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What's the difference between Side-B and Down-B? [REVERSION: 8/18/09]

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
TL;DR!?
What is the difference between side-B and down-B !??

Charge: Side-B can cancel into shield on the ground before it's fully charged. Damage for the roll is based on how long you hold it. Down-B's charge doesn't shield cancel, and its damage is based on the rate/amount of taps you're pressing B.

Air: Side-B has a hop, and its attack box deals 6 damage (charge doesn't matter) and only lasts until you pass the starting height. Down-B's damage lasts as long as you're moving fast enough, and deals more damage if you're holding a direction. It also does multiple hits as long as your opponent is in range to BE hit, and if you hold shield while landing, it will cancel.

Ground!: lulz, they're the same.


There you go, you silly lurkers and people with short attention spans.

And for the rest of you who want more detail, enjoy.
=========================

just do us all a favor and change the name of the thread to "the difference between side b and down b

Note:
If anyone has seen this guide any time between 4/1/09 and 8/18/09,
EVERYTHING YOU KNOW IS A LIE

:p

It was fun, but I've decided that, like Christmas decorations in New York, this has been up for too long, and so I've brought it back to its regular guide form.

Sasaki Nozomi-chA1 has done her job well.


This guide is legit again! LOL.

Table of Contents
- ACRONYMS
- Phases (updated: 8/24 - "Time Limit")
- Move Properties (ALL UPDATED: 11/17)
- - Charge
- - Spin Dash (SD hop)
- - Aerial Spin Charge (ASC)
- - Spin Dash Roll (SDR)
- - Spin Dash Jump (SDJ)
- Spin Shot
- Air Dash
______
Post 2- Aerial Spin Charge: this move is too good.
- Quick overview on ASC
- Combos don exits! (combo usage and analysis of the ASC)
- - ASC "Simple combo"
- - ASC "Perfect combo"
- - Bonus
______
Post 3- Spin Dash (side-B) and Move Usage
- Spin Dash (side-B) in a nutshell
- - Spin Dash Hop: Approach Tricks! (added 10/14)
- Move Usage (for both side-B and down-B) NEW! 11/17 <-- advanced ;d
- - Overview
- - Spacing
- - Feinting
- - - Double Jump Feint
- - - Ground: Off-rhythm/Delay
- - - Side-B: Charge Cancel
- - - ASC cancel
- - - - - Mid range ASC/"pin"
- Important stuff.
____________


First off...

ACRONYMS
This is probably going to be the hardest thing to understand in this whole ordeal. The letters.
SD = Spin Dash (Hop) (Side-B)
SC = Spin Charge (Down-B)
SDR = Spin Dash Roll (the 'rolling attack' part of the move when it reaches the ground)
SDJ = Spin Dash Jump (jump attack that can be done out of a SDR)
ASC = Aerial Spin Charge (air Down-B)

Throughout this thread, I'll try to keep the color coding the same so you can associate them better. Yellow is for side-B, Orange is for down-B. Light blue is for the ground part (it's the same for both moves!), and Dark Blue is the jumping part (same for both moves!)

Phases
You may have noticed that both moves roll, and both Side-B and Down-B can jump after the roll. Well, this is because the roll is actually the same move! Both the Side B and the Down B undergo 'phase changes', where they change 'moves' depending on where they are and what their previous phase was.

NOTE: "Charging" is a phase that is pretty obvious, but will be omitted here. More information will be found in the Move Properties section.



This maps out all the possible 'phases' that the move goes through during and after you release the charge. If you have a double jump, you can jump to cancel any of the aerial phases. Hitting [Up], [Jump], or [Attack] out of the grounded phases (charge, SDR) makes you go into the spindash jump (SDJ).

Note: If a SDR goes to the edge of a platform, it becomes an ASC and assumes its properties. This means that even a Side-B Hop can turn into an ASC as long as you let it roll into the floor first.

Side B: (Aerial or ground)
SD (hop) -> SDR (-> SDJ)
SD (hop) -> jump cancel (while still in air)
SD (charge) -> Spin shot
SD (charge) -> Shield

Down B:
Ground
SDR (-> SDJ)
SDR (-> SDR) (turning around initiates a new SDR with lower power)
SDR (roll off platform) -> ASC
SDR (roll off platform) -> Spin shot

Aerial
ASC (land) -> SDR (->SDJ)
ASC -> jump cancel
ASC (land) -> Shield
ASC (charge) -> Spin shot

Move properties
Yes, believe it or not, there are differences in the moves, and it's not just that side-B hops and down-B doesn't. It becomes more obvious in their aerial versions. Down-B and Side-B both record how much charge the moves have and whether or not you had a double jump when you started charging. It passes this information on to the next part until the move ends - which is... jump cancelling the move while it's in midair, the roll running out of spin, a Spin Dash Jump, or you falling to your death.

STALE MOVE EFFECT: All of these moves share the same Stale Move counter. Each turn-around or phase-change you initiate all pool in for the same move. I guess calling these "phases" really was accurate, since they are all parts of the same move, aside from their starting points. But anyway, even Side-B's hop and ASC diminish each others' effects, as well as the rest of the moves, SDR, SDJ... the whole thing.

TIME LIMIT: After your initial release of the charge, you will remain in ball form until you jump (SDJ, double jump, etc), or until 2 seconds has passed. Keep this in mind when trying to incorporate spindash into your chase and mixup movements. This "timer" begins counting as soon as you release your charge, regardless of if it's side-B hop, ASC, or just a grounded spin charge- your spin will last for 2 seconds after you release.

IN THE AIR: ANY of the aerial phases (charging, side-B's hop, ASC, SDJ) can be 'ended' by double jumping as long as you have a double jump. SDJ is the only phase that you can actually attack out of without having to jump first.

Charge
Note- this covers both side-B and down-B's charge. Features here are common to both side-B and down-B unless otherwise specified.
Charge: The charge "strength" only affects the SDR. Charge will not make a difference on how strong or fast the aerial versions are!
- Side-B's grounded charge can be cancelled by shield before full charge.
- Side-B's charge is unique in that you must hold B to charge (2 seconds for full charge)
- While charging, Side-B's charge moves Sonic backwards. It 'resets' and overrides any horizontal momentum as long as you're not in hitstun.

- Down-B's charge requires you to be holding Down on the control stick. Holding Down for about 1 second then releasing can let you do a single-charged SDR.
- Down-B can be fully charged for damage by tapping 3 times, full speed by tapping 5 times.
- Unlike Side-B, Down-B's charge does not reset momentum, but you can float left/right while charging it in the air by holding down+left/right.

Remaining Jumps: If you begin a charge in the air without a double jump, then the rest of the move is treated as if you don't have one.
Aerial: If you have remaining jumps, can be jump cancelled.
Aerial: If you press Jump or Attack as the charge is released, you do a spin shot (see below or search for Spin Shot for more info).
Ground: If you press [Up], [Jump], or [Attack] while charging, turns into vertical SDJ ("VSDJ"). It has the same properties as a normal SDJ except it starts off going straight up.


Spin Dash (SD hop):
Charge: CHARGE DOES NOT AFFECT THE HOP'S DAMAGE OR SPEED.
Remaining Jumps: If you have remaining jumps, can be jump cancelled, allowing you to follow-up with aerials.
Damage: 5-6% constant damage. This phase only has a temporary hitbox that goes away after you go under your starting height. Keep this in mind for when you're using side-B to directly attack opponents.
Knockback: Little knockback/upwards. Positions your opponent for a double jump U-air at about 60%, if you want to get a feel for how high it sends.

Other traits:
- Has invincibility/dodge frames at the beginning of the hop (for about 5 frames after upon release)
- Has higher max air speed than normal jumps.
- Resets vertical and horizontal momentum upon startup.

Phase changes:
- Next: Turns into an SDR as soon as you make contact with the ground.
- Ending the move: Double jumping via [Jump] or [Attack] is the only way to 'get out' of the move. You cannot shield cancel the landing.​

Aerial Spin Charge (ASC):
Charge: CHARGE DOES NOT AFFECT THE DAMAGE NOR SPEED OF THE ASC.
Remaining Jumps: If you have remaining jumps, can be jump cancelled, allowing you to follow-up with aerials.
Damage: This one is really cool. ASC can do multiple hits:
- First hit: 7-11 damage. Damage is based on horizontal velocity, so hold Forward for maximum damage. Likewise, if you hold [Back] and are moving too slowly, you will do less damage or even be able to 'turn off' the hitbox.
- Follow-up hit(s): 7-10 damage. As of now, we're still not sure what changes the damage of the followup hits. You can usually count on the 'worst case' and get the minimum damage from your follow-up hits.
Knockback:
- First hit: High knockback/upwards. This can KO at higher %'s (170-180%+ on grounded opponents)
- Follow-up hit(s): Medium knockback/upwards. Similar, but a little stronger than side-B's knockback. Note that if you hit an opponent with the follow-up hit, it kind of 'kills' the stronger knockback done by the first hit.

Other traits:
- Has higher max air speed than normal jumps.
- Resets horizontal momentum upon startup.

Phase changes:
- Next: Turns into an SDR as soon as you make contact with the ground.
- Ending the move: Holding [shield] as you land will allow you go cancel the move into shield upon landing. While the move is in the air, you can double jump by pressing [Jump] or [Attack] to end it.

UNTESTED: There have been multiple accounts for a phenomenon that I will, for now and forever, dub the OMNOMNOM frames. At some point either right before or during landing, Sonic is in a state where he can "eat" destructible projectiles. Among these projectiles are... boomerangs, arrows, turnips, and fully charged 120%+ aura spheres.


Spin Dash Roll (SDR):
Charge: Charge does affect the speed (and consequently, damage) of the SDR. :bee:
Remaining Jumps: Whether or not you have a double jump remaining is still passed onto the next phase. It doesn't exactly affect this part of the move, but keep that in mind. Your remaining jumps aren't renewed until the move ends.
Damage: 7-10 damage. The SDR's damage is based on how fast you're moving! This implies two things: 1) You don't necessarily have to be moving at max speed to do max damage; and 2) If you do a low charge SDR and roll down a hill to speed up, you will do max damage.
Knockback: Very Low knockback/upwards. This move's knockback was purposefully tailored to combo into SDJ/aerial.

Other Traits:
- SDR gains/loses speed when travelling on slopes (goes faster if going down a hill and slower if going up). It's possible to begin a low charge SDR going up a hill, slow down, and speed up going down the hill without any input from you.
- Turn-around (tap/hold [Back] during the SDR):
--- The turn-around does not deal damage until the blue aura comes back.
--- Performing a turn-around "initiates" a 'new' SDR with lower speed. This becomes important in understanding the iSDR (see the bottom of this post for more detail).


Phase changes:
Next: Hitting [Up], [Jump], or [Attack] will shift the move into an SDJ. Alternatively, you can roll off the platform, which shifts the move into the ASC phase.
- Ending the move: There are two ways to 'end' the move from this point.
a) If the 2 second time limit (from release) runs out during the SDR, you will screech stop until momentum stops. This can be very laggy if you're moving quickly, but you can 'slow it down' pre-emptively by beginning a turn-around just before it ends.
b) If you are moving slow enough (for example, slowed down by a hill, or a single charge roll after making contact with one object), you can hit [shield] and cancel the roll!​

Spin Dash Jump (SDJ):
Charge: Charge has no effect on this phase!
Remaining Jumps: If you had a double jump when you began the charge, you can use it out of this phase! If not, then you can't :(
Damage: 7 damage. Like the SD hop, this does constant damage, not counting stale moves. This move has an attack hitbox for about 1-2 seconds (Untested: exact length of hitbox out).
Knockback: Medium knockback/sideways.

Other Traits:
- Has higher height than a full hop.
- Has higher max air speed than a full hop.

Ending:
- If you you had a double jump during the charge, you can use it out of the SDJ by hitting [Up] or [Jump]
- You can immediately cancel the SDJ with an Aerial, Airdodge, Spring, or Homing Attack. You have to wait until after the hitbox goes away before you can start a new side/down-B.​

So if that made any sense, I think the SDR and SDJ are treated as "ending moves" that take in charge / 'remaining jump' data from the Side-B or Down-B. Side B's "true form" can really just be the hop, and Down-B's "true form" is the aerial version; The rolling attack is just tacked on to both moves. A grounded Down-B is already on the floor (duh), so it goes straight into the rolling attack.

Spin Shot spinshot spin-shot
Spin shot is the technique that allows you to do an "instant double jump" at something similar to running speed, allowing Sonic to have *gasp* high air speed!

The basic input for this is usually side-B (charge) > release + [Jump/Attack]

You may have noticed that it only works if you have a double jump remaining, and here's why: Spin shot IS a double jump. It will not work from a grounded Spin Charge because you are not in the air, and it will not work without a double jump because you can't jump-cancel the moves.

...But it is NOT a normal double-jump. The 'jump cancel' from pressing jump or attack during an aerial charge (both side/down-b), SD hop, or ASC is a little different from a normal double-jump, since you go into it pressing either [attack] or [jump]. I'm guessing it's this 'special' double-jump that allows you to Spin Shot.

The 'magic' behind spin shot working is this: You interrupt an phase change to SD hop/ASC with a double jump!

Here are all the possible cases from which you can spin shot:
- Side-B (charge) > SD (Hop) + jump
- Aerial Down-b (charge) > ASC + jump
- SDR (roll off platform) > ASC + jump

You can't do it out of a SDJ because SDJ is the last move - it doesn't flow into any other phases.

Untested: Is it possible cancel a SDR>SDJ with an immediate double jump and get a 'strange effect'?

Air Dash airdash air-dash
"Air Dash" is a situational 'glitch' that works on certain levels only. The basic input for it is:

Side-B charge (upwards) on a 45 degree or steeper slope > release

Again, the 'magic' behind the air dash is, like spin shot, interruption of a phase change. In this case, side-B's charge is supposed to go into the air. However, this phase change is immediately interrupted by the ground. The invincibility frames given by the release then extends for the duration of the move. Performing a turnaround will create a 'new' SDR and turn off the invincibility frames. The reason behind the naming of this technique as 'air dash' is that when Sonic rolls off some edges, he will roll horizontally off the platform, as if he were on an invisible platform.

A few interesting notes about the Air Dash:
Flight behavior
- If the ground ends while completely flat (horizontally) or rising, Sonic will launch horizontally into the air as though he were riding on invisible ground (example: Delphino tower, Pokemon Stadium trees).
- If the ground goes downwards (Brawl Yoshi's Island), you may either: roll off the stage in an invincible ASC, airdash (it tends to happen in custom stages), or stall on the edge while spinning and go flying off the stage in screech stop animation when it runs out of power (Pictochat).

Teleportation
- If he passes a platform (can be above or under him) as he's in the air and makes contact with anything (projectile, person, etc) he will teleport to another height while still rolling.

Turning?
- If you don't have enough momentum to climb the slope and go backwards (ex: single charge), you will still be in the invincible state (like for example, the side platforms in Brinstar or the hills in Pipes).


Phase changes
Airdash = invincible "floating" roll done out of side-B
iSDR = invincible roll
iASC = invincible ASC that results from being slope-reversed and falling downwards off a platform (like in Brinstar).

Air dash phase changes:
SD (charge) > iSDR (uphill/horizontal) > Airdash > (double jump)
SD (charge) > iSDR (downhill) > iASC > (double jump)
SD (charge) > iSDR (uphill, slow) > shield
SD (charge) > iSDR (turn around) > SDR > SDJ

It's very situational, but iSDR can be used to plow through things you normally wouldn't, like for example, a grenade/minefield, among other... fun things.

----------------

Hopefully, it will help explain some things about the moves that you may or may not have been wondering about.
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
Aerial Spin Charge: This move is too good

ASC ASC ASC ASC ASC
Almost anyone who's seen Sonic mains argue their case on SWF has seen the mention of ASC. What IS it?! An AT? A tactic??

Jump > (hold)Down+ B (B, B, B...).

There it is.

An aerial down-B. Nothing too new.
...Right?
Now for a bit of copypasta

Aerial Spin Charge (ASC):
Charge: CHARGE DOES NOT AFFECT THE DAMAGE NOR SPEED OF THE ASC.
Remaining Jumps: If you have remaining jumps, can be jump cancelled, allowing you to follow-up with aerials.
Damage: This one is really cool. ASC can do multiple hits:
- First hit: 7-11 damage. Damage is based on horizontal velocity, so hold Forward for maximum damage. Likewise, if you hold [Back] and are moving too slowly, you will do less damage or even be able to 'turn off' the hitbox.
- Follow-up hit(s): 7-10 damage. As of now, we're still not sure what changes the damage of the followup hits. You can usually count on the 'worst case' and get the minimum damage from your follow-up hits.
Knockback:
- First hit: High knockback/upwards. This can KO at higher %'s (170-180%+ on grounded opponents)
- Follow-up hit(s): Medium knockback/upwards. Similar, but a little stronger than side-B's knockback. Note that if you hit an opponent with the follow-up hit, it kind of 'kills' the stronger knockback done by the first hit.

Other traits:
- Has higher max air speed than normal jumps.
- Resets horizontal momentum upon startup.


Phase changes:
- Next: Turns into an SDR as soon as you make contact with the ground.

- Ending the move: Holding [shield] as you land will allow you go cancel the move into shield upon landing. While the move is in the air, you can double jump by pressing [Jump] or [Attack] to end it.​

What I didn't grey out is basically the gist of what made this move 'revolutionize' the Sonic metagame in mid-May.

Charge doesn't affect the ASC - You don't have to hold charge for so long! Better for catching an opponent off guard, or for getting that small burst of aerial speed just when you need it! This was only part of what made this move seem waaay too good.

Damage - With the advent of ASC usage came the 'discovery' that if you hold forward (gain more speed), you can deal a max of 11 damage with ASC! And with it...

Multiple Hits - at LEAST 7 extra damage if your opponent doesn't DI out of the ASC, or if you don't cancel the ASC prematurely! That makes the theoretical 'minimum' per contact (11)+(7)... 18 damage without counting the roll or aerial! On top of that,

Knockback - So came an unorthodox kill move, or a new 'high-aerial' setup. As an added bonus, an unstale ASC has quite a bit of hitstun, making certain combos possible! But the best part of it all..?

Shield Cancel - Sonic can make it look like he's approaching with a very fast attack, then... NOT. There was now a variety of options open to us while using ASC. To attack directly with ASC, to land the ASC into an SDR, to double jump out of it, or to shield cancel the landing!

More traits
Moving Charge - You can float left or right while charging.
Fastfall charge - If you begin the down-B while falling, you'll fastfall. This can be good or bad, but make of it what you will.
Easy Spin Shot (GC controller) - While charging the ASC and holding down, hit C-stick left or right and you'll perform a quick and easy spin shot!


Alright. So before this was 'discovered' or published, the most damaging combo that Sonic had was a SDR [hit] > SDJ [hit] >Aerial [hit]. It's difficult to get the SDJ to hit, let alone follow it up with an aerial. Provided you could get all 3 to hit, using F-air for example, the max damage you could pull was: (10)+(7)+(14). 31 damage. In actual application, most Sonics begin an aerial immediately, to avoid a messup with the SDJ. That 28 damage combo goes down to a 23 damage combo. Not even counting what would happen if not all the hits missed, or if you didn't nail a sweetspot F-air. Ouch.

How does this measure up with the ASC combos?

Combos don exits1
Hopefully, you know what the letters mean by now. I mean, you made it past the first post to find this one!

ASC "Simple Combo"
This is the most practical usage of the move. A full-aerial combo that approaches overhead
ASC [hit]> ASC [hit 2]> double jump+Aerial

F-air: 28-35 damage
N-air
: 29-32 damage
U-air: 27-30 damage
B-air: 31-34 damage


Now of course, there's more. It's possible to link ASC's hits into an SDR. And thus, the "perfect combo" was born.

ASC "Perfect Combo"
This is an ASC aimed to land on the floor in front of/on the opponent.
ASC [hit]> ASC [hit 2]> SD [hit] > SDJ [hit] > Aerial

That's right. This is can go into a 5+ hit combo, assuming you can aim the ASC landing and the SDJ > Aerial.

Keep in mind that the SD's damage is determined by the charge (max 10 dmg, for both side/down B), though sometimes the landing does 7 damage instead, and SDJ does 7 damage.

So given that you can land this perfectly, you can do at LEAST 40 damage!

There you have it.

In case anyone's wondering, this is how it would look if you could pull off the perfect combo:

The colored boxes are where the opponent would be.
Blue circles are where Sonic would be.
1- ASC's first hit. Opponent is knocked upwards slightly, now in A.
2- ASC's 2nd hit. Opponent is knocked upwards and sideways a little bit, and is between A and B.
3- SDR's hit. Opponent is knocked to B.
4- SDJ's hit. Opponent is knocked to C.
5- Aerial attack.

Notice how close 2 and 3 are. If you're too far away from the floor by the 2nd hit, your opponent will be in hitstun, but be knocked upwards too far for the roll to hit. At this point, all you can do is try to catch it with the SDJ, which works sometimes.

In case I drew it wrong, here's a better explanation for placement: if you do it right, the first 3 hits will occur all with your opponent in front of you, then you follow up with SDJ and aerial. If you can pull off the SDR landing correctly (so it hits your opponent and keeps them in front of you) and can keep the rhythm of the hits, SDJ should hit and flow into your aerial.​
---------------------

BONUS
For the nonbelievers, here are some pics I took with my cellphone in training mode against a lvl 9 Wario while trying to figure out placement/timing:


Perfect N-air combo
Consecutive hits: 5
Total Damage: 43



Perfect F-air combo
Consecutive hits: 10
Total Damage: 46 (>__<)


I win!

On a trivial note, if you can do the optimal damage for everything, this would be it:
ASC hit 1: 11 damage
ASC hit 2: 10 damage
Full charged SDR : 10 damage
SDJ : 7 damage
F-air sweetspot: 14 damage


52 damage

...but noone's going to be doing that. lol.
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
Spin Dash (Side-B) and Move Usage

Miscellaneous info/game usage for Side-B
Spin Dash (side-B)
This was thought to be the better or more useful of the two spindash specials for a while, before the ASC came along. However, don't mistake it, this move is still very useful.

In a nutshell, what makes it nice:
Cancel: You can shield to stop the charge on the ground as long as it's not fully charged.
Momentum change: Stops sideways momentum and moves slightly backwards as it's charging. When you release the charge, it will always have the same "hop" start, regardless of whether or not you were rising, falling, or flying in some direction. The stop before the charge, or the change between a slow flight and a fast SDR can throw people off, too.
B-reversal: This will always face the direction of the charge. If you're in the air or on a ledge, you can use it to turn yourself around, then double jump. You can also make use of the "B-reversal" technique (hitting [back] as soon as you hit [B]) to immediately turn yourself around when running .
Comboability: Hop has lower knockback, making it easier to lead into certain movestrings at higher %'s. The height that it hops can also be useful, as I'll mention later on.
Invincibility: The 5 or so frames upon release can be useful for punishing or breaking past moves.
Recovery: [Side-B hop > Double jump > homing attack/spring]. This is the MOST aerial distance you can possibly get as Sonic. Aside from that, if you get disrupted from the hop, you can do it again. And again. It lets you save your double jump until you get close enough to the stage.

Most of these are fairly common knowledge, and there's not much 'new' to say about the side-B. Well, maybe a bit.

Spin Dash Hop: Approach tricks!
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. On top of that, it jumps you towards your opponent's head. 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, which is still amazing btw):
[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.​

There are quite a bit of things you can do from footstool. These moves can also be done out of ASC, but side-B sets them up quite well, for various reasons. The rest of this post will be about using the spindashes smartly.

Move Usage
Overview

Alright, so now you know the differences between side-B and down-B.

Down-B is amazing for offensive/rushdown usage, with the ASC combos, grounded charge going straight into a spin charge and all. Keep in mind that you can also use Down-B out of a run. Even now, I rarely see it being used that way.

Side-B is amazing defensively, with its invincibility frames, recovery potential, and charge's shield cancel. Its 'constant' 5-6% damage leaves something to be desired, though.

However, this is not to say that Side-B is completely useless in an approach.

Space it correctly and you can purposely use the invincibility frames to your advantage and make it seem like Sonic has decent priority.​


Spacing
Don't sit at the opposite side of the level and expect to hit a competent opponent with an SDR! In your average low-level wifi matches, you can get away with it, but offline, and even against higher-level players online, you'll end up being dodged or shieldgrabbed (yes, even online.)

Start a little closer to your opponent.

Side-B seems to work best in hop-range, but just barely outside of their immediate attack range. Use side-B for all it's worth: invincibility frames, the hop (and it's low knockback), and momentum stopping/changing.

With a grounded Down-B, you can take advantage of gaps in your opponent's attacks much easier, since you'll be moving towards them at running speed with a constant attack aura. They'll have much less time to react to you, which is always a good thing.

As for ASC, starting it too far from your opponent makes it easy to predict and counter. Sure, you can slow it down and speed it up, but it's pretty obvious where it will go. However, this isn't necessarily always a bad thing, as I'll point out next...​

Feinting
Feinting, not fainting. Basically, it means faking your opponent out. This treads on player ability - your ability to predict your opponent's movements and creating just the right counterattack for them.

If you paid any attention to the phases in the first post, you can handily 'end' each part of the move. You can jump out of most parts assuming you had a double jump when you started the charge, and on some key parts, you can shield to end the move.

This means ALOT for a character with as low priority as Sonic.

I'll highlight basic kind of feinting. It's up to you to improvise on these and find your own.

Double Jump Feint
So your opponent can predict and/or punish you when you try to attack directly with a side-B hop or a mid/long-range ASC? It's not the end of the world! Try thinking one step ahead. Will your opponent try to attack you out of it with an aerial? Try to grab you? Spotdodge? Roll? Each of these movements has a counter movement to it. The most difficult one to 'break' is the aerial issue, because of Sonic's somewhat sub-par aerial priority and some characters' fast-ending/spammable aerial moves.

Your solution to this is to 'stall' your actual attack by double jumping (or double jump+springing) out of your ASC/SDR. It buys you time to kind of see your opponent's reaction and punish with a fastfall aerial. D-air's stall-then-fall can punish the smallest of lag, assuming you can predict your opponent's attack and time the 'stall' correctly, and Homing Attack can perform something to a similar extent.​

Ground: Off-rhythm/Delay
Believe it or not, most people have a 'pattern' with charging and releasing their attacks. When you do a side-B, do you let go of it right away? Do you wait until full charge until you release? When you do a down-B, do you spam taps 3-4 times, then release? Do you hold it for an absurdly long time and then spaz out/release as soon as you see your opponent move?

Watch out for your patterns, and throw off the timing. It might just be enough to catch them in that 7-frame shield drop lag, or at the end of their spotdodge.

Down-B/side-B out of run is also good for this kind of punishment. People tend to expect Sonic to run straight into them. You'll want to try to break the rhythm with a low/single-charge spindash when you're in range.​

Side-B: Charge cancel
Now we get to the fun stuff. Imagine Sonic running at you. He can dash attack, dash grab, or jump. When you hear that sound, get ready for a dash attack.
Here he comes!
-spin sound-
SPOTDODGE!
???!


..and you get grabbed.

Many players are conditioned (by bad Sonic players) for straightforward attacks. Heck, you can condition your opponents for it mid-game! You can use the sound to get to reflexive players' heads.

On another side of things, in the middle of a fight where you're rushing your opponent and attacking often, you can begin and hold the charge for about 1/2 - 1 second. This usually brings out one of two reactions: A preparation against your spindash's release (usually prepare for an attack or grab), or an attack to hit you out of charge/as soon as you release (aggressive attack). For the first case, you'll have to do a bit of reading on your opponent to prepare a counterattack. Believe it or not, the second case is actually much easier to deal with. While charging, if your opponent jumps at you, then shield/spotdodge out of the spindash. You can usually grab opponents out of their aerials.

Like I mentioned before, side-B is an amazing defensive tool. With a combination of its close-range counterattack via invincibility and shield cancels, you can use it to effectively camp in your opponent's face and bait an approach or a punishable defensive reaction from your opponent. And if your opponent catches on and tries to grab you? Release the charge. They can't grab invincibility frames.​

ASC cancel
:bee: My personal favorite/'most developed' facet of my personal game. ASC cancels. It's the most complex, dangerous, and rewarding of Sonic's moves - One of the most cancellable moves, yet boasting the highest damage potential of all of his moves.

What makes ASC cancel so effective is that it 'pins' your opponent to a reaction. Unlike side-B cancel where Sonic isn't actually committed to anything at all other than movement, ASC requires you to release the charge first! Depending on your placement, it can mean a variety of things for your opponent to deal with!
Here are some examples:
Close range ASC/direct approach- Will you jump before you reach your opponent? Will you attack the opponent's shield directly and attempt a "perfect combo" attack on their shield? Will you shield cancel and grab? Each of these moves has a counterattack that your opponent can beat, but can be beaten by using one of the other variations.
-If your opponent thinks you're going to attack his shield, he can spotdodge. If he spotdodges, you can shield cancel in front of him and grab his ending lag.
-If your opponent thinks you're going to shield cancel in front of him, he can shieldgrab you before your do anything. Shieldgrab can actually break the direct attack as well, but with risk of being hit out of it if it's mistimed. However, you can double jump feint to avoid and punish the shieldgrab. You can also counter this by spacing yourself land further from your opponent (mid-close range) next time you approach.
-If your opponent thinks you're going to jump cancel, he can try to jump and perform an aerial on you, but you can spring or airdodge and reset.​

Mid range ASC/"pin"
This one's more of a recent project that I've started. The premise is that you have a full charged ASC about to land on the floor that can reach your opponent in under 20 frames (less than a third of a second - the actual number might really be less, if you so space it to be closer). This time your opponent can't shieldgrab you.

Will you release the ASC, or will you cancel it?

Each answer to that question has a completely different set of responses from your opponent, with varying results. Most of these responses are NOT all-encompassing, so choosing the wrong one can put them into a bad situation. I won't spoil this part of it now. In fact, I don't have it all mapped out. It's that complex. But this is the nature of mindgames - you pose a situation for your opponent with a choice. If they choose the wrong choice, they get punished.​

:) Develop your own tricks, develop your own game, and "learn to player".

So there you have it.

Hopefully, if you managed to read all of this crap and keep up with it this far, you should feel a little more confident in using all your spindashes correctly/efficiently. But please, especially if you just found out about something (prime example: ASC)...

Don't spam moves

=] that will be all.

...yeah. Good luck with that.
 

Terios the Hedgehog

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Hmm... Definitely gonna mess with that ASC to Shield.

Good stuff.


Watch that optimal damage combo be used to take some HUGE championship. People would freak.
 

R4ZE

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so here is my question:

when the side-b is executed in the air. and begins to fall, then does it have the same properties as Down-b executed in the air? (basicly just not considering the direction, and hop)


but do they have the same cancelation properties? damage? speed?
 

darkNES386

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R4ZE, my understanding is that a down-b instantly becomes an ASC in the air, where as a forward-b requires you to first touch the ground and then leave a platform. The pop at the start of a forward-b in the air or the animnation that follows afterwards (which I believe does not have a hitbox) does not have the same properties.

Did I get that right, Tenki?
 

R4ZE

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i re-read the first post and got my answer for what i was about to ask.


so... what im saying.. does ASC have any significant difference than Side-b prior to touching the ground and leaving a platform?
 

Tenki

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so... what im saying.. does ASC have any significant difference than Side-b prior to touching the ground and leaving a platform?
Yeah.

Side-B's damage is low and constant. Its knockback is lower than either of ASC's hits.
The most significant difference besides the hop trajectory is this:
Side-B's hop loses its attack hitbox after you go lower than your starting height.

Also, you can't shield cancel the side-B's landing. But that's as you land/after you touch the ground, so I'm not sure if that's part of the answer you want.

ASC's hitbox is triggered by speed, has a continuing hitbox as long as it's moving forward, so you can go as low as you want, then hold forward to speed up again, essentially reactivating the attack box. That property is also why you can hit someone twice with it. It does more damage and knockback on the first hit (up to 11% damage) and lesser knockback on the following hits (still a little stronger than side-B's knockback). Then there's the whole... shield cancel bit :p

Horizontal/travel speed is the same as spin dash jump. They all travel through the air faster than your normal jumps.
 

FrostByte

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Yep, ASC is just too good. It makes Sonic even more of a grab wh0re by being able to grab right after an attack. This is impressive coupled with his grab game. The fact that it can be cancelled by a shield means it it technically an aerial with no lag upon landing with respect to all other aerials, aerial B moves/Grounded up b and Upsmash.

As far as I know, ASC has multiple hits. It will hit more than twice on a low damage ratio (against a sandbag)

Megacombo will not work on larger characters as well as it does on small ones. This is a + because Sonic has trouble against smaller characters. You have to be close to the center to get the 2 hits. There is a psuedo combo in bigger characters though, I'll go into it after a bit more testing
 

Tenki

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ASC > shield grab is awesome :3
ASC > Back roll is awesome too

that's a lot of information. I'm glad you've written it. Could you maybe just clarify a little stuff? Kind of like the straight forward question of "which is better to use"?
XD they have different uses. I put that info down so people could find that answer on their own.

Side-B is definitely leaning toward defensive:
- Invincibility/priority frames
- The actual charge is shield cancellable
- Charge moves backwards (lol ?)
- B-reversal ability
- Low damage, limited time period for hitbox
- Very nice for recovery (hop, spinshot)


its only notable offensive uses are for starting combos at high %, starting spinshots for approaches, and stopping momentum to feint/shield grab.

Down-B is leaning toward offensive:
- ASC damage, combos, etc...
- Shield cancelled ASC makes for more flexibility when attacking
- Grounded down-B goes straight into the roll, so it 'starts' faster and reaches opponents faster than side-B
- Poor recovery since it doesn't go upwards at all (unless you do it as you're going to the top of a jump)

As far as I know, ASC has multiple hits. It will hit more than twice on a low damage ratio (against a sandbag)
Right. In general usage, it's got 2 hits guaranteed hits.

However, I did manage to pull a 3-hit ASC on a CPU Bowser. I have it in a replay (lol I'm stocking up replays for when my Wii can go online again xD)

[edit]LOL ASC PWNS BOSSES XD XD XD 5 HIT COMBO JAAMP
 

MdrnDayMercutio

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In the perfect combo. Are you talking about hitting the ground than Spin Dashing? Or or hitting them twice, turning and jump cancelling? Or just managing to jump cancel at the perfect time to get that third hit than doing whatever arial attack?
 

R4ZE

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yea, i just found out about ASC to sheild, to grab yesterday. its so amazing!

have you all known about that technique for a long time now? i feel like i just saw the light lol.


has anyone noticed an increased knockback on ASC? i almost Up killed a lucario yesterday around 150% with just the hit from ASC.



Tenki, i have to give you major props for this thread, itsrape. I think this can help everyone improve their sonic game a lot.
 

Tenki

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In the perfect combo. Are you talking about hitting the ground than Spin Dashing? Or or hitting them twice, turning and jump cancelling? Or just managing to jump cancel at the perfect time to get that third hit than doing whatever arial attack?
Ah... remember the normal "spin dash combo"? Roll > Spin dash jump > Aerial attack? Well, just tack on the ASC double hit before that x.x;

ASC hits twice (air), (then opponent probably DI's downwards/backwards), you lands and roll attack hits once you're on the floor, you jump right away, hitting them with that, and finally finish off with an aerial attack.

yea, i just found out about ASC to sheild, to grab yesterday. its so amazing!


have you all known about that technique for a long time now? i feel like i just saw the light lol.


has anyone noticed an increased knockback on ASC? i almost Up killed a lucario yesterday around 150% with just the hit from ASC.
- that move is too good.
- nope ._.; I noticed it by accident this past week while being bored offline, then I started trying to spam shield while doing side-B and down-B and found out you can cancel the ASC. Previously, I haven't seen anyone say anything about the shield cancel property. Whether I really 'discovered' it or not, I'm the first one to bring it out into the open. ASC>Grab is awesome, along with ASC>Back roll. I THINK WE SHOULD CALL IT THE GORNEL!
- yes. I think I put it down there ._.; Someone asked me to put down kill %'s on a Mario (there's a thread where a guy's collecting every character's Mario-kill-data) and it kills a standing Mario at 179%. Of course, you can kill people easier if they're higher up, in midair. I'll try to remember to put it down in the Finishing Moves thread later.


On a random note... my brother plays alot of Olimar (he's not very good in the dodging/shield department, spamming down B for SAF and taking unneccessary damage lol). ASC > Olimar XD you come in at an angle he can't smash, if he does smash, you have an attack aura, it launches him upwards. Making him turn and miss his Fsmashes and grabs with ASC>Back roll... and spawn-spring>u-throw is too good XD
 

Tenki

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ASC itself doesn't need any charge. It works differently from everything else. All you have to do is hold forward for more damage, hold back to lessen it (if you move too slow, you won't deal any damage at all.

for the ground roll's damage, it's 5 taps.

i was pretty sure it's in there, but it's probably not clear. hope that helps
 

Terios the Hedgehog

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Wait. If you use ASC and hit the ground does it determine damage based on button presses or tilting the control stick?

I can just test it later but an answer would be nice.
 

FrostByte

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All groiunded spins' power are determined by number of button presses. The aerial ones are set.

CaliburChamp, it's best to charge it twice for convenience. Pressing it once may make the premature charge and nothing will happen if you release too quickly. If you press B twice, you're guaranteed a hitbox.

I'm having a bit of trouble landing both hits in a match at higher %, so that takes away some of it's usefulness as a quick damage attack. It has relatively low priority and a bit of lag on startup. It's a really sneaky spring - uair setup at high-mid % though.

It kills from about 160 to 180 on opponents who DI towards you.

Edit: And if you release it high enough, you get a free footstool. Which is also a free spring - dair, if that even counts as a combo.
 

Tenki

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Stale move effect sucks.

I tested the moves for stale move effect on separate parts (Down-B's ASC, SDR, SDJ, then SD hop)

ALL of them are diminished by each other. Spamming a few SDR's from a down-B, then doing SDJ out of side-B's charge, the SDJ did 4 damage.

I did 12 damage with a 2-hit ASC after spamming a bunch of SDR's on the floor.

3 damage with my first SD hop.

I guess it kinda makes sense, considering that each of these moves all flow into each other.

Side-B and Down-B just starts from a different points of the move, I guess. It's too bad :[ I was hoping they wouldn't be affected by each other and only the 'common' moves (SDR, SDJ) would share the stale move counter. Adding this to post now...
 

da K.I.D.

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its hard for me to understand it just from you explaining it, so hurry up and get your wii back online so that you can show me
 

Tenki

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Hope... and an update! Pictures!

It is, but on the bright side, like Terios brought up in another thread, it's not like you only use side/down B. You follow up with aerials, and that helps replenish the stale move effect. Jabs and pummels probably help too, if you can get them.

Also, a little more minor updates, this time on the ASC post-
now with pictures:
- diagram on placement to pull a perfect ASC combo.
- training mode stats: Perfect N-air combo
- training mode stats: Perfect F-air combo

Note: I made the diagram yesterday while trying to do n-air combo. They were done while charging a SH ASC while in front of a standing Wario. I went ahead and used the placement described in the diagram to try and hit a walking Wario and pulled off a perfect N-air combo within 3 tries. Tried it more and got the perfect f-air combo to work from a ranged full hop! It did 48 damage (cause I charged it) and knocked Wario off the level! I reflexed a spring jump and the spring hit him for 4 damage and erased it.

So I worked hard to redo the combo and got a 46 -__-'
 

R4ZE

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guys seriously. I have been using that ASC into sheild thing a lot recently.

it's ground breaking for sonic's approach game. Its extremely hard to counter, and you can execute it at different heights. So basicly, you can roll into their head, or their feet, and then instantly grab them.


one of the only counter's i have seen is a grab, but depending on how you execute the move itself, a grab sometimes wont counter it.



So.. all im saying is mess around with that move, it really has been helping my sonic out a lot.
 

Tenki

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ACRONYMS
This is probably going to be the hardest thing to understand in this whole ordeal. The letters.
SD = Spin Dash (Hop) (Side-B)
SC = Spin Dash (Charge) (Down-B)
SDR = Spin Dash Roll (this is common to both SD and SC)
SDJ = Spin Dash Jump (jump attack that can be done out of a SDR)
ASC = Aerial Spin Charge (air Down-B)
Note: If a SDR goes to the edge of a platform, it becomes an ASC and assumes its properties. Hence a SD can become an ASC, but only after touching the ground.

...

SDR: (takes in: charge data, 'remaining jumps')
- 7-10 damage, 7 on turn-around.
- During the turn-around, does not deal damage until the blue aura comes back.
- The turn-around is treated like a second SDR that has weaker charge
(minimum 7% dmg)
- Charge data is taken in from the side B/ down B to determine speed and damage of the roll
- Combos naturally into a SDJ if attack or jump is pressed.
- Passes 'remaining jumps' data to SDJ.
- If you roll off a platform, passes 'remaining jumps' data to the ASC that follows.
in short, since the stage is a platform, yes.

I noticed I didn't put it in the phase changes, so I'll add it in now. The note at the end of acronyms is kinda vague too, so I'll reword that.

------------

and so... I ended up updating more.
Charge as a 'phase' is now added in the Move Properties. I felt it was important to recognize charging as a separate move, since that's what really "creates" the charge data. Check it out for more info.

Spin shot now explained. At least, the mechanics of it. Why it happens (speed-wise), I don't know, but you might find something you didn't know before.
 

Tenki

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In case anyone's wondering, this is how it would look if you could pull off the perfect combo:

The colored boxes are where the opponent would be.
Blue circles are where Sonic would be.
1- ASC's first hit. Opponent is knocked upwards slightly, now in A.
2- ASC's 2nd hit. Opponent is knocked upwards and sideways a little bit, and is between A and B.
3- SDR's hit. Opponent is knocked to B.
4- SDJ's hit. Opponent is knocked to C.
5- Aerial attack.

Notice how close 2 and 3 are. If you're too far away from the floor by the 2nd hit, your opponent will be in hitstun, but be knocked upwards too far for the roll to hit. At this point, all you can do is try to catch it with the SDJ, which works sometimes.

In case I drew it wrong, here's a better explanation for placement: if you do it right, the first 3 hits will occur all with your opponent in front of you, then you follow up with SDJ and aerial. If you can pull off the SDR landing correctly (so it hits your opponent and keeps them in front of you) and can keep the rhythm of the hits, SDJ should hit and flow into your aerial.
Quick, someone go master this move, NOW.

actually, I just remembered what I wanted to say:
I'm requesting that someone please learn how to do this, and record a video, too.
 

TwinkleToes

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It kind of sucks that these all diminish each other (like Sonic wasn't weak enough already), but that should help for comboing... Plus, it's pretty rare that you land a lot of spin dashes on skilled opponents anyways.
 

Tenki

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So, just an idea atm.

I mentioned earlier how ASC > Bosses because of the multiple hit deal (F-F-F-FIIIVE HIT COMBOOO!)

does the ASC multiple-hit shields more than 2 times, or does Sonic pass through it?

I'm thinking it should, since the only reason ASC only hits twice normally is because the 2nd hit knocks them out of range and Sonic is moving downwards, and their hitbox is usually not too big to get a 3rd hit in. It is possible on Bowser, and I'm guessing DK and D3, too, though.

If this isn't tested by tomorrow, I'll edit this post and put the answer down myself xD
 

FrostByte

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Yeah, I hit a shield 4 times with the ASC + SDJ yesterday and brought it down to about uncharged Marth shieldbreaker size. Then topped it off with a stab'd homing attack.
 

R4ZE

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hey that theoretic combo could be increased to 6 hits if you did up-p as the ariel cancel, and then down air bakc into them for the final 6th hit right?

if it is really possible to pull that off, it would do a ton of damage.
 

Napilopez

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I can just imagine the expression of an opponent if someone actually pulled off a full ASC combo in a competitive match.

"52 DAMAGE IN 3 SECONDS? WTHECKBBQ!"

And then if it's increased to 6 hits... oh lord

If someone could like master this move, it would be absolutely amazing.

Instalulz
 

Tenki

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hey that theoretic combo could be increased to 6 hits if you did up-p as the ariel cancel, and then down air bakc into them for the final 6th hit right?

if it is really possible to pull that off, it would do a ton of damage.
Are you talking about FSJ up-B?

so it would be...

ASC [x2] > SDR > SDJ > FSJ up-B > d-air..?

the spring does 4 damage and d-air does 7-8 or something. Basically sounds like the same thing as an n-air combo lol.

I'm sure that'd leave a 'wtf' expression though =/
 

R4ZE

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the spring does more than 4 damage.. atleast i think....


i think we are talking about the same thing:
1. ASC 1st hit
2.ASC 2nd hit
3. Grounded spin charge hit
4. J jumping spin charge hit
5. Up-p Spring
6. Down air

are you tlaking about somthing else?

Is it required to FSJ the opponent to nail them with the spring after SCJ? i beleive i have hit people with it without a FSJ, tho... it wouldnt hurt to FSJ either.
 

Tenki

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Oh, I was thinking of the move that was listed as an DI-escapable combo where you do a FSJ > d-air at the end of a spindash combo. People usually try to do FSJ - spring because the FSJ makes sure the spring hits.

It's basically the same thing. But in my experience, spring does 4%. D-air (at least, sweetspot) does 8%. 12% total.

F-air does 14 on a good hit, plus it hits 6 times- you can see the '10 consecutive hits' counter in my pictures lol xD

Spring>d-air as a finisher to it does chain 6 moves though, I'll give it that. IMO it's harder to land correctly, and I'd rather not have to add more difficulty to a move like this lol.
 

TwinkleToes

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I'm feeling like this is really easy to counter with an aerial. Haven't been able to use it effectively against a human player yet.
 
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