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When/Why is running shine good?

Fly Sensei

Smash Rookie
Joined
Jun 29, 2014
Messages
1
Just wondering exactly why everyone thinks its good since you have to crouch before you use it, slightly delaying when the shine comes out, and it has a small hitbox.
 

MrWeavile

Smash Apprentice
Joined
Apr 13, 2013
Messages
82
Location
London, United Kingdom
It's extremely safe since you can jump/wavedash out of any bad situation another approach might leave you vulnerable to. It's great to get shield pressure started or a shine grab, or even just usable as a footsie tool.
 

Flippy Flippersen

Smash Journeyman
Joined
Jan 11, 2014
Messages
233
Runup shine is usually good when you feel your opponent might overextend or something but don't wanna commit to someting too lethal. I don't recommend doing this raw though, try doing it whilst dash dancing or something rather than just running all the way to your opponent from a really long distances.

As for why it's good. It has a good reward, is pretty fast and jump cancelable and is impossible to crouch cancel.
(also since I feel you mean why use shine over for example grab, grab is spotdodgable, when you spotdodge a shine you can just shinegrab, if you want to stop a shine hitting you have to either retreat and make it whiff, which is bad cause you give up stage if the fox doesn't go for the shine or shield which is bad cause you're setting yourself up for shield pressure)
 

bearsfan092

Smash Journeyman
Joined
Jun 1, 2012
Messages
402
First and simplest usage case is hitting startup or ending lag. For example, a lot of Marth's moves have a fair amount of ending lag, so you can threaten running shine a lot more than in most matchups. However the principle is applicable to many other matchups. Another example: if you can get in uncomfortably close to opposing spacies, the running shine may be able to hit them out of any jumping option before they get an aerial or laser. However you need a head of steam going into this to make it work.

The second case is a bit more complicated and basically can be used as a low risk high reward way of crushing someone's footsies game. Ideally you'd hit a dash dancer on the back part of their DD. However in practice there are times you'll aim elsewhere. If you miss in any case, you can wavedash out and minimize your commitment. if you hit, you can get a nice punish off of it.

You're right on the crouching point. There's a somewhat larger minimum space requirement to pull off, but the second case I mentioned uses more space to call out their DD, so that's why it's a useful tool there.

It's useful to some degree in most matchups, so theory and experiment with it. Just be careful if your opponent is zoning well.
 
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20YY SS | Saiblade

Obviously not biased towards Falco
Joined
Jul 1, 2014
Messages
1,169
Location
Florida
3DS FC
3239-4949-5301
It's not too much of a commitment, while still being very useful, use it to start shield pressure, and if you feel you'll get punished for doing it (in any situation) just WD or jump out of there.
 
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