Umby
Smash Master
It is, but that's not the point of this thread. (Thread's original name was "My Signature is Sexy")
The point is to ask if there are any uses for fthrow, and whether or not spin dash canceling increases Sonic's grab range.
edit: I now want to make this thread about canceling Sonic's Spin Dash into a shield grab. Most of us know that you can cancel a Spin Dash during its initial frames with Shield. If you charged up a bit, then Shield Canceled the move, you'd end up a bit further back than when you started.
However, if you canceled the move almost immediately, you'll notice that Sonic inches forward a bit. In this manner, Sonic could effectively get more range out of his shield grab.
It's been determined that standing still, this of course gets better range than a standing grab, and could warrant potential in competitive play. Right now, with some help from DarkNES, I'm working to see how this method from a dash compares with a shield dash grab.
Right now, I've drawn two inconclusive things about this method coming out of a dash:
1) Both seem to get the same kind of range.
2) The method I'm proposing seems faster, since the shield dash grab at maximum range takes a split second to slide and "latch on" whereas Shield Canceling a Spin Dash allows a standing Shield Grab, which is quicker.
The point is to ask if there are any uses for fthrow, and whether or not spin dash canceling increases Sonic's grab range.
edit: I now want to make this thread about canceling Sonic's Spin Dash into a shield grab. Most of us know that you can cancel a Spin Dash during its initial frames with Shield. If you charged up a bit, then Shield Canceled the move, you'd end up a bit further back than when you started.
However, if you canceled the move almost immediately, you'll notice that Sonic inches forward a bit. In this manner, Sonic could effectively get more range out of his shield grab.
It's been determined that standing still, this of course gets better range than a standing grab, and could warrant potential in competitive play. Right now, with some help from DarkNES, I'm working to see how this method from a dash compares with a shield dash grab.
Right now, I've drawn two inconclusive things about this method coming out of a dash:
1) Both seem to get the same kind of range.
2) The method I'm proposing seems faster, since the shield dash grab at maximum range takes a split second to slide and "latch on" whereas Shield Canceling a Spin Dash allows a standing Shield Grab, which is quicker.
Look here's the facts:
1) Dash Shield Grab Cancel covers roughly the same distance as the dash>spin dash>shield grab cancel.
2) You can however use the latter at extremely close range to gain a little ground.
3) YOu can not use the dash shield grab at close range, because it will initiate a dodge/roll.
Videos for those who can't figure this out will be shown later.
The basic idea is that the forward B allows for your dash to cover ground/just like shielding during a dash does. So it's just another way of doing the same thing. So really, only use it at close range... we'll have to look into this more of course.