darkNES386
Smash Lord
Alright let me know whether or not this simplified system descriptions is worth trying to make the norm:
But first, a special thanks to Tenki for helping me understand this long ago.
ROLL
HOP
ROLL JUMP and Vertical ROLL JUMP (same move... different motion)
ROLL DROP (w/ ASC has special case)
Jump Cancel - well this should be clear after thinking about Roll Jump
*regardless of where you are
Forward B = Spin Dash
Down B = Spin Charge
A released spin special on the ground, regardless of which special it was is the same move. We simply call it a ROLL.
A ROLL can become a ROLL JUMP in two ways:
1. You do a VERTICAL ROLL JUMP by jumping straight up before releasing the attack
2. You do a ROLL JUMP by jumping while you're already moving. This one makes an arcing motion.
-both of these moves have the same properties.
The opposite would be a ROLL DROP.
-A ROLL DROP is whenever you fall off a platform or stage while still in a ROLL
-Holding forward will deliver a second hit whenever doing a ROLL DROP.
-A special type of ROLL DROP is an Aerial Spin Charge (ASC).... which stars in the air with a downB
The HOP during a forward B is different than a ROLL DROP / ASC
-The hitbox doesn't last as long and can only do one hit
-If you think it is hitting twice... that's really the ROLL hitting the second time.
-You cannot shield cancel a HOP when landing.
At anytime other than when in a ROLL Sonic can jump cancel unless he used his second jump and initiated a spin special prior to touching the ground.
So in other words some combinations are:
Spin Charge>Roll>Roll Jump> Jump Cancel
Spin Dash>Hop>Roll>Roll Jump>Jump Cancel
Spin Dash>Hop>Roll>Roll Drop (off stage/platform) > Jump Cancel
Spin Charge>Roll>Roll Drop (off stage/platform) > Jump Cancel
Spin Charge (in Air) / (ASC ) aka Roll Drop > Roll (on landing)
Spin Dash (in Air) > Hop (NO ROLL DROP / ASC) > Roll (on landing)
Spin Charge (in Air) / (ASC) aka Roll Drop > Jump Cancel
Spin Dash in Air > Hop > Jump Cancel
I was talking to another Sonic and we just feel this is easier than saying SPIN before everything. Thoughts? Please be nice, I really think this convention is easier to understand. Further, it would help people learn the differences and similarities and start using all that Sonic has at his disposal from these specials. To improve their game.
Fyi, I'm working on making a new Sonic Guide so I'll post it here when it's looking to be almost done and I'll welcome any criticism on that.
But first, a special thanks to Tenki for helping me understand this long ago.
ROLL
HOP
ROLL JUMP and Vertical ROLL JUMP (same move... different motion)
ROLL DROP (w/ ASC has special case)
Jump Cancel - well this should be clear after thinking about Roll Jump
*regardless of where you are
Forward B = Spin Dash
Down B = Spin Charge
A released spin special on the ground, regardless of which special it was is the same move. We simply call it a ROLL.
A ROLL can become a ROLL JUMP in two ways:
1. You do a VERTICAL ROLL JUMP by jumping straight up before releasing the attack
2. You do a ROLL JUMP by jumping while you're already moving. This one makes an arcing motion.
-both of these moves have the same properties.
The opposite would be a ROLL DROP.
-A ROLL DROP is whenever you fall off a platform or stage while still in a ROLL
-Holding forward will deliver a second hit whenever doing a ROLL DROP.
-A special type of ROLL DROP is an Aerial Spin Charge (ASC).... which stars in the air with a downB
The HOP during a forward B is different than a ROLL DROP / ASC
-The hitbox doesn't last as long and can only do one hit
-If you think it is hitting twice... that's really the ROLL hitting the second time.
-You cannot shield cancel a HOP when landing.
At anytime other than when in a ROLL Sonic can jump cancel unless he used his second jump and initiated a spin special prior to touching the ground.
So in other words some combinations are:
Spin Charge>Roll>Roll Jump> Jump Cancel
Spin Dash>Hop>Roll>Roll Jump>Jump Cancel
Spin Dash>Hop>Roll>Roll Drop (off stage/platform) > Jump Cancel
Spin Charge>Roll>Roll Drop (off stage/platform) > Jump Cancel
Spin Charge (in Air) / (ASC ) aka Roll Drop > Roll (on landing)
Spin Dash (in Air) > Hop (NO ROLL DROP / ASC) > Roll (on landing)
Spin Charge (in Air) / (ASC) aka Roll Drop > Jump Cancel
Spin Dash in Air > Hop > Jump Cancel
I was talking to another Sonic and we just feel this is easier than saying SPIN before everything. Thoughts? Please be nice, I really think this convention is easier to understand. Further, it would help people learn the differences and similarities and start using all that Sonic has at his disposal from these specials. To improve their game.
Fyi, I'm working on making a new Sonic Guide so I'll post it here when it's looking to be almost done and I'll welcome any criticism on that.