Kupo Rose
It's what my cutie mark is telling me ♫
I wonder if they had any other notable Sonics other than RATS.
@Shado: Never did. Never willlllllll.
@Shado: Never did. Never willlllllll.
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this right hereShuttle loop's a way better character than sonic
yaSo basically a dash dance stutter step fsmash?
You should try foxtrot > fsmash. You might be able to clear it in like 3-4 lol.Japan, where's that...
Neat little AT's, I found something that may or may not be new. I can get sonic's fsmash to go roughly 2x further than a regular stutterstep fsmash. For testing purposes, I used the length of FD. It takes approx 23-24 stutterstep smashes to get across the level. With this new way I can bridge the whole level in 10-11 smashes.
The idea is to tap the stick forward before doing the stutterstep smash. This gives you a bit of a boost and makes sonics fsmash go ridiculously far. It is just tap forward>tap back>C-stick direction.
Again, not sure if it's new, but i thought id share. Ill try to get a vid of it soon.
And for jab locks :OIt really is helpful. Especially against snake, falco, *insert other characters with terribad recovery here*.
hmI don't know why people like jab locks. If people know what they're doing, they just smash DI away from you.
So if it applies to the situation on that vid, side b can be used to punish people ad'ing into the ground right? Shado does this mostly from uthrow. uthrow>dash a bit> side B> footstool. So this is basically a good way to get some damage in...hmm...hm
For Sonic, this can mean anything ranging from:
- a free grab > pummel > U-throw (or whatever) [move refresh/damage]
- a charged smash [knockback/kill attempt]
- an ASC 2x + aerial combo [25%+ damage]
- side-B > footstool or SLOW [re setup for say, ROB or just techchase..?]
http://www.youtube.com/watch?v=VQaX_wg72a4
0:05 - 0:20 exploits the bounce.
yep!So if it applies to the situation on that vid, side b can be used to punish people ad'ing into the ground right? Shado does this mostly from uthrow. uthrow>dash a bit> side B> footstool. So this is basically a good way to get some damage in...hmm...
VSDJ is nice. When in doubt, use some vsdj to make some people clueless. (but dont spam eet. >_<
=====Battlefield: Properly done (aim so that Sonic just passes the lowest point of the ledge), Sonic slides toward those fancy blue circular designs on the ground (about a little less than half the length of BF). Both sides function the same. Again, aim so that Sonic's body just passes the lowest point of the edge.
Castle Siege: Can't do it on here. At all. The first transformation keeps you stuck underneath the ledges, the second transformation has no ledges to do this with, and the third, no matter at what angle, sends you straight down toward the blast zone. On the first transformation, you are able to wall jump back to the edge, however.
Delfino Plaza: Can't slide here at all. None of the formations allow it. Aerial ledgeshoots are possible, however, and while on the main, floating platforms, aerial ledgeshooting properly (with downB, and as soon as possible) sends you to the complete opposite end of the platform.
Final Destination: Can't do it here. Ledge doesn't allow it. You are able to wall jump back to the ledge, however.
Halberd: Can't slide directly from the ledge on the floating portion. If you execute a ledgeshoot at a certain timing, you DO slide on the level starting at about the mid point of the main platform and move toward the angled portion.
As for the level on the actual ship, yes, you can slide. However, a mistimed ledgeshot sends you straight down instead. Recover is possible, but keep in mind that you are without a second jump. Your only real options are upB and wall jumps. In other words, mistiming on this section of the level is very dangerous. Be sure to be able to consistently ledgeshoot here.
The sliding distance is pretty good, too.
Lylat Cruise: Not possible to ledgeshoot. You fall right under the level.
Pokémon Stadium: Not possible. You get stuck under the lip. You are able to wall jump back, however.
Smashville: This is one of the better levels to execute this. The range for sliding is just as good as Battlefield. The timing for a proper ledgeshot is the same as well (just as Sonic passes the bottom of the level, rather than passing the end of the ledge for Battlefield).
Yoshi’s Island: Brawl: Because of the angles, this level makes a great place for ledgeshooting. Proper ledgeshots take you about 1/3 of the way into the level.
Though not a focus of this section, spinshots from any other area off the level gives for a much better sliding distance. Spinshotting directly onto either ledge sends you practically 1/2 of the distance of the level.
Ledgeshooting is unable to do this because of the distance you are at when doing a ledgeshot.
Brinstar: This level is funky. When the green portion of the floor attaches the level together, ledgeshots from the left ledge pop you up at the top of the destructible floor. You slide pretty much the distance starting at the left of the green wall, and to the right of it and onto the actual level.
Destroying the wall still allows you to land on it during a ledgeshot from the left, and you still slide even after destroying a small number of them (I believe after 4-5 of them are destroyed, you simply land).
It's impossible to ledgeshot on this level (aerial or ground) otherwise. You simply don't rise high enough to slide on the level.
Frigate Orpheon: Starting transformation is tough to ledgeshot on. It's impossible on the left ledge due to the top part jutting out. Doing a ledgeshoot results in getting sent down and toward the stage.
Spinshotting from below the lip on this level, however, results in an autosnap ledge grab. Pretty handy.
The right side only lets you slide so long as the moving platform isn't below you. The timing is almost the same as Battlefield and Smashville (for this level, you time it so that Sonic's just about to pass the bottom of the level when you release. The distance is decent, but not to the same degree as Battlefield or Smashville.
For the second transformation, ledgeshots have the same risk vs. reward factor as Halberd. They slide for the distance up until the dip towards the center.
Green Greens: I haven't experimented here yet.
Norfair: This level is awkward. I'm only going to discuss the center platform. The timing is, again, similar in that you release it right as you are about to pass the bottom of the level. However, because of the center platform's attributes, you practically warp from the corner under the ledge to a standing animation on the opposite edge of the platform.
You don't slide far, but the distance traveled when you start to slide is pretty decent.
Pictochat: This level shares the exact same results as Yoshi's Island, more or less.
Pokémon Stadium 2: This level...oh boy.
You can do it here, it's possible, but the timing is TIGHT. You MUST be practically frame perfect, and ONLY the DOWNB version works, because it's the only variation fast enough.
Properly timed, you can't even do the sliding ledgeshot. Aerial is the only way, here unless you spinshot from a distance off of the level.
If you screw up? The level sends you straight down and towards the center, and unless you get lucky with that TINY wall you can wall jump on (not the pillar holding the level up, the one above it), or your opponent is within HA distance, you are DEAD.
The risk is incredibly high here. Better just to not ledgeshot. Spinshotting, however, is easy.
Rainbow Cruise: Can't do it on the ship. Left side has a lip (you can wall jump back), and the right side is too low for the ledgeshot to reach, even aerially. It only allows for a regrab of the ledge.
Technically, any other portion of Rainbow Cruise is spinshotting from a distance, so I won't cover that here. However, during the swinging platform, you could probably get a good slide by spinshotting into it while it's at an upward angle.