it just as the initial dust cloud from your dash begins to fade and it's guaranteed, but it might be the other way around...
 
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kyoskue

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I'd like to point out that I'm about 90% certain that slide distances are related to this.
For example, the length of Link's Dash Attack Canceled Item Toss is directly related to WHEN you toss the bomb during the run. I'm fairly certain it affects any kind of momentum, so its also probably possible to make use of this when trying to slide with a perfect pivot as well, but I'm uncertain as to whether there's a way to cause a perfect pivot mid-run.
Luigi's skid distance may also be related, but I honestly haven't gotten around to it.
Oh, and moves that completely cancel ground momentum still tend to do so with this, so no skidding Falcon Punches, unfortunately.

These are some very untested waters here, so it'd be awesome if we could get some more people working on this.
I'll try figuring out some more later myself, but right now I'm fighting off pneumonia.

Edit:
moofpi, just watched the video that you posted, that's exactly it.
I haven't tested it myself but I ABSOLUTELY GUARANTEE that the Cape Dash will also work if timed to when Mario's legs are fully extended. There're some incredibly interesting and new mechanics just waiting for us to find.
 
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moofpi

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Are there any character videos (besides Mario) showing this?
 

kyoskue

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Not that I've seen, but I honestly haven't looked at all.
I've been exploring it on and off again since I figured out how Sliding Counter worked, so I've known for sometime.

I've tried to get ahold of a few pros to do videos, but no bites so far, unfortunately.

Edit:
Hey; moofpi, I added your video to the OP, is that okay with you?
 
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kyoskue

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Having a hard time executing this with a few different characters' neutral B. Is this something 1.05 exclusive? I'm on the wii u.
Its in both, and is still in 3DS after update 1.05.
If you want to try an easy one play as Mario and use his Cape at those two points, or heck, even just spam it at random intervals while running.
You'll see an occasional slide here and there.

Its more difficult with neutral B because you need to let the stick go to neutral in anticipation of these two animations, not after they visibly happen. Basically let the stick go a few frames before you need to press the button for neutral B specials.
 

GdspdUblkprzdnt

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I must be misunderstansing then. Let me know what I'm doing wrong in case it's not a simple question of timing.

During a certain frame of a run animation, I input the opposite direction on the control stick and quickly return it to neutral before pressing B as if inputting a B reverse in the air. The result is that I will face the opposite direction while using my neutral B but slide in the direction of my initial run.
 

kyoskue

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I must be misunderstansing then. Let me know what I'm doing wrong in case it's not a simple question of timing.

During a certain frame of a run animation, I input the opposite direction on the control stick and quickly return it to neutral before pressing B as if inputting a B reverse in the air. The result is that I will face the opposite direction while using my neutral B but slide in the direction of my initial run.
You got it dood.
It shouldn't be too difficult to do if you're actively trying for it, gimme a sec and I'll check Mario's Cape to make sure that it does that.

Edit:
And... It works, you just have the time down wrong.

Okay, I'll go through a precise series of inputs that I go through to perform this more easily.
Take note that this is just an easy way to showcase it using Link's grab.
-Select Link.
-Pick any CPU that you like.
-Pick a flat stage to practice on, preferably a longer one like Big Battlefield.
-If there are platforms you may want to move the CPU onto them so that they don't get in the way.
-Set to 1/2 speed or to (hold L) 1/2 speed and zoom the camera in to better see your character's legs in action.
-While facing right, back roll all the way to the left ledge/side/edge/whatever.
-Input a fast walk (but not a dash) and continue to hold it and learn the character's footstep rhythm. Headphones are optional.
-Head back to the left side and proceed to fast walk again, but this time try to input a grab via the grab button in the opposite of the direction that you are moving.
-If you do it with the wrong timing Link will slide, but the correct timing will make his grab act like a B Reverse.
------
For whatever reason, the fast walk>grab version works the opposite way, in that it normally performs a "Turnaround B" style grab and you have to match the animation for the "B Reverse" style.
I recommend trying this first because the fast walk moves slower and you don't need to worry about buffering a neutral input at the same time. In any case, it still demonstrates that the running animations really DO cause things to go a bit wacky.

When you do the real thing you:
-Run.
-VERY BRIEFLY (short enough to keep momentum, long enough to register a neutral B) let the stick go to neutral, timed so that the empty input will overlap the correct frames of running animation.
-Input the neutral B in precisely the same manner that you would a B Reverse.

Characters that I can do it with consistently are Mario, Ike, and ZSS, I recommend Mario or Ike because they both slide well in this manner and it will be obvious when you perform it correctly.

Something else to take note of:
The closer you are to the exact timing (but still being off) will cause your B Reverse to have a shorter slide than usual.
What's happening is that the "turnaround" points (fully extended legs and just as they're crossing) act kind of like the number "0" (zero) on a line with both positive and negative numbers alongside it on their respective sides, but there's a catch:
Cross--------Stretch-------Cross
0-1-2-3-2-1-0-1-2-3-2-1-0
------------------------------
Its a loop, the first and third 0 are the feet crossing, and the second 0 is when the legs are extended.

If the 0's represent the points of the animation where a turnaround B happens then the 3 is a full B reverse slide, the 2 is an average B Reverse, and the 1 is a noticeably smaller B Reverse.
Ergo; if you try to get the turnaround B timing on the frame and barely miss it you will perform a very small sliding B Reverse instead. Getting way off (a 3) will net you a longer sliding B Reverse.

So if I got:
Cross--------Stretch-------Cross
0-1-2-3-2-1-0-1-2-3-2-1-0
---------X-------------------
my input here I would perform an average B Reverse, and would either need to wait slightly longer before I perform it, or pull it off earlier at the previous animation.

In practice you would want to time it something like this:
Cross--------Stretch-------Cross
0-1-2-3-2-1-0-1-2-3-2-1-0
RRRRRRRN-LB--------------
:GCR: :GCN: :GCL::GCB:

Hopefully the visuals and numbers make some manner of sense and don't just scare off people, heh.

Edit:
Fixed it up a bit, makes more sense now, heh.
 
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moofpi

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Not that I've seen, but I honestly haven't looked at all.
I've been exploring it on and off again since I figured out how Sliding Counter worked, so I've known for sometime.

I've tried to get ahold of a few pros to do videos, but no bites so far, unfortunately.

Edit:
Hey; moofpi, I added your video to the OP, is that okay with you?
Oh dear, that video is credited to iggyD

Here is another one by Nyani showing it with cape, fireball, and I think tries it with fludd

http://youtu.be/MvMUHOcrJok
 

kyoskue

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Oh dear, that video is credited to iggyD

Here is another one by Nyani showing it with cape, fireball, and I think tries it with fludd

http://youtu.be/MvMUHOcrJok
Will amend, thanks again.

Edit:
Hey, if anyone can send Youtuber Nyani Desuka (from the Video 2 link) a message and link to this topic for me that'd be awesome. I'm stuck using my Wii U tablet to type right now and can't message or comment on Youtube.
Thanks in advance, everyone. :D
 
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GdspdUblkprzdnt

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So I've got this to work with all the characters you've mentioned by inputting B BEFORE I input the opposite direction. I noticed you can B reverse this manner with Mario but not with Samus. I'm slaving here to get this tech to work and I fear that the aformentioned difference in mechanics may not allow her to do so.
 

kyoskue

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So I've got this to work with all the characters you've mentioned by inputting B BEFORE I input the opposite direction. I noticed you can B reverse this manner with Mario but not with Samus. I'm slaving here to get this tech to work and I fear that the aformentioned difference in mechanics may not allow her to do so.
As I said, its very trial and error right now, so I really can't explain more than I already have, unfortunately.
Still, it has potential and should be thoroughly explored before being dismissed, I think.
 
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GdspdUblkprzdnt

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As I said, its very trial and error right now, so I really can't explain more than I already have, unfortunately.
Still, it has potential and should be thoroughly explored before being dismissed, I think.
It definitely does have a ton potential. I'm bummed that Samus seems unable to execute it though.
 

kyoskue

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It definitely does have a ton potential. I'm bummed that Samus seems unable to execute it though.
Have you tried her up or down special?
Those might work because they don't make her go prone.

Edit:
Just checked them myself... its pretty much impossible to tell if it worked, but given that's the case, if the difference is that negligible it may as well be discarded.
 
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Lavani

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Villager boards noticed this awhile back with usmash, looks like the Mario boards already mentioned their findings (should note, it also works with charging JC usmash). My understanding of it is acting on the frame you transition from dashing to running causes an interesting speed boost, which moves that maintain your momentum can abuse.

Edit:
Hey, if anyone can send Youtuber Nyani Desuka (from the Video 2 link) a message and link to this topic for me that'd be awesome.
@Iko-Seiko
 

kyoskue

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Villager boards noticed this awhile back with usmash, looks like the Mario boards already mentioned their findings (should note, it also works with charging JC usmash). My understanding of it is acting on the frame you transition from dashing to running causes an interesting speed boost, which moves that maintain your momentum can abuse.


@Iko-Seiko
Yeah, it affects pretty much every kind of slide.
That's not what causes it though, the specials can be activated ANY time that the character's feet cross or become fully extended during a run or even a fast walk.

Thank's for the link. :)
 

Pazzo.

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Who knew that timing your footing would matter in a Smash game? :laugh:

I'll have to try this tomorrow.
 

Lavani

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Oh, so it is indeed in more parts of the run than just the start.

Doing some brief testing with it with Mario, I'm noticing the timing lines up with when the tiny dust clouds appear during his run (as he takes each step), doing stuff a couple frames after they appear seems to get the max slide.

Also,

Before patch 1.04 Ike and Palutena were both capable of a "Sliding Counter" exploit that took their dashing momentum and added it to their Counter, allowing them to slide several character lengths while in Counter state. When it was patched out most were quick to think that was the end of it, but its far from over.
You see, it turns out that the Sliding Counter's mechanics were directly tied into the frame of animation that the character was showing when initiating the special. In Ike's case, if Counter was activated while his legs were fully extended mid-run then he would get the slide. It would also happen if activated JUST as his legs started to cross. Something about these two parts of his running animation was messing with his momentum.
I just want to note that Sliding Counter had nothing to do with the animation, it simply required a frame perfect downB during a run. I've got some homemade gifs at four different points in the run animation supporting this:

1
2
3
4

Sliding Counter was its own thing unrelated to this (though it likely benefitted from this with the proper timing).
 

kyoskue

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Oh, so it is indeed in more parts of the run than just the start.
Very much so.

Doing some brief testing with it with Mario, I'm noticing the timing lines up with when the tiny dust clouds appear during his run (as he takes each step), doing stuff a couple frames after they appear seems to get the max slide.
The timing of it determines both the B Reverse distance AND whether or not the move can be successfully Turnaround B'd from the run while keeping the original momentum.

I just want to note that Sliding Counter had nothing to do with the animation, it simply required a frame perfect downB during a run. I've got some homemade gifs at four different points in the run animation supporting this:

Sliding Counter was its own thing unrelated to this (though it likely benefitted from this with the proper timing).
Not to sound like a know it all or that I don't trust your own testing, but look at Ike's feet when you activate the counter: its when they cross each other. It can also be done (pre 1.04, of course) while his legs are fully extended mid-"gallop" for the same boost.
The frames are literally identical to what I've described, and they're both related to momentum shenanigans using specials. The only difference is that what I've discovered makes use of B Reverse and Turnaround B.
 

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Huh, this could be neat.

@Tristan_win, I'd test if there's anything for Sheik but I can't at the moment; figured you'd like to know about it
 

kyoskue

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Huh, this could be neat.

@Tristan_win, I'd test if there's anything for Sheik but I can't at the moment; figured you'd like to know about it
Sheik's Needles work but the grenade stops her movement, so that's a no go.
Bouncing Fish seems... fishy. Err, rather, its difficult to tell if it does anything.
The start-up momentum that Vanish has works as well, and might allow for a very slight adjustment to spacing a Vanish for baiting or dodging purposes.

On a side-note, I can't get ANYTHING out of Samus besides MAYBE her Bomb, its hard to tell.

By the way, for everybody here, let's not forget the 8 other custom moves that every character has. There's LOTS of ground to tread here.
 
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