Dark Scotsman
Smash Rookie
Can someone explain Spin Shotting a little more in depth for me please. The description in the techniques area doesn't really work for me. Thanks ![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
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You'd still have to release it, or not tap B to charge a few times.Or you can charge up a spin charge and press up as you charge.
lolwut?Well, on the ground, you get a semi-spinshot but you're in a ball shape still. You get the distance, but look like a ball.
am i the only one that thinks spin shotting is completely useless?
correct me if im wrong:
This is basicly when sonic goes form a spindash/charge start animation into a pretty fast and high jump (not in a ball) right?
-------main reasons i find this tech useless: it uses your second jump..
--sonic's second jump is basicly his last resort jump in my opinion, because his second jump is the only thign that he can cancel out of spin dashes and charges with.
--so basicly if you find yourself off the edge , and no headed towards ground, and u dont have your 2nd jump, your screwed.... even if you have your up B
--and another thing: if you use just a spin dash you get a small boost up at the start, and you can still jump cancel with the 2nd jump and then use up B and i think the distcance covered is very clsoe to the same as a spin shot into up b, except its way easier to pull off.
IF ANYTHING the only thing spin shotting has on side b into 2nd jump, is slight speed and possibly horizontal distance...
but seriously guys.. with sonic's up b... if you cant make it back with a 2nd jump AND and up B, then you must have already exploded and lost a life... because his up B has so much distance....
***this is just my reasoning as of right now, I'm open to some new logic and ideas
His nair has pretty decent priority.Yeah he does well against campy opponents.
I wish his aerials had more priority, then he would be high tier material.
Does this require tap jumping?Just press down+b, then, while holding b, press up on the control stick. There, you spinshot, full speed, without having to waste time charging it.
Edited, for great justice.personally, i prefer the air!, and release... and then immidiately jump. the movement is almost identicle to spin shot, exepct im still in a ball, and i still have second jump, and also i can just plow into things and deal damage
also. using spin dash, getting close, jumping up and canceling into a homing attack
... just some other options that i personally use for camper rushing.
thanks for the responses on my question guys
and very good point, it does help keep things tricky :D
its probobly worth mastering, especially since it does shoot rather fast.
EFIT *ABOUT NAIR*
I think the real usability for nair coems in, when you know if you fair, u will get the delay form hitting the ground.
nair can be pulled out fast enuff to catch opponents before they attack, and u dont get the delay when u hit the ground.
also. the startup animations of nair seem to have kill worthy knockback as far as sonic is concerned.
i have killed people with spincharge into nair a couple of times. (granted their damage was high.. like around 200)
To short hop u-air.... It has just as much side range and speed as fair, and it can be used out of shield on someone behind you. Playing sonic well relies on good spacing, but sometimes you might get in a tight spot where you're shielding and the enemy is directly behind you, You can then SH uair backwards and maybe startup a uair combo. It's sonics fastest move that hits directly behind him and I notice a lot of Sonic players could make use of it because they usually are at a loss of what to do in the above mentioned situation. It can hit on any character taller than Pikachu... i think.Tap jump must be on. Why would you play without it, seriously?
Actually it doesn't.Does this require tap jumping?