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Nope.i see what u mean. does it sheild cancel after the turn around?
i mean it still should be slow enuff right?
Hooray! I found it!I'm not understanding the 2 second time limit. The time I'm thinking of is longer than two seconds. I guess I'll have to play around with this some more. Anymore clarification possible?
So basically it makes it easier to string attacks more easily and effectively?Vertical Spin Jumps can be jump canceled out of.
The are better than regular jumps because:
-Sonic gets more elevation than a regular jump
-Can DI much easier than a regular jump
-It's an actual attack with decent priority
-Sonic is in a ball
-It can be "bounced" (using side-b) which actually is faster than stringing jumps on the ground together.
I'm really going to look into this.
Oh and "SPROING"! (bump)
Well, this seems very useful, even if Boxob didn't find a way to cancel attacks, at least we got this. I haven't been able to test this out yet, sadly, but by the description "constant bouncing ball" that means he basically can constantly do his Side-B hop across the stage. If so, couldn't this possibly sometimes serve as a safe approach because of the start up invincibility frames?Boxob hasn't entirely convinced me that this is what he's talking about. But it's the only thing I could do early today after listening to his instructions. It pretty much turns Sonic into a constant bouncing ball who at any time can jump cancel/attack or do whatever. Of course it totally removes his ground game and obviously projectiles can still hit him so it's not like ZOMG sonic is now top tier.
EDIT: Boxob wants us to cancel our attacks. You can't do this with a short hop anything. There's not enough time. Instead of finishing up attacks with this/stringing them together... I'm saying: setup your attacks with first a bunch of VSJ followed by whatever suits the situation.
Can you clarify what you mean?his airspeed remains the same.
I'm liking the sound of this...Sorry for all the questions I'm just curious.Yeah, definitely and more importantly... I am pretty sure his DI becomes better than when doing a regular jump. I'm not saying he goes jigg styles.... but it definitely is an improvement. After fooling around with this for a couple minutes I found myself wanting to get better at all the various ways to cancel Sonic's spin moves. The best part is you don't even have to "jump" right away if you don't want to and you can even shield cancel or just release the spin dash normally.
Aside from standing still.... it becomes Sonic's triple threat: Vertical Jump Attack (or into any aerial), Shield>grab/roll, release as regular attack.
SH insta F-air actually has enough airtime time to buffer a move as you're landing. N-air is too slow (the attackbox won't come up before you land), and U-air/F-air might be the only aerials that you can pull as you're landing if you wanna hit anything. Or D-air, in a weird way.EDIT: Boxob wants us to cancel our attacks. You can't do this with a short hop anything. There's not enough time. Instead of finishing up attacks with this/stringing them together... I'm saying: setup your attacks with first a bunch of VSJ followed by whatever suits the situation.
his aerial acceleration remains the same, but his top speed is greater, I believe.his airspeed remains the same.
NEW ADDITIONS! 10/14
There are some pretty cool things you can do out of side-B as an approach, actually.
Side-B has lower damage and knockback, and so it doesn't launch the opponent as far upwards, so there are some... interesting things you can do out of it to say the least.
- Footstool Tech Chase Setup!
Taken from Ophelia's "improved footstool combo" (side-B> footstool > spring jump > lagless D-air > jablock):
[Side-B (hop)] > [SH footstool+ fastfall] > [Tech chase+ move of choice]
At low %'s, you can do this by double jumping and spamming jump immediately after hitting your opponent. At higher %'s, it might seem harder to perform this because your opponent will be launched higher, but if you perform a side-B so you launch towards their head, you'll start out closer to the spot you need to footstool, and it's possible to do an insta-footstool to ground them. That's not exactly the best idea though, because you want to have them slightly above ground so you have time to fall/charge a spindash, if that's what makes you feel good.
- Spotdodge punisher/Air launcher
[Side-B (hop)] > [Doublejump] (optional footstool)+[D-air]
Preferrably land the D-air behind them, so if they shield, you'll still be relatively safe.
It's kind of unsafe, but if it makes contact, D-air will launch your opponent upwards, since they'll be on the ground (footstool should ground them after the side-B hits them up), and it will let you get to the ground+move earlier than if you just tried to double jump+fastfall. This seems to do pretty well if you have a pretty grounded playstyle.
That's good to know.So, some bonus stuff that I've been experimenting with / have deemed useful.
Side-B (and sort of... ASC, if you can space ASC well enough) moves!
YES. (going to check chat room for discussion)Should we be considerin this as one of our new stickies? (see chat room for discussion)
Thank you for your comment.That's good to know.
Hmm, any clue how much damage an AS does at those percentages?priority on AS increases with the damage it deals. a 170% baby AS doing 10% will have the same priority as a half charged one doing 10% by a 50% lucario
i think...
SH disjointed aerials.ASC is only truly countered by penguin feet. nothing else beats it.