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Dashing Upsmash Input (tilt stick)

seoh

Smash Cadet
Joined
Jan 24, 2016
Messages
47
Location
SoCal
So I recently began exploring JCUS OOS as another trick to use in my play, and in the process learned that using z allows you to avoid charging the up smash (tilt stick, tap jump off). Anyways, I was wondering how people felt about inputting dash > up smash options? I've started to prefer using z vs a, partially because if I flub I prefer the grab over dash attack (more options), though admittedly this seems like a backwards reason to determine an optimal input. Additionally I recognize that this is situational, for example in a tech chase scenario it might be far less optimal to flub into a grab vs a dash attack. I do go back and forth though, for instance, I never use z when up smashing off of the usual kill set ups (dair, weak nair, jab2, or any tech chase).

Any thoughts? Also, a kind of side question since I am a bit new, is there any reason to jump cancel a dash to upsmash? JC in smash 4 is only faster for OOS options, right?

Edit: Wanted to clarify my understanding of JCUS with fox. Ignoring the OOS option, JCUS is no faster than a regular US input correct? Assuming no charge of the US. Of course OOS, JC is faster than without. However, the advantage of JCUS out of a dash is that you slide farther, realistically covering more space while the hitbox is active, correct? So theoretically, any US with forward momentum is best off JC'd (assuming correct input)?
 
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Kanunuu

Smash Cadet
Joined
Jun 4, 2015
Messages
56
I was about to make a thread out of this. I use tap jump (I know I'm a scrub get over it), I'm not sure if it's just placebo, but using z over A, gives me a longer slide. This is actually longer then regular jump cancelled up smash, which I do by default because of tap to jump. This makes connecting the nair/dair to upsmash easier, but it takes a bit of practice.
 
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seoh

Smash Cadet
Joined
Jan 24, 2016
Messages
47
Location
SoCal
Whenever I miss a JC usmash I get an fair, not a dash attack or grab.
Sorry, I meant that if I flub an up smash input with z, I get a grab. If I miss the JCUS with z, I get an air dodge.

I was about to make a thread out of this. I use tap jump (I know I'm a scrub get over it), I'm not sure if it's just placebo, but using z over A, gives me a longer slide. This is actually longer then regular jump cancelled up smash, which I do by default because of tap to jump. This makes connecting the nair/dair to upsmash easier, but it takes a bit of practice.
I think its impossible to slide with z? Its my understanding that with z set to grab, you can't actually charge a smash attack. So the reason why I've been using it when I can is to avoid the unintentional small charge of inputting the smash attack with a, due to not using smash stick.

But your point about following up nair/dair makes me curious, so I'll have to try that.


Edit (I'll add this to OP): Wanted to clarify my understanding of JCUS with fox. Ignoring the OOS option, JCUS is no faster than a regular US input correct? Assuming no charge of the US. Of course OOS, JC is faster than without. However, the advantage of JCUS out of a dash is that you slide farther, realistically covering more space while the hitbox is active, correct? So theoretically, any US with forward momentum is best off JC'd (assuming correct input)?
 
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EnhaloTricks

Smash Apprentice
Joined
Sep 27, 2014
Messages
197
Location
Texas
I have jump set to L so when I jc u smash I don't slide my fingers I just press L then mash up and A. The positives to it are numerous such as sliding further, being able to turn it around while running, and slung it oos.

I didn't know you could use z for it, though. Is there ACTUALLY a difference in length slid vs a? If so that'd be amazing.
 
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Kanunuu

Smash Cadet
Joined
Jun 4, 2015
Messages
56
I have jump set to L so when I jc u smash. The positives to it are numerous such as sliding further, being able to turn it around while running, and slung it oos.

I didn't know you could use z for it, though. Is there ACTUALLY a difference in length slid vs a? If so that'd be amazing.
I had a difficult time testing it, but I tried it in two different ways.
1. I started from the ledge and did regular jc up smash and recorded the distance using the squares on windy hill zone. I did this again using z, and recorded the distance. Overall there was a half a block distance with z being farther. However I recognize this could be due to human error.
2. I went to the right side of the stage and ran till I hit the point where the squares start to appear. Using both methods. I think this was a bit more inaccurate, but I found that they each went about the same distance. I think at this point it's probably placebo, but it still seems to slide farther.
 

seoh

Smash Cadet
Joined
Jan 24, 2016
Messages
47
Location
SoCal
I did some testing myself on Windy Hill zone and just through eye balling the blocks, I see no difference between Z or A inputs as for distance with JCUS over several repetitions. As we already know, it is about ~1-2 blocks longer of a skid than a regular, not JC, US.

I have jump set to L so when I jc u smash I don't slide my fingers I just press L then mash up and A. The positives to it are numerous such as sliding further, being able to turn it around while running, and slung it oos.

I didn't know you could use z for it, though. Is there ACTUALLY a difference in length slid vs a? If so that'd be amazing.
The benefit of inputting with z is that it is impossible to charge. This way you can avoid the traditional problem of inputting smashes with tilt stick.
 
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