Guys seriously... ASC *****. and it deserves a thread discussing it.
-high damage
-if not degraded, has good killing potential by sonic standards
-hits 2 or 3 times not including follow up aerials or grabs(as long as u hold forwad)
-really good priority by sonic standards
-can be canceled by jumping, or holding sheild wehn you hit the ground
-can lead into a grounded spin dash combo, or grab
-great way to approach ranged spammers and ground controllers (wolf, oli, samus MK, Zelda) that sonic would otherwise have a really fun time trying to fight.
-due to priority, damage, knockback, and delayability, cancelability, and versatility in genral.. this is one of sonics best approaches. It probobly is the best approch, but you wouldnt want to use it all the time obviously because it gets predictable.
-a decent way to get back to the stage from high and far (due to higher air speed and ability to cancel into sheild or double jump)
-I also use it as a means to get back onto the ledge.
from a ledge hang, press down, then double jump up, immidiately down b and press forward and hold sheild. this may take a tiny bit of practice to get right, but its worth it. it counters most ledge gaurds because if they r too close, they get hammered by ASC, and if they r far charging a smash ur sheild cancel absorbs it and then they get punished... but this requires precision and timing to get right.
ASC in general is a great mindgame... because you cna excecute so many different things from a down b charge in the air.
-Spin shot
-ASC
-delayed ASC
-grounded spin dash
-wait until they drop their sheild
-SDJ
-SDR into HA
-let Down B fizzle out to bait apponent into approaching, then restartd your own approach
-ASC can be jump canceled as well allowing you to avoid ANY attack that would counter it
and after the jump cancel, sonic can re-execute ASC, or really do anything.. but it opens up a punish window possibly on the opponent. most of the moves that i have seen that can counter ASC have some kind of post delay if they hit nothing.
The purpose of this thread is to make sonic users aware of such a great move, and discuss things that you use ASC for. Also any videos of ASC ebing used properly would be sweet (i'll try to post one of my own up here soon)
ASC is the topic. lets do this.
-high damage
-if not degraded, has good killing potential by sonic standards
-hits 2 or 3 times not including follow up aerials or grabs(as long as u hold forwad)
-really good priority by sonic standards
-can be canceled by jumping, or holding sheild wehn you hit the ground
-can lead into a grounded spin dash combo, or grab
-great way to approach ranged spammers and ground controllers (wolf, oli, samus MK, Zelda) that sonic would otherwise have a really fun time trying to fight.
-due to priority, damage, knockback, and delayability, cancelability, and versatility in genral.. this is one of sonics best approaches. It probobly is the best approch, but you wouldnt want to use it all the time obviously because it gets predictable.
-a decent way to get back to the stage from high and far (due to higher air speed and ability to cancel into sheild or double jump)
-I also use it as a means to get back onto the ledge.
from a ledge hang, press down, then double jump up, immidiately down b and press forward and hold sheild. this may take a tiny bit of practice to get right, but its worth it. it counters most ledge gaurds because if they r too close, they get hammered by ASC, and if they r far charging a smash ur sheild cancel absorbs it and then they get punished... but this requires precision and timing to get right.
ASC in general is a great mindgame... because you cna excecute so many different things from a down b charge in the air.
-Spin shot
-ASC
-delayed ASC
-grounded spin dash
-wait until they drop their sheild
-SDJ
-SDR into HA
-let Down B fizzle out to bait apponent into approaching, then restartd your own approach
-ASC can be jump canceled as well allowing you to avoid ANY attack that would counter it
and after the jump cancel, sonic can re-execute ASC, or really do anything.. but it opens up a punish window possibly on the opponent. most of the moves that i have seen that can counter ASC have some kind of post delay if they hit nothing.
The purpose of this thread is to make sonic users aware of such a great move, and discuss things that you use ASC for. Also any videos of ASC ebing used properly would be sweet (i'll try to post one of my own up here soon)
ASC is the topic. lets do this.