Napilopez
Smash Lord
Oh snaparoonie infzy, this is nice stuff!B-sticking would be very weird with Sonic, since the stick can't hold down for you to charge down-B... you have to B-stick down, then jam the control stick down soon enough that it gets its first charge in at least, lulz.
Back on topic....
Holy crap, I just figured out why I'm still sometimes unexpectedly losing my 2nd jump during an SD or an SC. I know that ASC/SD passes remaining jump data to an SDR>SDJ and all that.... but what I didn't realize is that this information doesn't get updated until you either jump off a platform, or get hit by an attack. You can sort of "air-trip" with your midair jump and the spin specials, the way you can airtrip with a Spring.... we could call this "midair-tripping" lol
Here's what I mean. Jump > Jump > ASC shield-cancel the landing, and walk around the stage a bit. You'd think you have your jumps restored, right? Wrong! If you use a grounded SC or SD (including SDJ/VSDJ), your 2nd jump is gone! Because when you shield-cancelled the ASC's landing, you didn't really land. Alternatively, go on a high platform and ASC down, such that the ASC ends before you reach the bottom platform. In this case you landed properly, so if you use a spin special off the ground, it can be jump-cancelled.
I never really caught on to this phenomena, because I rarely use spindashes off the ground lol.
After a "midair trip" (landing on the ground in a spinspecial after using your 2nd jump), you have to jump off the stage to restore it (or get hit lol). You can use as many grounded SCs and SDs as you want, it won't restore the jump data.
Of further note, you know how SC and SD have some start-up lag frames? (SD's lag frames are the ones you see before you can shield-cancel it) Landing in those frames is a "proper landing" that restores your jump data. But anytime afterwards, it's a midair trip (if your 2nd jump is gone). This explains why using SD to bounce VSDJ's around the stage can seem inconsistent about when your jump is available (assuming you'd used your midair jump at some point).
Another thing:
You can also cancel an SDJ with an item-throw. Furthermore, you can Z-drop items from SDJ, and it doesn't cancel the SDJ! Neat, huh?
Just one thing, you don't have to jump offff the stage to restore ur midair jump, at least not if it works like airtripping from an upB. just jump once on the stage and youll be fine. I do so all the time because I alwayysss recover from below and often land on stage in an airtrip state. So yea, just do an sh ff and you should be fine.
That whole thing about landing in the initial part of SideB sounds quite interestinggg. Just more weird properties about the sideB i guess...
Hmm.... this is making me wonder...
I think theres something about SideBs that we have yet to figure out... perhaps something usefull... rawrr. This is something for like the Sonc boards own version of the smash lab looll. Why are ASC and SideB cancellable with a shield? Are there any other moves into the entire game that are similarly cancellable? I can't seem to think of any other specials in the game being sheild cancellable... Why only a shield? Is it possible one might be able to perform attacks immediately after the startupframes of SideB? Perhaps you can only cancel SideB with a shield, because it has a "frame window" for cancelling it, and shield comes out in only 2 frames I believe?
Why does spinshotting work? Why does it work with A instead of jump? has anyone tried spinshotting by using jump instead of A?
So many questions....
But man... if we found a way to attack out of SideB... XD
And Oh snap, Z-Dropping from SDJ, without leaving SDJ state! looll I can imagine jump jumping over a char with SDJ and dropping a banana or something over his head/her head hahaha.