carrotstien
Smash Rookie
- Joined
- Sep 12, 2015
- Messages
- 20
I finally figured it out! https://youtu.be/ifLsLLbrlvU?t=37 for the good stuff. I'm fairly certain this is a new technique because of how strange a button input it requires.
The How:
Sonic's spindash and spincharge both more or less stop Sonic's momentum on the ground. The former moves sonic back as well. In the air, the former negates horizontal momentum, while the spincharge charges with whatever momentum you had + any input.
If you want to punish a laggy move, or just want to attack quickly, the fastest way is the dash attack, but this has 2 big negatives: It is limited in damage and knockback, and it has a lot of end lag. I have found a way for Sonic to dash into a spincharge without losing momentum. It looks similar to the dash attack, but is actually a spincharge.
I guess it is appropriate to call this a Rolling Spin Charge. or maybe Dash Canceled Spin Charge...hmm. Actually it looks the most like the Classic Spindash from Sonic 1 (genesis) before the super spin dash (charging) was introduced in Sonic 2.
Since this is a spincharge at the end, you can instantly spinshot to make what I showed in my previous video to be a Instant Spin Charge Jump. Named so since it looks almost identical to the Instant Spin Dash Jump.
I start the video by showing the progression of what to learn in order to do it. First, get comfortable with steps 1 through 3 - which results in a lame roll. Basically, sonic tries to spincharge with momentum, but doesn't get enough charge. This is virtually useless as it leaves you vulnerable, has no hit box, and has lag.
Once you add steps 4 and 5, you build up extra charge at the end of the slide, and the spincharge commences.
In the video I also compare other methods of using the spin charge to get to an opponent to punish - but they are all very telegraphed. The Rolling Spin Charge (RSC, why not), looks like you are about to dash attack.
More sonic mind games ..not to mention that this can kill at around 110% or so by ending it with a sweet spot neutral air.
The How:
- Dash Right
- Hit Down+B
- Quickly move the joystick to Right or neutral (right is easier), and release B somewhere around this time. B release might not be specific.
- Then move the joystick down again at the end of the slide.
- Quickly release once the blue charge is visible.
- do whatever you want after this.
Sonic's spindash and spincharge both more or less stop Sonic's momentum on the ground. The former moves sonic back as well. In the air, the former negates horizontal momentum, while the spincharge charges with whatever momentum you had + any input.
If you want to punish a laggy move, or just want to attack quickly, the fastest way is the dash attack, but this has 2 big negatives: It is limited in damage and knockback, and it has a lot of end lag. I have found a way for Sonic to dash into a spincharge without losing momentum. It looks similar to the dash attack, but is actually a spincharge.
I guess it is appropriate to call this a Rolling Spin Charge. or maybe Dash Canceled Spin Charge...hmm. Actually it looks the most like the Classic Spindash from Sonic 1 (genesis) before the super spin dash (charging) was introduced in Sonic 2.
Since this is a spincharge at the end, you can instantly spinshot to make what I showed in my previous video to be a Instant Spin Charge Jump. Named so since it looks almost identical to the Instant Spin Dash Jump.
I start the video by showing the progression of what to learn in order to do it. First, get comfortable with steps 1 through 3 - which results in a lame roll. Basically, sonic tries to spincharge with momentum, but doesn't get enough charge. This is virtually useless as it leaves you vulnerable, has no hit box, and has lag.
Once you add steps 4 and 5, you build up extra charge at the end of the slide, and the spincharge commences.
In the video I also compare other methods of using the spin charge to get to an opponent to punish - but they are all very telegraphed. The Rolling Spin Charge (RSC, why not), looks like you are about to dash attack.
More sonic mind games ..not to mention that this can kill at around 110% or so by ending it with a sweet spot neutral air.