darkNES386
Smash Lord
Sonic is the fastest character in the game on the ground. The whole point of this thread is for us to figure out how Sonic should be getting around when he's not spinning or jumping.
I. Basic movements
a. types
b. relationships between types (frame data included where useful)
II. ATs
c. Dash-Dance Pivot (DDP)
d. True-Pivot
III. Visuals
e. Video Applications
f. Original Sources
Magnitude = how far from neutral position the joystick is tilted.
Duration = how long the joystick is tilted a set amount.
I. Basic Movement
*Let me know if there are more common names for the terms.
a. Types
Walking-small magnitude, long duration
Character places one leg in front of the next. Once in motion increasing or decreasing the magnitude respectively adjusts how fast character walks. Virtually every move can be executed at any time. (Think of it in comparison to the others below.
Dash - medium to large magnitude, longest duration
Instead of stepping Sonic hunches over as his feet slide before he breaks into a dash. Once in motion increasing or decreasing the magnitude respectively does not change how fast the character dashs. Options are limited during a dash.
Dash Start - medium to large magnitude, shortest duration
The initial frames prior to a foxtrot or dash. If no additional action is inputted it will become one of those two. Multiple Dash Starts together form dash-dancing.
Pivot - small magnitude, shortest duration
An aborted walk facing backwards. Sonic starts to turnaround, then does a tiny hop as he continues to rotate till he faces the opposite direction.
Scoot (Pivot forward) - small magnitude, shortest duration
An aborted walk facing forward. Sonic steps with his front foot and slides his back foot as if he had a bad leg and no crutch to help make a full step. This motion appears to treat Sonic as if he were standing neutral.
Foxtrot - medium to large magnitude, short duration
An aborted Dash. After the initial startup animation for the Dash, Sonic proceeds to tuck his feet together and hops forward, landing in a grinding stance. Move options are very limited.
Dash Turn
Screech Stop
b. Movement Relationships
Dash Start:10 Frames
1-3: Initial animation. Pressing A here would do a smash attack.
4-7: Dash-Dancing (Starting back to back Dash Starts). I have been unable to record a dash dance where a fresh one occurs within the first 3 frames above.
11th: Foxtrot or Dash animation begins.
Screech Stop19 Frames
14*-19*: IASA frames
Shield Stop (after Dash Start) x Frames
1-4: Shield comes up
5-10: Shield begins to drop
6*: Can start standing grab (actual grab takes 5 (11), otherwise add 25* more for whiff)
14-x: IASA frames
Dash Turn (after Dash/screech stop)
Frames (20)
Next frame: dash begins
as of now at least one frame from Screech Stop is required.
Foxtrot (after Dash Start)
Frames (27)
6-22 : Begin a new Dash Start
-always ends at same time regardless of length traveled
-jump, dash attack, usmash or side B at anytime.
II. Outline ATs
Okay, this is all probably very frustrating and confusing to look at/read. Honestly, everything above is to completely cut movement down to it's core for us as competitive gamers.
1)If you didn't... scroll back back up and learn what magnitude and duration mean.
2)Review above any of the blue terms mentioned below.
c. Dash-Dance Pivot
Summary: You're combining Multiple dash starts (Dash-Dancing)with Foxtrots. The difference between Foxtrot one and two is that foxtrot two never actually happens. Before it becomes a foxtrot you foxtrot in the opposite direction.
dNES says: Foxtrot forward and watch for when Sonic is surfing/grinding. When you see that, do a simple dash-dance starting with the direction he's already facing.
What the audience will see:
Foxtrot>Dash-Dance>Foxtrot Opposite Direction
What's really happening
Result:Dash-Start>Foxtrot>Dash-Start>Dash-Start (reverse)>Foxtrot
1>2>3
d. True-Pivot
Summary: You're combining A Foxtrot, Multiple dash starts (Dash-Dancing)with a Pivot.
dNES says: The timing for a true-pivot is identical to the Dash Dance Pivot. Here's what makes it so difficult. Your final input has to be softer than a foxtrot.
What the audience will see:
Foxtrot>Half of Dash-Dance (same direction) > Pivot
What's really happening
Result:Dash-Start>Foxtrot>Dash-Start>Pivot
1>2>3
If you refer below to Phanna's explination topic... inputs 2 and 3 are what he calls a small pivot. This can be practiced on it's own first. Once you're able to do that, you simply put a foxtrot in front of it.
III. Instructional Video
e. Videos
-Learn: http://www.youtube.com/watch?v=3fH89EJFSqY
-Sonic performing the two techniques: http://www.youtube.com/watch?v=dRp8VXdTyz0
f. Other Resources
Phana's Original Thread
Phanna's Pivots 1
Phanna's Pivots 2 (different version)
Pivots (w/ Sheik)
I. Basic movements
a. types
b. relationships between types (frame data included where useful)
II. ATs
c. Dash-Dance Pivot (DDP)
d. True-Pivot
III. Visuals
e. Video Applications
f. Original Sources
Magnitude = how far from neutral position the joystick is tilted.
Duration = how long the joystick is tilted a set amount.
I. Basic Movement
*Let me know if there are more common names for the terms.
a. Types
Walking-small magnitude, long duration
Character places one leg in front of the next. Once in motion increasing or decreasing the magnitude respectively adjusts how fast character walks. Virtually every move can be executed at any time. (Think of it in comparison to the others below.
Dash - medium to large magnitude, longest duration
Instead of stepping Sonic hunches over as his feet slide before he breaks into a dash. Once in motion increasing or decreasing the magnitude respectively does not change how fast the character dashs. Options are limited during a dash.
Dash Start - medium to large magnitude, shortest duration
The initial frames prior to a foxtrot or dash. If no additional action is inputted it will become one of those two. Multiple Dash Starts together form dash-dancing.
Pivot - small magnitude, shortest duration
An aborted walk facing backwards. Sonic starts to turnaround, then does a tiny hop as he continues to rotate till he faces the opposite direction.
Scoot (Pivot forward) - small magnitude, shortest duration
An aborted walk facing forward. Sonic steps with his front foot and slides his back foot as if he had a bad leg and no crutch to help make a full step. This motion appears to treat Sonic as if he were standing neutral.
Foxtrot - medium to large magnitude, short duration
An aborted Dash. After the initial startup animation for the Dash, Sonic proceeds to tuck his feet together and hops forward, landing in a grinding stance. Move options are very limited.
Dash Turn
Screech Stop
b. Movement Relationships
Dash Start:10 Frames
1-3: Initial animation. Pressing A here would do a smash attack.
4-7: Dash-Dancing (Starting back to back Dash Starts). I have been unable to record a dash dance where a fresh one occurs within the first 3 frames above.
11th: Foxtrot or Dash animation begins.
Screech Stop19 Frames
14*-19*: IASA frames
Shield Stop (after Dash Start) x Frames
1-4: Shield comes up
5-10: Shield begins to drop
6*: Can start standing grab (actual grab takes 5 (11), otherwise add 25* more for whiff)
14-x: IASA frames
Dash Turn (after Dash/screech stop)
Frames (20)
Next frame: dash begins
as of now at least one frame from Screech Stop is required.
Foxtrot (after Dash Start)
Frames (27)
6-22 : Begin a new Dash Start
-always ends at same time regardless of length traveled
-jump, dash attack, usmash or side B at anytime.
II. Outline ATs
Okay, this is all probably very frustrating and confusing to look at/read. Honestly, everything above is to completely cut movement down to it's core for us as competitive gamers.
1)If you didn't... scroll back back up and learn what magnitude and duration mean.
2)Review above any of the blue terms mentioned below.
c. Dash-Dance Pivot
Summary: You're combining Multiple dash starts (Dash-Dancing)with Foxtrots. The difference between Foxtrot one and two is that foxtrot two never actually happens. Before it becomes a foxtrot you foxtrot in the opposite direction.
dNES says: Foxtrot forward and watch for when Sonic is surfing/grinding. When you see that, do a simple dash-dance starting with the direction he's already facing.
What the audience will see:
Foxtrot>Dash-Dance>Foxtrot Opposite Direction
What's really happening
Result:Dash-Start>Foxtrot>Dash-Start>Dash-Start (reverse)>Foxtrot
1>2>3
d. True-Pivot
Summary: You're combining A Foxtrot, Multiple dash starts (Dash-Dancing)with a Pivot.
dNES says: The timing for a true-pivot is identical to the Dash Dance Pivot. Here's what makes it so difficult. Your final input has to be softer than a foxtrot.
What the audience will see:
Foxtrot>Half of Dash-Dance (same direction) > Pivot
What's really happening
Result:Dash-Start>Foxtrot>Dash-Start>Pivot
1>2>3
If you refer below to Phanna's explination topic... inputs 2 and 3 are what he calls a small pivot. This can be practiced on it's own first. Once you're able to do that, you simply put a foxtrot in front of it.
III. Instructional Video
e. Videos
-Learn: http://www.youtube.com/watch?v=3fH89EJFSqY
-Sonic performing the two techniques: http://www.youtube.com/watch?v=dRp8VXdTyz0
f. Other Resources
Phana's Original Thread
Phanna's Pivots 1
Phanna's Pivots 2 (different version)
Pivots (w/ Sheik)