da K.I.D.
Smash Hero
so the time of the shortened hitstun combined with the time taken up by performing the airial is still less than if you allow hitstun to wear off normally?
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lol wtf?! go back to gamefaqs lol im j/kGuYz0rs, alL yOu hAvE to D0 iS 2 pRessS a + B @ tHe sAme TimE, InstAnTTT WinnAAHH
Ooooh, after playing around in training mode, I've decided that the relative timing differences are such:... and I'd love frame data on the release time of down-B vs. side-B.
That's what I thought. At least now I have something I can practice solo. I gotta learn exactly when to release DownB for a spin.Yep. Fastfall an Fair, then release a down-B as soon as you possibly can. It helps with both horizontal and vertical KOs!
Spinshotting happens when you jump-cancel during the transition of states. For side-B and down-B, it's the transition from charging the spindash to the release of the spindash. Releasing either of them already cancels all of the knockback that was against you; which is more reason why both moves are great at momentum-cancelling. The spinshot-jump technically happens after the spindash was released, so it is unaffected by any previous knockback; it will go the same distance as any other time. So there's no positive or negative effect of using the spinshot. You might as well just release an ASC.Spinshotting in the air using downb/sideb after fairing to reduce momentum. Does the jump to initiate spinshot hinder the recovery due to the leftover momentum from the attack?
Jumping is the worst thing Sonic can do after fairing, compared to sideb/downb.
But does a spinshot follow the same principle of a jump, whereas the leftover velocity sucks you back and upward into the blast zone?
lolI've been trying it on a CPU MK in training mode at around 135% and it can't quite seem to do the job. But yes ASC is definately much stronger than grounded, I've even KO'd the MK dummy while he was recovering by running off the edge with SC. As soon as Sonic left the ledge it became "aerial" I suppose and knocked him way further back than usual.
That and she was right there on me while I was charging it, so that and the fact that ASC has full power as soon as it get charged enough to move means that it can be a secondary KO move or somewhere around it. So, if the opponent is in a dangerous position, anywhere near the edge, and you can use a ASC and hit him with it right as you move, you can possible get off an early % KO. It doesn't have near as much knockback as Bair, but it has way more knockback than any other aerial attack.
I'm also seeing a lot of use in charging this up on the air a LOT and either jump canceling or shield canceling it a good amount of the time for mindgame. The move looks exactly like homing attack while it's charging, and I've tricked a bunch of people trying to "telegraph" my moves. I also got a KO with rushing an opponent off the stage with ASC, then quickly jump cancelling and getting in a fast homing attack that actually hits zomg! Either way this is a risky thing to do though....
I'm also having a lot of fun using SD and SC and going directly into spring with it, I keep confusing people.
****ing **** Sonic is so much ****ing fun!
Basic kill move/information
Unless otherwise stated, from the center of Final Destination, with no stale-move effect, no attack-charging:
Damage is first given without DI, and with best possible DI.
Fsmash : 110% [135% with up-towards DI]
Dsmash (first hit): 120% [145% with up-towards DI]
Usmash (last hit): 170% [200% with sideways DI]
U-tilt (full triple hit): 155% [190% with down-away DI] (for star KO. It can kill off the sides at lower %'s if you're closer to the edges)
B-air: 125% (sweet spot) [155% with up-towards DI] (can star KO lower if U-DI'd in midair)
U-throw (FD height): 195% [215% with down+towards DI]
U-airs are all double hits (first+second)
U-air from full hop: 170% [190% with down+away DI]
U-air from double jump: 150% [170% with down+away DI]
U-air from top of level (double jump + spring): 90% [110% with down+away DI]
Forward ASC [ground level]: 170% [215% with down+away DI]
Further modifiers for vertical kills/star KO's: For each "Jump" worth of height, subtract 20% from the kill%, similar to the U-air info.
From the edge of Final Destination:
B-air sourspot: 140% [190% with up+towards DI]
D-air sweetspot(Aerial): 140% [210% with up+towards DI]
B-throw: 165% [215% with up+towards DI]
F-air (Final hit/"head" sweet spot): 125% (sweetspot) [200% with up+towards DI]
N-air: 130% (sweetspot vs aerial opponent) [180% with up+towards DI]
Homing Attack (person standing on edge): 170-180% [215% with up+towards DI]
Note: if you hit the person with the initial hop into u-smash, it adds alot of extra knockback so that the opponent can get launched out of the u-smash at weird angles. For damage or to do the u-smash kill, hyphen smash or time it so you avoid the first hit.
Gimp tip: Hitting with Homing Attack
If you are lower than your target, Homing Attack will move upwards and hit the person so they fly in a forward trajectory (direction you are facing).
If you are higher than your target, Homing Attack will move upwards and tend to hit the person so they fly toward you (direction you are coming from).
So if you want to hit someone forward with a HA gimp, try fastfalling first.
Are you holding forward after you release ASC?Okay, I'm still testing this out, and yes ASC has the most knockback when released on top of the opponent. SC has small knockback, ASC has decent knockback, and ASC when released on top of the opponent has significantly greater knockback. However, I don't know if this is because of the link Tenki showed me, because I can charge the attack while falling and then release when close enough for the full knockback. So it doesn't look like it matter wether or not you aerially charge it in your opponents face.
Well, I simply cannot recreate the 130% KO I had earlier, I have no idea what caused it and I'm about to give up on it. You would think it would be the smash vulnerabilty but so far I haven't been able to KO Zelda, Falco, or Kirby at anything less than 140-150% grounded. Heavy characters wont be KOd by it will like way up there around 180%. It's also much harder to release ASC on smaller opponents, so it's losing a lot of zeal. It is unique in that it knocks the opponents upward, and it actually has greater upward knockback than Uair, so if both you and the opponent are near the ceiling you might could get a low % KO with this. That's almost never going to happen though since when you DO get in that situation it's thanks to the handy dandy B button ****** spring.
So yeah, don't know if anyone knew that there was much greater knockback on ASC release than anything any other spin move, but it's looking like it's way to situation to pull off to be anything to work around. More of a gimmick than anything else, something to go oooooh over and put in a combo vid when it happens and you recorded it.
Well, at the time, from reading the boards, it seemed Marth was gonna be a popular character, so I went ahead and tested them on Marthwhy didnt you test on mario?
marth is too light to do these tests on, it skews the numbers.
marth is lighter than mario peach and i think luigi and ZSS. you have to use a median character.
Yeah, my mistake was listing Peach to the right of Marth, but I didn't mean to get the message across in that way.peach is heavier than marth,
both of their boards have said so