Veril
Frame Savant
The Science of Sing, a Guide to Wacky Ledge Nonsense
by Veril (a name you can trust )
There are too many sing threads, I hope that this one and Rhed's are the only ones necessary. This is meant to be an advanced analysis and guide. Most techniques described are extremely difficult and the science is very in depth. I make a lot of quantum mechanics analogies. If you want to discuss sing outside of its interaction with ledges, please do so in Rhed's guide.
Table of Contents:
1. A Brief History of Sing
2. Introduction: What Makes Sing Special?
A Brief History of Sing (Brawl)
Sing has had a bad rep for some time. Long considered only usable when ledge-canceled, itself a risky and extremely situational tactic, Sing was a move for showing off, nothing more. One player, RhedKing, made the admirable but foolish promise to me that he would find a use for sing. His efforts were commendable, and he did uncover new information about sing that has turned out to be very useful (that it has 3 pulses). That said, his work was rendered all but useless with a sad discovery made by Illinialex.
Sing had the most stupidly useless mechanic EVER. It was impossible to gain a frame advantage if an opponent button mashes until 200+%. I have no way of responding to that other than an unending torrent of profanity, so I'll spare you. Sing seemed to be one of, if not the, worst moves in the game. That brings me to this new and exciting period of Sing's history.
Illianalex found a neat glitch involving sing and the ledge on Corneria. So... I messed around and found a LOT more (my science is great lol). It turns out Sing has some very strange properties when it comes to sweet-spotting the edge. The most well known as of now is the Sing-Cancel variant, Sing-Stepping, whereby sing cancels under the stage and refreshes all of Jigglypuff's jumps. WHAT!? Yeah, anti-gravity ftw. Turns out there's a whole lot more here, and we're only just scratching the surface of what may be a move with fantastic potential.
What Makes Sing Special?
Sing is an extremely complex move. Sing reflects fundamental aspects of the games physics and because of its unique properties it has the most complex and fascinating effects of any move in the game in its interaction with the ledge. In finding new and exciting techniques, I've been posed with that most difficult of questions: why? Why do these things happen? How does Jigglypuff refresh all her jumps without visibly grabbing the edge? How is sing canceling? WTF happened with Illinialex on Corneria?
lol
Sing in many ways acts exactly like a normal jump. It doesn't autosweetspot, the max distance at which you can snap to the edge is if not exactly, pretty much exactly, the same as a normal jump. It doesn't increase the height of your jump. Holding down or to the side will prevent sweetspotting and holding the a-stick in the direction of the ledge will cause you to snap to it. The first interesting thing about sing is that you can't fast fall it. You can't maneuver it at all in fact. And unlike a normal jump, it won't always sweetspot. Most interestingly, when it does snap you to the ledge, sometimes you don't actually grab it. Sometimes sing will snap you to the edge even if you don't jump, at absurd distances.
Clearly there's something going on. My current theory is that Sing's behavior is largely tied to whether it is paired with a jump or not, with an important distinction: there are frames that occur during sing in which it will not sweetspot the edge (current theory). This window is small enough that Sing can sweetspot and snap to the ledge prior to them taking effect, and then cancel the sweetspot during these frames. Maybe this can pass as well, leading to the glitch Alex found. This isn't the reason for the sing-cancel, but it explains some of the even more exotic effects I have witnessed.
Here are the effects I have observed:
1. Is within range and sweetspots normally (TJ on).
2. Is within range and I cancel the sweetspot by holding down or away (you can still sweetspot by letting go)
3. Is out of range and I die.
4. Sweetspots without a jump from extreme range.
5. Cancels and renews all jumps without any apparent motion.
6. Shoots you up past the edge and cancels (I know... what!)
The Post of supreme snazziness.
So you'll have to take a leap of faith in order to accept that it may take me some time to get video proof for an insane feat: I traveled underneath Final Destination, 3 times consecutively, without landing or grabbing the edge.
How?
Sing.
That's right, one of the most useless moves in the game grants Jigglypuff a type of ISJR while offstage on SOME stages. Here's how it works:
Sing will sweetspot the ledge from a stupidly long distance. However, when fully under a lip this process is prevented, and you fall, singing, to an embarrassing death. Now on some of these lips (Final D and Japes are notable) there is a very very specific spot in which you both are and are not sweetspotting the ledge. So if you use sing with the exact right spacing and timing it will be canceled. You won't appear to move at all. BUT you are. Jigglypuff enters a weird quantum state in which she basically exists in two area's at once (well, a few frames of difference maybe...).
Anyway, basically sing is canceled and you get all your jumps back. Thus... infinite jumps offstage, the holy f***ing grail for Jiggs.
Its crazy tough to do on final D, only a little bit easier on Japes. Here's a vid of it being done once. http://www.youtube.com/watch?v=j_upXyxnIaM
Since making that video I've gotten a lot better at it. So I went under the stage, sing canceled, and repeated another 2 times to make my epic journey (before singing my way to an embarrassing death).
by Veril (a name you can trust )
There are too many sing threads, I hope that this one and Rhed's are the only ones necessary. This is meant to be an advanced analysis and guide. Most techniques described are extremely difficult and the science is very in depth. I make a lot of quantum mechanics analogies. If you want to discuss sing outside of its interaction with ledges, please do so in Rhed's guide.
Table of Contents:
1. A Brief History of Sing
2. Introduction: What Makes Sing Special?
A Brief History of Sing (Brawl)
Sing has had a bad rep for some time. Long considered only usable when ledge-canceled, itself a risky and extremely situational tactic, Sing was a move for showing off, nothing more. One player, RhedKing, made the admirable but foolish promise to me that he would find a use for sing. His efforts were commendable, and he did uncover new information about sing that has turned out to be very useful (that it has 3 pulses). That said, his work was rendered all but useless with a sad discovery made by Illinialex.
Sing had the most stupidly useless mechanic EVER. It was impossible to gain a frame advantage if an opponent button mashes until 200+%. I have no way of responding to that other than an unending torrent of profanity, so I'll spare you. Sing seemed to be one of, if not the, worst moves in the game. That brings me to this new and exciting period of Sing's history.
Illianalex found a neat glitch involving sing and the ledge on Corneria. So... I messed around and found a LOT more (my science is great lol). It turns out Sing has some very strange properties when it comes to sweet-spotting the edge. The most well known as of now is the Sing-Cancel variant, Sing-Stepping, whereby sing cancels under the stage and refreshes all of Jigglypuff's jumps. WHAT!? Yeah, anti-gravity ftw. Turns out there's a whole lot more here, and we're only just scratching the surface of what may be a move with fantastic potential.
What Makes Sing Special?
Sing is an extremely complex move. Sing reflects fundamental aspects of the games physics and because of its unique properties it has the most complex and fascinating effects of any move in the game in its interaction with the ledge. In finding new and exciting techniques, I've been posed with that most difficult of questions: why? Why do these things happen? How does Jigglypuff refresh all her jumps without visibly grabbing the edge? How is sing canceling? WTF happened with Illinialex on Corneria?
lol
Sing in many ways acts exactly like a normal jump. It doesn't autosweetspot, the max distance at which you can snap to the edge is if not exactly, pretty much exactly, the same as a normal jump. It doesn't increase the height of your jump. Holding down or to the side will prevent sweetspotting and holding the a-stick in the direction of the ledge will cause you to snap to it. The first interesting thing about sing is that you can't fast fall it. You can't maneuver it at all in fact. And unlike a normal jump, it won't always sweetspot. Most interestingly, when it does snap you to the ledge, sometimes you don't actually grab it. Sometimes sing will snap you to the edge even if you don't jump, at absurd distances.
Clearly there's something going on. My current theory is that Sing's behavior is largely tied to whether it is paired with a jump or not, with an important distinction: there are frames that occur during sing in which it will not sweetspot the edge (current theory). This window is small enough that Sing can sweetspot and snap to the ledge prior to them taking effect, and then cancel the sweetspot during these frames. Maybe this can pass as well, leading to the glitch Alex found. This isn't the reason for the sing-cancel, but it explains some of the even more exotic effects I have witnessed.
Here are the effects I have observed:
1. Is within range and sweetspots normally (TJ on).
2. Is within range and I cancel the sweetspot by holding down or away (you can still sweetspot by letting go)
3. Is out of range and I die.
4. Sweetspots without a jump from extreme range.
5. Cancels and renews all jumps without any apparent motion.
6. Shoots you up past the edge and cancels (I know... what!)
The Post of supreme snazziness.
So you'll have to take a leap of faith in order to accept that it may take me some time to get video proof for an insane feat: I traveled underneath Final Destination, 3 times consecutively, without landing or grabbing the edge.
How?
Sing.
That's right, one of the most useless moves in the game grants Jigglypuff a type of ISJR while offstage on SOME stages. Here's how it works:
Sing will sweetspot the ledge from a stupidly long distance. However, when fully under a lip this process is prevented, and you fall, singing, to an embarrassing death. Now on some of these lips (Final D and Japes are notable) there is a very very specific spot in which you both are and are not sweetspotting the ledge. So if you use sing with the exact right spacing and timing it will be canceled. You won't appear to move at all. BUT you are. Jigglypuff enters a weird quantum state in which she basically exists in two area's at once (well, a few frames of difference maybe...).
Anyway, basically sing is canceled and you get all your jumps back. Thus... infinite jumps offstage, the holy f***ing grail for Jiggs.
Its crazy tough to do on final D, only a little bit easier on Japes. Here's a vid of it being done once. http://www.youtube.com/watch?v=j_upXyxnIaM
Since making that video I've gotten a lot better at it. So I went under the stage, sing canceled, and repeated another 2 times to make my epic journey (before singing my way to an embarrassing death).