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KIDs ATs (only high level Sonics need enter here) NOW WITH CHAR. SPECIFIC ATS!!!

memphischains

Smash hhkj'
Joined
Sep 19, 2007
Messages
3,953
Location
Boston, MA
I made this post on the AiB forums, but no one goes there and i want at least one person to read it, so here is the copy paste

__________


There is a little more to making Sonic look "flashy", than what Tenki stated.
For some reason, I'm portrayed as a flash Sonic because I use basic game physics given to Sonic. (O.0, inorite)

Take advantage of basic smash, meaning it can add to your flashiness and can make you a better player.

Wall kicking out of dair is extremely underestimated move.
i.e., say you get an uptilt from a snake on PT1 on the forest stage. (this is just a random example, there are many more applications)

you dair downward, saving your jumps and waiting till after the hitstun, wall kick off the tree into an ASC > Bair combo or something.
i love wall kicking into **** all the time on defino, random small walls help with everything, but use it sparingly because if you use it too much then it becomes very predictable.

teching is also for some reason considered "flashy". well, i guess not really teching in the general sense, but attack out of a tech. i'll keep using the PT1 tree as an example.

it goes without saying that you can do any move out of a tech, so i guess it depends on the situation you in to decide which move to do, but say wolf fsmashes you into the tree. once you tech, you can immediately use any aerial or spindash.

tech > ASC > SC > grab
i'm sure you guys can be creative.


i guarantee once your fluent in basic smash, you will generally look like a flashy player, never mind with sonic.
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
no matter what the past is, I dont need people coming in here, saying the stuff that I worked long and hard to make work is pointless and doesnt work by a guy that isnt all that good at the game. and no this is not an appeal to authority, it is me saying that better people will make off the wall, nuance techs more effective than the people that arent as good.
example: tons of people including myself, ill even go so far as to say the vast majority of players thought wavedashing was pointless when they first learned it. but then people got better and applied it better. And now its a staple technique in melee


@MC
even if you suck, and lose anyway, teching stupid stuff always makes you look good...

thanks for the input.

anyways...


KID AT #6

The KID CG!!

Normally I would put in some kind of quote or video to explain what the KID CG is, but since I dont have any vids of myself doing it, I have to settle for a poor imitation. loljk.

http://www.youtube.com/watch?v=rl44vnqg16U&feature=related

the first move of the game.
up throw to more up throws at 0 damage.

Ive seen many different versions of this, with sonic doing various things to lead into the next grab, but the one that i feel is the most effective is to include the DDP into this string.
When you do the first foxtrot away from them it gives them a false sence of security that they can just land, but with the dash pivot you can instantly be moving at max speed in the opposite direction, and then get a running grab on them right as they land.

At my tourney on sat. i pulled this off on a D3 and got him from 0-75 doing only this string.
Since up throw is his most damaging throw, as well as his best set up, you need to keep in mind 2 things.

You should want to milk this CG for all is has, but as a skillful reader, you should know your opponent and their character well enough to know how many times you can smack the duck before they learn.

In most of my experiences the average comes out to about 2-3 throws before they stop airdodging on instinct and jump to get away. Now if you can predict when that will happen, you have the option at that point to go for the shinku KID combo, which entails pulling off this up throw chain 2-3 times, than when you know they are going to jump out, that is your oppurtunity to jump, hit them with an up air, double jump, to hit them with another up air, and than USE THE BOOST TO GET THROUGH!!

...erm...
ahem...

and than use the spring invinciblity to go right past them and any counter attacks they might have tried to use and than hit them with a down air, which will net you anywhere from 45-65 damage depending on a few factors.
Now after that combo, the foe is sent a good distance away but since you just pulled off an AC down air, you are still free to chase them and camp their landing or continue attacking however you see fit. A good follow up to this is to wait for about half a second after the down air, and then run and pull a hyphen smash under them right before they land, 90% of the time, their brawl instincts will make them try to airdodge into the ground and we all know that doesnt work against sonics hyphen smash.

With this AT im, open to new ideas, i just think that this is the most effective, flashy, and tech skill heavy way to pull it off. and the flashyness does belie its substance since the whole dash around the stage, while the opponent is in hit/dodge stun above the stage, makes sonic harder to follow than normal when the other guy tries to figure out what you are doing.
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
KID AT #6

The KID CG!!

Normally I would put in some kind of quote or video to explain what the KID CG is, but since I dont have any vids of myself doing it, I have to settle for a poor imitation. loljk.

http://www.youtube.com/watch?v=rl44vnqg16U&feature=related

the first move of the game.
up throw to more up throws at 0 damage.

Ive seen many different versions of this, with sonic doing various things to lead into the next grab, but the one that i feel is the most effective is to include the DDP into this string.
When you do the first foxtrot away from them it gives them a false sence of security that they can just land, but with the dash pivot you can instantly be moving at max speed in the opposite direction, and then get a running grab on them right as they land.

At my tourney on sat. i pulled this off on a D3 and got him from 0-75 doing only this string.
Since up throw is his most damaging throw, as well as his best set up, you need to keep in mind 2 things.

You should want to milk this CG for all is has, but as a skillful reader, you should know your opponent and their character well enough to know how many times you can smack the duck before they learn.

In most of my experiences the average comes out to about 2-3 throws before they stop airdodging on instinct and jump to get away. Now if you can predict when that will happen, you have the option at that point to go for the shinku KID combo, which entails pulling off this up throw chain 2-3 times, than when you know they are going to jump out, that is your oppurtunity to jump, hit them with an up air, double jump, to hit them with another up air, and than USE THE BOOST TO GET THROUGH!!

...erm...
ahem...

and than use the spring invinciblity to go right past them and any counter attacks they might have tried to use and than hit them with a down air, which will net you anywhere from 45-65 damage depending on a few factors.
Now after that combo, the foe is sent a good distance away but since you just pulled off an AC down air, you are still free to chase them and camp their landing or continue attacking however you see fit. A good follow up to this is to wait for about half a second after the down air, and then run and pull a hyphen smash under them right before they land, 90% of the time, their brawl instincts will make them try to airdodge into the ground and we all know that doesnt work against sonics hyphen smash.

With this AT im, open to new ideas, i just think that this is the most effective, flashy, and tech skill heavy way to pull it off. and the flashyness does belie its substance since the whole dash around the stage, while the opponent is in hit/dodge stun above the stage, makes sonic harder to follow than normal when the other guy tries to figure out what you are doing.
@pulling this off:
I noticed that a pretty good way to space yourself for a regrab is to slowly walk forward (because your opponent is sent backwards) to create distance, and if your opponent airdodges or attacks, you'll be out of range and can run in to grab their landing lag.

@ using spring:
What's cool is doing a spring so that it covers them if they airdodge. It's pretty crazy because they airdodge (or attack), get hit by the falling spring and, consequently, your D-air/FF aerial.

@shinku kiduken
lol
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
too much lul in this thread right now...

im going beat SL's Azz with a shinku Kiduken and make him ragequit.

...

god, im going to be laughing at ragequit for like a week.

@tenkis spring idea,

that might work on anybody with above average fall speed, and for the record, this combo works REDICULOUSLY well on D3. oh my god, i love fighting that character.

... oh the combos
 

ShadowLink84

Smash Hero
Joined
Sep 12, 2005
Messages
9,007
Location
Middle of nowhere. Myrtle Beach
too much lul in this thread right now...

im going beat SL's Azz with a shinku Kiduken and make him ragequit.
I highly doubt it. With your nasty temper all I have to do is side taunt you and you'll flip out and toss your control at the t.v.
[/QUOTE]

My bet is on DA KID. Beat his @$$
I bet on me if that counts!
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
youre only betting on the acronym SL, because you dont know what the acronym KID stands for.

@cat, im not surprised, this isnt really a thread for new info, more of a reimagining and a bringing to the forefront of old techs that you might not have thought of in the way that im presenting them.
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
Killed In Douglas.
Knuckles Is Dead!

:urg:
I never actually realized that K.I.D. could have been an acronym.

Killed in Defense?
Killed in (self)Defense?


nah, probably not, because "killed in defense" sounds..
Jesus, people, whats with all the death, GD...

lol @ J.O.H.N.

@Tenki, WTF, how do you not notice that a fully capatilised word with a period after each letter is an acronym...

and no, none of you are even close,

K.I.D. is my belief system, or my mantra for life, to give you guys a hint
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
1. im not muslim
2. there is nothing wrong with people who are muslim

3. you guys are still nowhere close to my name
4. is gf actually speaking muslim or just being offensive
5. if you would have followed my conversations with SL and adumbrodeus in the D3 ICG banning thread, youd know what faith I am.
6. The "I" in my name actually means something, its not just a preposition, or a connector word.
 

JayBee

Smash Champion
Joined
Aug 13, 2002
Messages
2,173
Location
Green Hill Zone, MD/VA
NNID
jamesbrownjrva
good for u. you are the last one to notice that.

I always thought your name was a play on "Death the KID" the character from Soul Eater...
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
4. is gf actually speaking muslim or just being offensive
yes, to both. he tried hard on the first one though, even though that's not a language. >_>

Get back on topic?
Boom boom aahhhh jihad Allahu Akbar
--> "Boom boom aahhhh jihad God is great"

....

ಠ_ಠ
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
someone said that KID's AT's werent good? they actually helped me out against EMZ. his stickin olimar was no match for iSDJ.
Well, it's not that they're not good as it is that we're familiar with them.

However, these are all starkly underused.

jw, how did iSDJ help you against his Olimar?

A few weeks ago I played with my friend's Olimar offline and then I had this kind of weird paranoia that came up from playing against this really good Olimar online. I realized that Olimar's lag is really.. really minimal, and I started getting really paranoid about when I was leaving myself open to be grabbed (even though my friend almost never used grab himself), avoided those positions, and ended up getting screwd by Olimar's up-B and other attacks lol. ;_;

Tenki you're a sandman too?
nop.

but I try to be mindful of other cultures ;l
 

Jim Morrison

Smash Authority
Joined
Aug 28, 2008
Messages
15,287
Location
The Netherlands
I don't really bother with it. If they can't have other people make fun of their culture, they're sore losers. I usually laugh when people make fun of the Dutchland.
 

~TBS~

Smash Champion
Joined
Sep 30, 2008
Messages
2,097
Location
Rolling around at the speed of Sound, Maryland.
hey tenki. EMZ's olimar has many loopholes. if you get the chance, try to play him. He was jump happy spamming aerials, then i waited it out, then nailed him when i saw an opening. he also got confused from it. he thought I was going to charged into him, so he tries to SH fair me, but i release thr isdJ eariler and nailed him there too. i think he knows about it now, though...
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
good for u. you are the last one to notice that.

I always thought your name was a play on "Death the KID" the character from Soul Eater...
I love that character, but I came up with my name before that show even came out, but since we have the same name, I wanted to cosplay as him.

but since tenki asked for it.


KID AT #7!!


Down Tilt!

Since my foes are already acclimated to avoid grabs early in the stock because of the KID CG, ive had to find alternate ways to get that early damage in.
Thats where this move comes in!!

Now by now, we should all know what down tilt combos look like, but just in case, they can be found at 2:13 in this video
http://www.youtube.com/watch?v=QQkGDK_NaMk

and 3:57 in this vid.
http://www.youtube.com/watch?v=V4GGuRDQShw

yes those are my fav vids.

anyway, the point is to determine what the best follow up for this combo is. Some say its f-smash, some say f-tilt, some say, u-tilt.

But in terms of reliability, damage, and placement for more followup, GRAB is always the best follow up to this combo. (yes it is a combo)

include 1-2 pummels, grabbing will be the most damaging followup and it allows for expression as a sonic main since not all of us are focused on whatever throw.
Malcom for example loves his forward throw
Personally, I am obsessed with up throw.
Pufferson cant get enough down throw
We all know how Boxob is with his Boxthrows.
Even Blue puts a lot of focus into grab releases.
and since those are all good options, it only makes sence to grab after all your down tilt combos.

But thats not all, for this part I need the help of those that can test things.
I personally think that the way the falcos found out exactly what damage they can CG every character to before they cant grab again, I think we need to have a down tilt list of how many times and to what damages we can combo each character with this move. On MK i know it works to for 3 tilts in a row usually before they get out of it, while ive heard stories of people taking fox's from 0-60 and crazy numbers like that. So get on it!

Last but not least, every one should learn how to reverse this combo. It always upsets me when I see a vid of somebody down tilt comboing and than having to stop when they could get more just because sonic slid under the opponent and they can do a turn around down tilt to continue the combo.
 
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