Sonic-Rave
Smash Journeyman
What Espy said. Although I'm still having difficulties when it comes to consistently doing it during a match. If I try to force myself to use it, I end up dropping into some nasty punishment. :l
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
its hard as balls dude, I spent a half hour working on it in training mode. and didnt get it once.Tesh and Sharpie, how do you guys even do this? i've been trying to do it, yet i cant get it down. Someone help?
ASC platform drop through. I thought it was pretty good, you know how we are, cant get enough of them acronyms.It's easy Speed. I've gotten the SpinDash > Cancel & Platform drop down.
It's just a matter of sensitivity to the analog stick.
Also, platform cancels are pretty cool.
ASC PDT? Did I miss an acronym meeting, or something?
Specifically, I (accidentally) did the side-B > platform cancel > buffered drop > repeat a few times (highlighted).List of possible moves (Tried and Tested)
Assume that I'm using airdodge to cling onto the platform and not uber-reflex [release down]. However, I have managed to pull them all off at least once without any aid, so all of these are possible regardless of the input method you use to do them:
FH > platform cancel
Footstool Jump > platform cancel
Ledge jump (hanging > hit jump) > platform cancel
VSDJ/SDJ > platform cancel
DJ > platform cancel
Side-B > DJ > platform cancel
SPINSHOT > platform cancel LOL
Drop down > DJ > platform cancel
Drop down > side-B > DJ > platform cancel
Jump through platform > fall through platform > DJ > platform cancel
FH/DJ/Ledge jump > Platform Cancel with down B
..which is... that^^^ except with side-B in between lolWhen you get this down guys, try this. ASC PDT > platform cancel.
and for lolz platform cancel> instant platform drop> platform cancel> instant platform drop> etc. it looks freakin tyte.
*these are for moving platforms
:X^^^^ this man should take over the thread. Hurray for the successor of Tenki. Now go do the GR> fsmash on the edge we have on meta on rainbow cruise ( if we were marth).
On wiichuck you can set a command for pressing A+B. So when I run and do a >B I can just press A and sonic will do a standing grab while sliding back a little bit. Helps me land grabs more precisely since I accidentally dash grab otherwise.^^^^ sorry tesh ive been doing that. and yes it works quite well. especially due to the facts you mentioned.
So okay I just realized that we can (just like snake) grab DIRECTLY out of side b. Im sure ppl have already known this and im just a noob ( that explains what tesh was previously talking about regarding the side b to AD). I dont know what that necessarily does for us ( because u have to wait a tad bit until you can do so) but its interesting to spot patterns in particular movesets as it gives us ideas as to what we are capable of.
Now im sure every1 knows we have a quite a bit of grab releases, however due to our height we never get the chance to do them. So i was messing around and i realized that Yoshi's is freakin awesome vs. Wario and Squirtle especially as we can do our GR shenanigans with more leeway due to the odd corner ( Yoshi has got some mad love for sonic) as well as the platform corner as well as the platform when its completely diagonal.
Now this is where it becomes super fun. Delphino has like a bazillion places where we can Grab release! From the stairs where we can GR< fair or GR CG Meta, to the slanted platform with a grab release < fair again, and even the sand. Why does this matter? because although it is SDI able, GR< fair at certain areas can be a kill move. a safe kill move. Kinda nice. Wish we could be amazing like Marth and get a GR<fsmash. Now that would be amazing.
EDIT: Btw, Tesh. Ive been doing the tech a ton more easily with ur suggestions. Just a couple more questions:
Do I let go of b and hold z while im doing the reverse hadouken?
Do i do each input as fast as possible?
Dang I really think I need a vid to show me how this is done. Can you upload a replay of it or something for me? I did it with my back facing right, on the upper area of the stage and nothing. It looks the same to me actually.its weird, sometimes pivot grab makes the difference. i have gotten an fsmash though. even with ZSS i got a virtually wario like GR on MK and if im not mistaken it doesnt change per character.
@Espy, i have no clue what you are talking about. Buffered regular Dacus is Bdacus. Any buffered dacus is bdacus. otherwise its not truly buffered. Besides its not that hard to learn i mean if you already know how to ur buffer windows on a move u can do it. I always Dacus c stick down then cstick up so i just do the same within the buffer window and viola! Bdacus. Im not saying its crazy groundbreaking but there is definitely more use out of our usmash than we have assumed. In all serious though just knowing regular Dacus is awesome enough because it makes it exponentially easier to straight up WALK away from nado then punish. Its just another awesome tool for us to have at mid range coupled with DA, side b shenanigans, ASC, and dash> SDR ( no screech stop).
Tesh go find some other legendary techs so that we can all benefit. Like a SDR cancel on flat ground.
I've been contemplating when I wanted to gather this kind of data. As you may see from our various guides (we really are disorganized...), I've gathered most, if not all of the frame data for Sonic that doesn't concern raw figures (Forward Tilt comes out on frame 6, ends on X frame (I don't know by heart), et cetera). Right now, I'm working on getting the stuff for dash attack, I've been stuck for a while but hopefully I can pick it up again and release some new data, because that move apparently has combo potential.Have the sonic boards ever thought about doing this?
http://www.smashboards.com/showpost.php?p=11362241&postcount=1
Now that frame data threads are more abundant and complete, finding your best options from block and finding your options in general to allow mixups can be pretty neat.
Of course, my data is wrong by a frame or two here and there [from what I can tell] and it's only frame data, some moves may be outreached and thus not viable at the maximum spacing - but I expect if you're going to learn this data, you know the reach of your own moves...
So yeah....