Chevy
Smash Ace
- Joined
- Mar 12, 2014
- Messages
- 736
I've got a few thoughts that I haven't yet seen discussed about Samus's charge shot and neutral Bs in general.
First off, for those who don't know, there are two types of reversing specials. I believe they are called:
Reverse B - performed by lightly tilting the stick in the opposite direction on your neutral B or tapping the stick opposite direction then pushing B, and
B reversal - which is when you smash the stick the opposite direction on a special after inputting it. B Reversals also reverse your momentum in the air, which can lead to interesting mix-ups and niche tech, such as enabling wavebouncing. I imagine most of you know this, but it's a precursor to this discussion so there it is.
Anyway, I thought there were many bugs involving Samus' charge shot when I first played 3.0, but these were all misunderstandings involving Reverse B. My biggest problem was that whenever I jumped backwards, be it from a ledge or on stage, and fired a charge shot, Samus turned around and I missed. This can be negated by just B Reversing it again, but it can be an issue if you don't expect it. This occurs with any character who has a similarly functioning neutral B, but I first had the problem with Samus.
To the point, my first question is does anybody use the flick then push method for reversing it, or do most do the light tilt? I tilt lightly and didn't know about the other method initially, and it does produce problems if you're not expecting it to happen.
Secondly, I'd just like to talk about niche tech with reversing the charge shot that anybody's found. You can reverse B off-stage and cancel the charge to face the ledge and grapple if you find yourself facing the wrong way trying to recover, which is much quicker than a smash missile and can save your life sometimes. I've also found that wall jump into B-reverse charge is a quick way to the stage if your opponent isn't already at the ledge to punish you, and using this same technique you can actually get an extra wall jump off if the stage has a large wall. You can recover from the bottom blastzone of Dracula's castle like this if you still have a double jump.
So, there's some thoughts, discuss.
First off, for those who don't know, there are two types of reversing specials. I believe they are called:
Reverse B - performed by lightly tilting the stick in the opposite direction on your neutral B or tapping the stick opposite direction then pushing B, and
B reversal - which is when you smash the stick the opposite direction on a special after inputting it. B Reversals also reverse your momentum in the air, which can lead to interesting mix-ups and niche tech, such as enabling wavebouncing. I imagine most of you know this, but it's a precursor to this discussion so there it is.
Anyway, I thought there were many bugs involving Samus' charge shot when I first played 3.0, but these were all misunderstandings involving Reverse B. My biggest problem was that whenever I jumped backwards, be it from a ledge or on stage, and fired a charge shot, Samus turned around and I missed. This can be negated by just B Reversing it again, but it can be an issue if you don't expect it. This occurs with any character who has a similarly functioning neutral B, but I first had the problem with Samus.
To the point, my first question is does anybody use the flick then push method for reversing it, or do most do the light tilt? I tilt lightly and didn't know about the other method initially, and it does produce problems if you're not expecting it to happen.
Secondly, I'd just like to talk about niche tech with reversing the charge shot that anybody's found. You can reverse B off-stage and cancel the charge to face the ledge and grapple if you find yourself facing the wrong way trying to recover, which is much quicker than a smash missile and can save your life sometimes. I've also found that wall jump into B-reverse charge is a quick way to the stage if your opponent isn't already at the ledge to punish you, and using this same technique you can actually get an extra wall jump off if the stage has a large wall. You can recover from the bottom blastzone of Dracula's castle like this if you still have a double jump.
So, there's some thoughts, discuss.