Remzi
formerly VaBengal
For the past couple of days, I've been messing around a lot with movement, more specifically dashing and running.
In this topic, I will be discussing ZAD, Running Zpeeds, Ledge Running, and Ledge Dashing:
*EDIT* I now have a vid: http://www.youtube.com/watch?v=yn_S0IPIwzs
Zero Acceleration Dash (ZAD):
A ZAD is exactly what it sounds like, a dash in which you don't move anywhere (for some characters you will move a very minimal amount). A ZAD is initiated by walking at full speed, then dashing in the opposite direction. It is important that you reset the analog to neutral position immediately after dashing, if you wish to travel the least possible distance from the dash. The longer it takes for you to let go of the analog, the further your character's dash will travel. There are a few utilities I have found for this technique. With Marth, for example, you can advance towards your opponent, then ZAD. When they see you turn around there is a great chance that they will drop their shields; in which case you can cancel the dash into a DB to punish your now wide open opponent. Another way to use the ZAD would be to ZAD>Stutterstep>Fsmash. This is easier for some characters than others. The ZAD is also essential for reaching one of three general running speeds that will be explained shortly.
Running Speeds:
This is a difficult concept to grasp even with a video so please bear with me and listen carefully. I'm not sure if anyone has realized this, but there is not only one running speed for each character. There are actually somewhere around 6. Think of each of these 6 as a speed level. 1 being the slowest and 6 being the fastest. These 6 speeds can be grouped into 3 larger groups. It's difficult to identify the more specific 6 running speeds, so I'll mainly be discussing the 3 initial running speeds.
Standard Run:
The standard run is the one we all know. The standard run also happens to be the fastest running animation for any character. It is done by dashing and holding forward on the analog. Since this is the fastest run, it covers speed 6. Although I once thought it wasn't possible, you CAN decelerate from a standard run to a slow run.
Slow Run:
Now is where it gets a little more difficult. This one takes a slight bit of tech skill. A slow run works similarly to fox trotting, except instead of dashing again the second time, you will tilt the analog as if you were attempting to walk. Your character should skip the dash animiation, and immediately move into a slower run. This type of run encompasses running speeds 3-5 depending on how far the analog is tilted. Slow running is unique in that a character in a slow run can change to and from any speed ranging from 3-5. Increasing and decreasing speed is as simple as tilting the analog slightly further/less to the side. This means that the only time you can decrease your running speed is when you are in speed 4 (to 3), speed 5 (to 4 or 3), or speed 6 (to 3, 4, or 5). Attempting to go back to speeds 1 or 2 by tilting the analog less than that required for speed 3 will result in an end to the running animation.
In order to decrease from a standard run to a slow running speed, you must tilt the analog slightly downwards or upwards (down seems to be easier, especially if you have tap jump on) and bring the analog slightly closer to neutral horizontally as well. It is very difficult to control whether you reach speeds 3, 4, or 5 when moving into a slow run this way. (THANKS TO "Luigi Player" FOR TELLING ME HOW TO MOVE FROM A STANDARD RUN TO A SLOW RUN).
X-Slow Run:
The X-Slow Run is the slowest of the bunch and the toughest to reach. To my knowlege, the X-Slow Run can only be done by attempting to do a slow run directly off of a ZAD. This means that you would have to ZAD>SlowRun. Depending on how far the analog is tilted, you can reach either speeds 1 or 2 using this method. It is impossible to decrease speed when in an X-Slow Run, in fact you may not even remain in an X-Slow Run for more than a few seconds. Even if you do not move the analog any further, you will automatically increase in speed and move into a Slow Run. For some characters such as Marth, speed 1 is so slow that your character will momentarily appear to be running in place. While for others, such as Fox, it is difficult to differentiate between an X-Slow Run and a Slow Run.
Individual Running Speed Data:
-Speed 1: Automatically increases to speed 2 after a small amount of time. Some characters may appear to be running in place.
-Speed 2: Automatically increases to speeds 3,4, or 5 (depending on how far the analog is tilted) after a small amount of time.
-Speed 3: Can increase to speeds 4,5, or 6 by tilting the analog further. Speed required for ledge running.
-Speed 4: Can decrease to speed 3 or increase to speeds 5-6 by tilting the analog less/more to the side.
-Speed 5: Can decrease to speeds 3-4 or increase to speed 6 by titlting the analog less/more to the side.
-Speed 6: The fastest speed. Locked, characters cannot decrease or increase speed while at this stage.
Ledge Running:
I discovered ledge running while fiddling with running speeds. However it seems a member named Jigglymaster encountered this before me so props to him.
Though, I believe I have achieved a better grasp on how to do it. Also, his method is different; it involves crouching and is quite odd IMO, so I'll just explain it a different way. Ledge running is simply running along the edge of a stage without falling off. So you will basically appear to be running in place along the ledge. I assume this can be used to effectively edgeguard with dash attacks, though I haven't tried it on a real opponent yet.
To do this, you have to approach the edge running at what seems to be speed 3. As long as you remain at speed 3, you will run in place and will not fall off the ledge. If you tilt the analog too far or too little, you will either stop in place or go to either speeds 4,5, or 6 and end up falling off.
Ledge Dashing
When you are extremely close to the edge of the stage (so close that your character enters the "tipping over" animation) any movement in the direction away from the stage will take you off. However, if you quickly whip the analog to the side and immediately let go, your character will dash in place. If you do the same thing, but only move the analog half way or so, your character will pump fake forward if you will.
Link to video again: http://www.youtube.com/watch?v=yn_S0IPIwzs
Thanks for reading, hope you learned something!
Questions? Comments? Post them.
In this topic, I will be discussing ZAD, Running Zpeeds, Ledge Running, and Ledge Dashing:
*EDIT* I now have a vid: http://www.youtube.com/watch?v=yn_S0IPIwzs
Zero Acceleration Dash (ZAD):
A ZAD is exactly what it sounds like, a dash in which you don't move anywhere (for some characters you will move a very minimal amount). A ZAD is initiated by walking at full speed, then dashing in the opposite direction. It is important that you reset the analog to neutral position immediately after dashing, if you wish to travel the least possible distance from the dash. The longer it takes for you to let go of the analog, the further your character's dash will travel. There are a few utilities I have found for this technique. With Marth, for example, you can advance towards your opponent, then ZAD. When they see you turn around there is a great chance that they will drop their shields; in which case you can cancel the dash into a DB to punish your now wide open opponent. Another way to use the ZAD would be to ZAD>Stutterstep>Fsmash. This is easier for some characters than others. The ZAD is also essential for reaching one of three general running speeds that will be explained shortly.
Running Speeds:
This is a difficult concept to grasp even with a video so please bear with me and listen carefully. I'm not sure if anyone has realized this, but there is not only one running speed for each character. There are actually somewhere around 6. Think of each of these 6 as a speed level. 1 being the slowest and 6 being the fastest. These 6 speeds can be grouped into 3 larger groups. It's difficult to identify the more specific 6 running speeds, so I'll mainly be discussing the 3 initial running speeds.
Standard Run:
The standard run is the one we all know. The standard run also happens to be the fastest running animation for any character. It is done by dashing and holding forward on the analog. Since this is the fastest run, it covers speed 6. Although I once thought it wasn't possible, you CAN decelerate from a standard run to a slow run.
Slow Run:
Now is where it gets a little more difficult. This one takes a slight bit of tech skill. A slow run works similarly to fox trotting, except instead of dashing again the second time, you will tilt the analog as if you were attempting to walk. Your character should skip the dash animiation, and immediately move into a slower run. This type of run encompasses running speeds 3-5 depending on how far the analog is tilted. Slow running is unique in that a character in a slow run can change to and from any speed ranging from 3-5. Increasing and decreasing speed is as simple as tilting the analog slightly further/less to the side. This means that the only time you can decrease your running speed is when you are in speed 4 (to 3), speed 5 (to 4 or 3), or speed 6 (to 3, 4, or 5). Attempting to go back to speeds 1 or 2 by tilting the analog less than that required for speed 3 will result in an end to the running animation.
In order to decrease from a standard run to a slow running speed, you must tilt the analog slightly downwards or upwards (down seems to be easier, especially if you have tap jump on) and bring the analog slightly closer to neutral horizontally as well. It is very difficult to control whether you reach speeds 3, 4, or 5 when moving into a slow run this way. (THANKS TO "Luigi Player" FOR TELLING ME HOW TO MOVE FROM A STANDARD RUN TO A SLOW RUN).
X-Slow Run:
The X-Slow Run is the slowest of the bunch and the toughest to reach. To my knowlege, the X-Slow Run can only be done by attempting to do a slow run directly off of a ZAD. This means that you would have to ZAD>SlowRun. Depending on how far the analog is tilted, you can reach either speeds 1 or 2 using this method. It is impossible to decrease speed when in an X-Slow Run, in fact you may not even remain in an X-Slow Run for more than a few seconds. Even if you do not move the analog any further, you will automatically increase in speed and move into a Slow Run. For some characters such as Marth, speed 1 is so slow that your character will momentarily appear to be running in place. While for others, such as Fox, it is difficult to differentiate between an X-Slow Run and a Slow Run.
Individual Running Speed Data:
-Speed 1: Automatically increases to speed 2 after a small amount of time. Some characters may appear to be running in place.
-Speed 2: Automatically increases to speeds 3,4, or 5 (depending on how far the analog is tilted) after a small amount of time.
-Speed 3: Can increase to speeds 4,5, or 6 by tilting the analog further. Speed required for ledge running.
-Speed 4: Can decrease to speed 3 or increase to speeds 5-6 by tilting the analog less/more to the side.
-Speed 5: Can decrease to speeds 3-4 or increase to speed 6 by titlting the analog less/more to the side.
-Speed 6: The fastest speed. Locked, characters cannot decrease or increase speed while at this stage.
Ledge Running:
I discovered ledge running while fiddling with running speeds. However it seems a member named Jigglymaster encountered this before me so props to him.
Though, I believe I have achieved a better grasp on how to do it. Also, his method is different; it involves crouching and is quite odd IMO, so I'll just explain it a different way. Ledge running is simply running along the edge of a stage without falling off. So you will basically appear to be running in place along the ledge. I assume this can be used to effectively edgeguard with dash attacks, though I haven't tried it on a real opponent yet.
To do this, you have to approach the edge running at what seems to be speed 3. As long as you remain at speed 3, you will run in place and will not fall off the ledge. If you tilt the analog too far or too little, you will either stop in place or go to either speeds 4,5, or 6 and end up falling off.
Ledge Dashing
When you are extremely close to the edge of the stage (so close that your character enters the "tipping over" animation) any movement in the direction away from the stage will take you off. However, if you quickly whip the analog to the side and immediately let go, your character will dash in place. If you do the same thing, but only move the analog half way or so, your character will pump fake forward if you will.
Link to video again: http://www.youtube.com/watch?v=yn_S0IPIwzs
Thanks for reading, hope you learned something!
Questions? Comments? Post them.