• 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!

What's the difference between Side-B and Down-B? [REVERSION: 8/18/09]

Napilopez

Smash Lord
Joined
Feb 16, 2008
Messages
1,775
Location
Columbia University, NY
I doubted it had to do with height, as far as I know the game doesn't keep any attack record for that. Wow even after infzy's testing we still don't know =/

Perhaps, like the Usmash, ASCs have a reduced hurtbox? Just not to the same extent perhaps? The angle thing seems like it might be true.

Also, we need to test this with Lucario at 150+ Damage. I've had eaten ASCs with lucario at that percentage all the time. Eaten in both sense of the word =P
 

Orange_Soda_Man

Smash Ace
Joined
Mar 6, 2008
Messages
539
Location
Boston
Maybe I'm asking this in the wrong place, but you know how you can SDR up an edge? ... well, I've seen it on youtube anyways [looks for link].

How do you do it? Also, it seems pretty obscure. When would you want to use it? The rest of Sonic's gimping game seems significantly superior.
 

infomon

Smash Scientist
Joined
Mar 11, 2008
Messages
5,559
Location
Toronto, Canada
Oh I think you're talking about a spindash jump (SDJ... ie. jump while you're rolling along the ground) that looks like it climbs up a wall and sorta shoots off the top. Like you can do it in Onett easy.
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
You'd probably be blown away by [Wall jump under FD's lip] > [side-B back to the edge]

it's so useless awkward though.
 

Orange_Soda_Man

Smash Ace
Joined
Mar 6, 2008
Messages
539
Location
Boston
I walljump under FD all the time, usually with a B-air against an unsuspecting opponent (wtf B-air goes through the stage? lolzorz)

I'll check that out. Expanding one's arsenal is never a bad thing =/
 

infomon

Smash Scientist
Joined
Mar 11, 2008
Messages
5,559
Location
Toronto, Canada
(about the invinsible AirDash)
- If the ground goes downwards (Brawl Yoshi's Island), you may either: roll off the stage in an invincible ASC, airdash (it tends to happen in custom stages), or stall on the edge while spinning and go flying off the stage in screech stop animation when it runs out of power (Pictochat).
That last thing happened to me today in a WiFi match vs. Neon Ness..... I iSDR'd across to hit him, then suddenly I'm shooting off the stage into a screech-stop, which caused my death. I was totally not expecting it......... I'm not sure what was the cause; maybe I started an SDR-turnaround just before I left the stage? I need to experiment, to make sure this never happens to me again lol.

I wonder if we can get screwed by shieldpush or even a clash with good timing. idk tho
 

ShadoFiend

Smash Lord
Joined
May 11, 2008
Messages
1,229
Location
Happy Easter Lala Land
(has only read the part where things were summed up. Just arrived here so doesn't know 100% of what has been said. I'm just gonna keep this simple)

I'm not sure when this was updated last but I made a video specifically for this topic. It isn't like everything stated in here. This is just cuts from matches I have had that show the difference between the Aerial Down - B Cancel(ASCC). And the Aerial Side B Cancel (ASDC).

http://www.youtube.com/watch?v=cEiNgAr14C8&feature=channel_page

Aerial Side - B Cancel actually has a time limit. Just like on the ground, you can only cancel it in the starting frames. Once started, it stops momentum completely so the only movement is downward, vertically. Just like how the ASC cancels on touch so does it. I personally don't use this for approach (Can't be used for approach anyway). More like baiting and mindgaming really.

Aerial Down - B Cancel we're all familiar with. So I don't need to go into it. But the difference is obvious. You actually have some horizontal movement at a unique angle and it can be used as an approach to grab. You get the drift I suppose.

If this has already been said then my bad. You can use the video if you want. You don't really have too. The music was for you Tenki lol
 

infomon

Smash Scientist
Joined
Mar 11, 2008
Messages
5,559
Location
Toronto, Canada
This is known, but that's a good video. It should be added to the OP, because shield-cancelling the landing of a charging side-B is something I forgot to put into mine :)

neeeedz mooaaar video guides...... srsly random ppl actually watch them and might help us get moar sonic mains :)
 

Jim Morrison

Smash Authority
Joined
Aug 28, 2008
Messages
15,287
Location
The Netherlands
I do the falling SDSC quite a lot. It makes it so epic. You'll rarely see my in SDR O_o. I cancel almost all of my rolls, basicly because almost everything is better than SDR. ASC hit? CANCEL. I jump after them, if they're at high % I spring to U-air. Holy **** I need to shield!? SDSC. I want to know how many more frames SDSC adds to the shield. If it's like 5 frames, it could be worth doing :p They psshwoooo sound might throw them off :O.
 

~TBS~

Smash Champion
Joined
Sep 30, 2008
Messages
2,097
Location
Rolling around at the speed of Sound, Maryland.
Possible new discovery? dont get excited, you might already know it

So I messing around in training mode, and then I got an idea. Dashing and using side B canceling to turn around immediately. I know, this sounds small, and it can't be done in a regular way. When Sonic dashes, we all know that Sonic has 2 stopping animations, screech stop, and the screech stop with the noise. This Side B canceling can only be done within the time that Sonic would do the screech stop without the noise. This could (not saying it can) set some things up. I didn't really do much out of it except the smashes...I dont know how much this can help, or if its just useless. I just go really bored and started doing that. I need to test it out on some humans (good ones) to see if this even deserves to be mentioned. you have to be quick, because there is a short amount of time to do this.

For example:
Dash>Side B cancel the other way>????

i need some expansion on this. I can't really say if this is going to help or not. I hope we can get something, at least SOMETHING out of this.

*runs and hides*
 

Chis

Finally a legend
Joined
Aug 26, 2008
Messages
4,797
Location
London, England
NNID
ArcadianPirate
Are you talking about Sonic fox trot? When you smash the control stick and Sonic slides? Then a SD? Because a SD can be done anytime inside a fox trot.
 

Napilopez

Smash Lord
Joined
Feb 16, 2008
Messages
1,775
Location
Columbia University, NY
Yea, you can actually use an SD from every single part of Sonics dash, whether it be foxtrot, initial dash, full out run. You can press SideB then immediately press back from a run to turn around sideB from that run. You can use it for a kind of SideB shield cancel pivot grab.
 

Camalange

Moderator
BRoomer
Joined
May 12, 2008
Messages
9,420
Location
Seattle
NNID
Camalange
3DS FC
1160-9836-5007
Switch FC
SW-4197-1438-9208
Spinshot About-Face Aerial Spin Charge Shield Cancel

Cirque du Sonique

One main point of this video was to provide some examples of the SAFASDSC (Spinshot -> About-Face Aerial Spin Dash -> Shield Cancel -> Grab). Yes, the acronym is absurdly long; that's sort of the point.

Notes:
0:03 - SAFASDSCG in action on an overshot
0:08 - SAFASDSC-Roll
0:12 - Moving platform + grounded spring = lulz
0:43 - Spinshot -> Gyro catch
0:55 - Falco's Phantasm caught by Sonic's USmash
0:59 - Spinshot can get you through projectiles
1:04 - Perfect SAFASDSCG situation
This something really sweet Blap brought up.

Discuss.

:093:
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
I get hit or grabbed out of the ASD(>shield) part too often.

Well, that's a general case that happens when I do a normal jump> SD.

It's even worse out of spinshot because you can't double jump. Arguably you can release if something bad happens, but you're still forced to land and SDR, else risk getting hit before you can shield cancel.
 

Trillion

Smash Ace
Joined
Jul 6, 2007
Messages
609
Location
St. Louis, Missouri
Hey Tenki, sorry if the answer to this question is addressed somewhere in here, I looked and I just could not find it for the life of me, but does VSDJ (which I'm referring to the forward b special version of it) have invincibility frames on start up kind of like the hop usually does? A few days ago I played Kinzer on Lag-Fi and there were several times that he tried to attack me and i used it and i couldnt tell if my hitbox was beating out his hitboxes or if i was simply invincible on the start up. Do you know?
 

thecatinthehat

Smash Master
Joined
Jul 17, 2007
Messages
3,245
Location
Banned
Hey Tenki, sorry if the answer to this question is addressed somewhere in here, I looked and I just could not find it for the life of me, but does VSDJ (which I'm referring to the forward b special version of it) have invincibility frames on start up kind of like the hop usually does? A few days ago I played Kinzer on Lag-Fi and there were several times that he tried to attack me and i used it and i couldnt tell if my hitbox was beating out his hitboxes or if i was simply invincible on the start up. Do you know?
I dont think it has invincibility frames.

You prolly were beating him to the punch.

:093:
 

chaos_Leader

Smash Lord
Joined
Nov 30, 2006
Messages
1,035
Location
among the figments of your imagination
Knock me upside the head if this is old news, but I've checked around, and I haven't seen any mention of something.

I'm not a Sonic main, but I've been experimenting with Sonic's Spin-Dash and Spin-Ccharge moves and I stumbled upon a useful technique:

At any time during the charging animations of Spin-Dash/Charge, if the control stick is tapped up (whether tap-jump is on or not), Sonic will do a little something else.

I've got video evidence to back me up:

http://www.youtube.com/watch?v=wSyZmVOd3Ck
http://www.youtube.com/watch?v=-7VLHnS5HVk

-Instant Spin-Jump-

Input:
During Down-B Spin-Charge: tap up on the control stick.
(counts as a jump, but is not input as a jump since tap-jump was turned off)

Result:
Sonic fires into the air at roughly a 45 degree angle from a still position.

It is similar to the jump Sonic can make during a spin-dash, but comes straight out of the charge, and can be done very quickly.


-Vertical Spin-Dash-
Input:
Anytime during Side-B Spin-charge: tap up on the control stick
(counts as a jump, but is not input as a jump since tap-jump was turned off)

Result:
Sonic jumps straight into the air, but with the same animation as a normal Spin-Dash. Goes further and faster than normal jump

In my experiments, not quite as useful, but it'll get Sonic up in the air fast and not quite as far as the spring would.

Again, if this is old news to you guys: just smack me upside the head and call me stupid.

*smacks* Stupid!

:093:
My bad...
 

aeghrur

Smash Champion
Joined
Jun 7, 2008
Messages
2,513
Location
Minnesota
WHEN OH WHEN WILL CITH BE WRONG?
Seriously, it's already known.
they're called ISDJ for your "instant spin jump"
and VSDJ for your "vertical spin dash"

:093:
 

Kinzer

Mammy
Joined
Jun 2, 2008
Messages
10,397
Location
Las Vegas, NV
NNID
Kinzer
3DS FC
2251-6533-0581
This guide is probably going to need yet another update.

So much metagame in two moves da****, it's ridiculous.
 

darkNES386

Smash Lord
Joined
Sep 20, 2007
Messages
1,339
Location
West Lafayette, IN Downers Grove,
LoL, no I'm not going that in depth. Basic info figured out:

*Holding forward greatly increases success of it clashing/breaking though it.
-Certain moves such as Falco's laser can't be clashed with
-Some moves can always be clashed by holding forward.
-It's more dependent on Sonic's hurtbox/hitbox position relative to hitbox of projectile->Sonic's ASC is more likely not going to clash where as his spin dash roll is almost guranteed to clash if it's ever possible.
*This is easily seen with Pikachu's jolt since it has both an arc and tail that causes different parts of it to hit different parts of Sonic when he's doing an ASC. However, when he's doing a spin dash roll he's pretty much always hitting the front end of it.

Um... I'm sure you know more about the above. I don't see any mention though of clashing other then when discussing your OMON-what-cha-ma-call-it ASC landing thing.

Edit: Did DJ post hitbox pictures for the spin moves?
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
Well, there have been many confusions over the meaning of the letters, so I, having not found it in the Official Prima Strategy Guide, made it easier for so even those who have not the very good Grammars in English can also understand.
 

Kinzer

Mammy
Joined
Jun 2, 2008
Messages
10,397
Location
Las Vegas, NV
NNID
Kinzer
3DS FC
2251-6533-0581
Tenki has made everything moar Steak.

Good stuff.

Nice Maxfire reference, and now I have a pink name da****.
 
Top Bottom