edde
Smash Ace
this might be old or might be just possibly not seen effectively...
if this technique would have a name it would something like dash jump altered specials (cancelled got old, plus altered makes a bit of more sense)
its pretty obvious, consists in dashing, jumping (short hope prefferably) and doing the special on opposite direction (i suggest you to do this with r jump... or at least if you wanna just test it i still suggest r jump)
what youll do is dash and do a turn-around special (some chars jump turning around sadly, which makes this kind of more usable for few chars)... a note on this is that most momentum cancelling specials work the best with this tech
some of you might think its useless but its always good for setting lets say mindgames... but in most of the cases this mind game wouldnt be worth for modifyying your main control setup
i found this tech effective because you can dash away for an example from someone really aggressive pressuring and kind of catching them offguards
i found this tech effective with...
-bowser: kind of effective since he covers a small distance hopping
-charizard: quite useful since the hop distance isnt that big, but also, the good rock smashes are done shot hopping (if you short hop a rock smash you have the possibility of doing 45%+, if you dont short hop you do around 20% but have more knockback)
-D3: not as effective since jump is quite large... it can be used to get someone off edge, while they recover run to the other one and start camping (which isnt that great either imo)
-captain falcon: really really useless unless you delay it, it wont hit and you must delay to determine the move's height, i found this one specifically easier to pull delaying by using x/y jump rather than y jump
-diddy kong: almost not effective at all since his shorthop is quite long
-DK: really effective if you just wanna turn around headbutt, very insignificant jump distance
-ganondorf: maybe the most effective one, insignificant hop distance and its treated as an air side+b which means it does more damage, i see no ganoncide potential though
-falco: works great, 100% turnaround phantasm
-fox: works great, 100% turnaround illusion
-G&W: prolly useful, eventhough hop has a small distance, the side+b still lands on opponents that are even on the ground
-ICS: quite effective to be honest, works well, very very small hop distance
-ike: quite useful since it covers horizontal distance and the hop isnt that big
-ivysaur: quite useful, short hop distance is quite good, and its effective since its a projectile
-jiggz: very useful since hop distance is short, but you also have th eoption of directioning the side+b downwards or upwards (like a rising pound)
-link: quite effective, the hop distance isnt that great
-lucario: the move is near useless in the air and the hop distance is quite big
-kirby: quite useless if you dont delay the special since if you dont the attack animation will show yet do no damage, to delay it and for easier timing, id suggest you to rather x/y jump than r jump
-luigi: almost not effective at all since his shorthop is quite long
-lucas: very useful if you dont use b-stick and play him (maybe im the only one who does-.-?), it covers a very small jump distance
-mario: not so effective since he jumps
-marth: quite useless since i only was able to pull the first strike of the dancing blades and could not continue the sequence plues there is a quite significant hop distance and maybe an extra impuls the move gives you
-MK: maybe very useful because it works perfectly due to no jump distance, maybe not because tornado is way better than drill rush
-ness: theres hop distance but its not that bad, if theyre chasing you theyll prolly get hit since the pk fire gives you an upwards impulse and the diagibal direction covers a decent distance
-olimar: jumps high, but its useful since the move is really great and does good damage if it catches someone offguard
-peach: kind of effective since she covers a small distance hopping
-pikachu: very useful, no hop distance for a turnaround powerful move... the char i hated the most gets one of the best ones -.-
-pit: quite effective since it sweeps from above to below a bit, could had been better if it had no hop distance though
-ROB: prolly the least useful since the move is quite useless and it hops high and floats a lot
-samus: quite effective since its a homing projectile (that can be used also as a strong one), theres hop distance
-sheik: not as effective, jump is a bit high, what determines this is the special's usefulness which i obviously dont know
-sonic: interestingly useful... if you charge spindash you can fake your opponent and hell think youre charging the spindash normally while youre actually charging it in the opposite direction you were originall facing... if you inmediately release, the spindash will jump even higher than it usually does
-snake: not as useful... the firing animation takes as long as the turn around hop... you can say its effective or even see it as a lagged out nikita missile just to start a travel with an opposite direction to snake's
-TL: quite useful, jump isnt that big
-wario: almost not effective since the bike on the air gives you a vertical impulse
-wolf: works effectively since it does no jump distance but i see this move very very situational
-yoshi: very effective for a turnaround egg-roll, very small jump
-zamus: kind of effective, the jump distance isnt that big
-zelda: very insignificant hop distance, means, very effective
do me a favour, if this is old, or its not an AT or whatever and you wanna flame in your post, im nicely asking you to click back and look for another thread... + hope this helps somebody o.O
if this technique would have a name it would something like dash jump altered specials (cancelled got old, plus altered makes a bit of more sense)
its pretty obvious, consists in dashing, jumping (short hope prefferably) and doing the special on opposite direction (i suggest you to do this with r jump... or at least if you wanna just test it i still suggest r jump)
what youll do is dash and do a turn-around special (some chars jump turning around sadly, which makes this kind of more usable for few chars)... a note on this is that most momentum cancelling specials work the best with this tech
some of you might think its useless but its always good for setting lets say mindgames... but in most of the cases this mind game wouldnt be worth for modifyying your main control setup
i found this tech effective because you can dash away for an example from someone really aggressive pressuring and kind of catching them offguards
i found this tech effective with...
-bowser: kind of effective since he covers a small distance hopping
-charizard: quite useful since the hop distance isnt that big, but also, the good rock smashes are done shot hopping (if you short hop a rock smash you have the possibility of doing 45%+, if you dont short hop you do around 20% but have more knockback)
-D3: not as effective since jump is quite large... it can be used to get someone off edge, while they recover run to the other one and start camping (which isnt that great either imo)
-captain falcon: really really useless unless you delay it, it wont hit and you must delay to determine the move's height, i found this one specifically easier to pull delaying by using x/y jump rather than y jump
-diddy kong: almost not effective at all since his shorthop is quite long
-DK: really effective if you just wanna turn around headbutt, very insignificant jump distance
-ganondorf: maybe the most effective one, insignificant hop distance and its treated as an air side+b which means it does more damage, i see no ganoncide potential though
-falco: works great, 100% turnaround phantasm
-fox: works great, 100% turnaround illusion
-G&W: prolly useful, eventhough hop has a small distance, the side+b still lands on opponents that are even on the ground
-ICS: quite effective to be honest, works well, very very small hop distance
-ike: quite useful since it covers horizontal distance and the hop isnt that big
-ivysaur: quite useful, short hop distance is quite good, and its effective since its a projectile
-jiggz: very useful since hop distance is short, but you also have th eoption of directioning the side+b downwards or upwards (like a rising pound)
-link: quite effective, the hop distance isnt that great
-lucario: the move is near useless in the air and the hop distance is quite big
-kirby: quite useless if you dont delay the special since if you dont the attack animation will show yet do no damage, to delay it and for easier timing, id suggest you to rather x/y jump than r jump
-luigi: almost not effective at all since his shorthop is quite long
-lucas: very useful if you dont use b-stick and play him (maybe im the only one who does-.-?), it covers a very small jump distance
-mario: not so effective since he jumps
-marth: quite useless since i only was able to pull the first strike of the dancing blades and could not continue the sequence plues there is a quite significant hop distance and maybe an extra impuls the move gives you
-MK: maybe very useful because it works perfectly due to no jump distance, maybe not because tornado is way better than drill rush
-ness: theres hop distance but its not that bad, if theyre chasing you theyll prolly get hit since the pk fire gives you an upwards impulse and the diagibal direction covers a decent distance
-olimar: jumps high, but its useful since the move is really great and does good damage if it catches someone offguard
-peach: kind of effective since she covers a small distance hopping
-pikachu: very useful, no hop distance for a turnaround powerful move... the char i hated the most gets one of the best ones -.-
-pit: quite effective since it sweeps from above to below a bit, could had been better if it had no hop distance though
-ROB: prolly the least useful since the move is quite useless and it hops high and floats a lot
-samus: quite effective since its a homing projectile (that can be used also as a strong one), theres hop distance
-sheik: not as effective, jump is a bit high, what determines this is the special's usefulness which i obviously dont know
-sonic: interestingly useful... if you charge spindash you can fake your opponent and hell think youre charging the spindash normally while youre actually charging it in the opposite direction you were originall facing... if you inmediately release, the spindash will jump even higher than it usually does
-snake: not as useful... the firing animation takes as long as the turn around hop... you can say its effective or even see it as a lagged out nikita missile just to start a travel with an opposite direction to snake's
-TL: quite useful, jump isnt that big
-wario: almost not effective since the bike on the air gives you a vertical impulse
-wolf: works effectively since it does no jump distance but i see this move very very situational
-yoshi: very effective for a turnaround egg-roll, very small jump
-zamus: kind of effective, the jump distance isnt that big
-zelda: very insignificant hop distance, means, very effective
do me a favour, if this is old, or its not an AT or whatever and you wanna flame in your post, im nicely asking you to click back and look for another thread... + hope this helps somebody o.O