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No kidding, this is like at least a year old.just lightly hit shield instead of holding it basically. this is really old lol
Does it get stronger just like Donkey Kong's 9-wind? I've tried that but I think a fully charged gyro is much stronger.Also, has anyone ever considered charging the gyro up to the point right before it's finished? That way you can still b-rev (when you gyro cancel, it adds no additional charge) and you can also gyro cancel on the ground in a sense. I've been doing this lately and seeing success from it.
It does not work like a 9-wind, but that wasn't the point. The point was, charge it to the point where it's almost charged. What this does for you is allow you the option to mindgame a gyro cancel on the ground because when you press down-b again, it will then fully charge the gyro and you will go back to your normal, standing state. From there, you can do whatever.Does it get stronger just like Donkey Kong's 9-wind? I've tried that but I think a fully charged gyro is much stronger.
^I guess that is a mind game but I have received just as much of success by running away reversing it on the ground, and then just simply shielding to cancel it whenever I want.
Remember you do not air dodge if you do it after a certain period of time. You will just simply stop charging and then you can instantly dash like you would if you guys do like you are talking about. Plus I guess in a sense you would have to time it and you might be a frame off which speed is everything in this game. If you do what I am saying you have more control over it and you can charge/grab/attack/etc. your opponent more freely, and quickly. =3
Just saying I feel the charging of the Gyro until almost full is a wasted effort when you can phuck with your opponent even more by standing in front of them for an extended amount of time charging a Gyro making them think they are going to have to time a power shield when in reality you are just going to charge them with a grab whenever you like. =D
Again sorry if it sounded rude just speaking meh preference and what I felt works better. ^_^
EDIT:!!!! Also just to clarify on the "Weak-Glide Toss", Is it basically just you Glide Tossing with "A" instead of "Z"??? Because I have done it multiple time in a match and it was fairly easy like I never even went to training mode to practice timing, although that would help it. The move is pretty basic and it is awesome! =3
I still found this to be more tedious than just cancelling the initial dash animation with a roll and turn that into a glidetoss like I mentioned in post #61the easiest way to do this is to just flick the stick lightly enough to start the dash but not too hard. like you want to flick so it doesnt go past the halfway point of the distance from the neutral point to the edge of the other side.
I'm fairly certain stingers is doing the same thing, he's just elaborating on the exact timing of everything.I still found this to be more tedious than just cancelling the initial dash animation with a roll and turn that into a glidetoss
To comment on Stingers approach to doing it...Nah he's doing it differently than my proposed method which I feel is either being completely ignored, misunderstood or both lol. Basically, Stingers approach is to do the same Glidetoss input that everyone knows and loves but with one slight modification:Hey ROB boards
I'm fairly certain stingers is doing the same thing, he's just elaborating on the exact timing of everything.
I'm trying to learn this AT right now, and I gotta say, I think this gives ROB a lot more potential when he has the gyro in his hand. Traveling immediately next to the gyro severely limits your opponent's options, as unlike with the standard glide toss, the lag from the throw gives your opponent time to shield and react to whatever you do as a followup to the toss. With this, if your opponent decides to shield, you can punish with a grab. If they spot dodge, punish with a smash. If they jump, punish with an upsmash or u-tilt. Heck, even regrab and string into an upward glidetoss. Once I get the timing down, I'm going to work on stringing multiple weak glide tosses together. If this works as I imagine, a gyro in hand could give rob a ridiculous amount of mobility.
Something I've noticed when trying this: I feel like you have to hit 'A' slightly after shield to get this to work just right. I mean reeeally shortly after, to the point where it's almost simultaneous. Maybe it's in my head, or maybe it just has to do with the fact that you have to push the 'R' button down a little more than other buttons before it actually registers a button-press signal. Just a thought I figured Id put out there to anyone having the same problems I do.
Quick question: If you try this in the direction opposite the one you're facing, are there extra frames in the dash startup to account for the turnaround? I can't tell, but it feels like the timing is different for a turnaround WGT