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Oh, seriously? Is that true of Snake/G&W/etc. then? That's very good to know. I can't test atm....I believe that air dodging onto the stage will prevent air tripping.
Is there enough time to input the airdodge ?_?I believe that air dodging onto the stage will prevent air tripping.
lolcyphergrabYep, it works. Not if you get grabbed though...
First thing listed-What about the dash cancel? (Not sure if it's been named yet, haven't been checking general boards). Basically going into dash animation and hitting the direction you just dashed in, literally tapping forawrd twice. It cancels out the laggy dash and goes straight to the end of the run animation, which you can use basically any move of your choice.
Yeah I'm kind of scratching my head on this one too. Does he maybe mean airdodging after the air trip?Is there enough time to input the airdodge ?_?
The reason he gets that "air trip" status is because his feet like...just skim the ground as he's "rolling" through the air, skimming the ledge. I'd imagine that the airdodge might cause you to just MISS the ledge >_>
I'm not too sure though, but hey, if it works, sexy.
Yeah I'm kind of scratching my head on this one too. Does he maybe mean airdodging after the air trip?
Chis is right. I was trying it out on Battlefield by springing from the air trip height, then got the air trip...obviously.As you are about to land, by barely skimming the stage before the tumble animation happens. Air dodge. Your next jump wont be an air trip.
lol there's a certain Sonic that we know that I played against a long time ago, and I pulled this off:Add this to the list imo
bair stage spike -> FSJ -> spring spike
Ive been pulling this off too often to be nothing more than a lucky accident (unlike a usmash spike, dthrow spike for example). Got a few videos of it too lol...
Amount of charge only affects SDR; and that's because it determines velocity which determines damage. Side-B and (V)SDJ are fixed-damage (aside from decay). ASC's damage is determined by velocity, which is determined by horizontal control-stick input; amount of charge doesn't matter.You also have to take into consideration the amount of charge each move has, because the both the knock back and the damage are affected by the amount of charge
Yes it does.EDIT - SDR doesn't share the same decay as ASC and (V)SDJ
Are you crazy? Sonic's hyphen smash is weak sauce compared to his DAC. Thanks though for showing me the easiest way to pull it off. I will demonstrate this if necessary.*Dash Canceling:
The effect of a dash cancel is to create a sliding up-smash (rather like the hyphen smash does for Sonic). The most practical way of executing the dash cancel requires a specific control configuration with tap jumping off. Initiate a dash by smashing the control stick in an upward diagonal direction. At any time during the dash, hit down on the c-stick to initiate a dash attack. Hit "z" to initiate an up-smash. If you hold "z" the up smash will charge. There is no significant advantage to using this over the hyphen smash for Sonic. [Credited as a General Discovery]
Please do :[Are you crazy? Sonic's hyphen smash is weak sauce compared to his DAC. Thanks though for showing me the easiest way to pull it off. I will demonstrate this if necessary.
QFTThe only time I see DAC is if you're walking/standing far away from someone and camping a landing.