Chis
Finally a legend
Has anyone mentioned tap DI and smash DI against MK multi hit moves?
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Could you clarify that a little bit? Like, how high he can ascend with his jumps? If that's what you mean, he can jump from the bottom platform to the very top of the screen in Battlefield with his jumps alone. The way you phrased that is kind of vague, though.Determine tot he extent of which he can pursue an opponent vertically.
Nicely analyzed post XD.Sonic does have tons of recovery options, but one dair from MK is all it takes sometimes...
On another note, Sonic's up-B on its own doesn't do any damage, so if one, for some reason, tried to sweetspot the ledge with up-B, an edgehogging MK isn't going anywhere. Also, while in Sonic's psuedo helpless mode, for a lack of a better term (aka after he uses up-B and before he comes back onto the stage), he can't grab the ledge while performing an aerial attack, and he can't use his specials while in this mode, so grabbing the ledge isn't that much of an option for Sonic. I am aware that Sonic usually doesn't need to grab the ledge to recover safely, this isn't much of an option when Sonic runs out of jumps/gets gimped a little bit from something like MK's dair and is forced to try and grab the ledge. In other words, Sonic will usually be out of luck on the occasion where he needs to grab/sweetspot the ledge.
Also, it really isn't that hard to hit Sonic out of a side-B recovery attempt with MK's fair.
I am aware that MK will not always be positioned properly to fair Sonic's side-B or to dair Sonic back off of the stage, but there will definitely be points during the match where MK is positioned properly for a gimp attempt. My point is that while Sonic is a hard character to gimp, MK's gimping ability is, obviously, nothing to be scoffed at or ignored.
I think he means, how effectively is MK at chasing opponents vertically? MK may be able to go high with his multiple double jumpps, but its slow. he doesn't ascend high enough quickly enough. Nor does he fast fall quickly enough to be able to chase opponents on a vertical trajectory too well. For example, if an opponent is at the top of the screen, Sonic can just spring and be there in a fraction of a second to attack. Even his standard double jump sends his a nice height, and he also has vertical spindash jump to help for even more height. MK on the other hand has to jump jump jum and then attack. Shuttle loop has a nice vertical reach though. Problem is that Sonic tends to move alot vertically as well as horizontally, and shuttle loop isn't even too effective in this case, because the spring will hit MK out of it when Sonic uses his upB, unless MK times it perfectly for his one invincy frame, lulz. And since MKs maneuverability in the air is lackluster, springbombing him is all the easier and safer. Really, if Sonic is above MK, All he has to do is spring to dair to return to safety if MK triest to be on the offensive. Even if he shuttle loops, he will be hit. I would recommend the MK try to get back on the ground and punish Sonic's landings.Could you clarify that a little bit? Like, how high he can ascend with his jumps? If that's what you mean, he can jump from the bottom platform to the very top of the screen in Battlefield with his jumps alone. The way you phrased that is kind of vague, though.
Ahh, there is another thing I have to clarify. There is some ambiguity with the term "autocancelling", as the term is used for two distinct things. One type of autocancelling is when you land the aerial on a specific frame window in order to cancel all lag. The other is simply letting the animation end before you hit the ground. When Sonic's refer to autocancelled Dairs, we are referring to the latter. Because the attack has actually ended, Sonic can reach the ground with almost perfect security from an attack. This is because Sonic will airdodge as soon as the dair finishes, and hold shield so that upon landing the attack immediately becomes a shield. Its is extremely difficult to punish this with attacks that have a short hitbox out length, and even if the hitbox stays out for a while it can be difficult. For this reason, the best way to punish Sonic from an autocancelled Dair landing is via a grab, as even if Sonic shields, he cant don anything against a grab. You can use a tornado, but keep in mind that the Nado is vulnerable from the top, so Sonic could just as easily initiate an aerial immediately after the dair to hit you out of it.Sonic may have more speed and have those options, but when Sonic returns to the ground for an auto-cancelled dair, you've gotta keep in mind that MK's uair will beat out Sonic's dair, which just means that Sonic is back in the air with +6 damage. The uair isn't that hard to time, either...it comes out on, like, frame 2 or 3 and has minimal cooldown. MK can just keep up a wall of uairs while falling at normal speed (falling uairs) to make airdodging past him much more difficult if one tries to airdodge past the uairs...in fact, Olimar has almost no way around falling uairs if MK sets them up right.
My main point is that uair > dair when Sonic tries to do an auto-cancelled dair. MK will not always have the time to do this, but it is very possible.
@1: I don't have a wii to mess around with on weekdays XDMK actually does really well on Rainbow Cruise. Most characters can't keep up with MK on Rainbow Cruise due to the left section with the multitude of small platforms. MK simply uses his well-rounded air game to own people here because the majority of the fighting on the left side of the stage's rotation is in the air, which is where MK trumps the cast. However, Sonic is reasonably comfortable in the air, too, and he doesn't have too many troubles recovering, so he shouldn't be as affected as most of the cast by Rainbow Cruise in this matchup. Also, the walkoffs on the upper portion of the rotation eliminate gimp kills, and the lack of platforms keep more of the fighting on the ground. Overall, Rainbow Cruise is a good stage for MK, though, and is a lethal counterpick against some characters like, say, Ganondorf >.< Sonic shouldn't have as much trouble here as the rest of the cast, though.
Three things:
1. You could've tested that lol =p
2. Well, I just went into training mode and full hopped followed by 5 double jumps executed as close to the ground as I possibly could, and then I shorthopped afterwards...in other words, I did some lame testing where I eyeballed it lol...Anyways, they look nearly the same height. The short hop was actually going just as high as the double jumps were, but the double jumps have to be executed while aerial, so it leads me to believe that the shorthop goes slightly higher than his double jumps.
3. Why were you wondering? I'm just curious.
1) U-air comes out on frame 2 and ends 11 frames later before he can cancel it and do something else. That's roughly 5-6 U-airs per second.Sonic may have more speed and have those options, but when Sonic returns to the ground for an auto-cancelled dair, you've gotta keep in mind that MK's uair will beat out Sonic's dair, which just means that Sonic is back in the air with +6 damage. The uair isn't that hard to time, either...it comes out on, like, frame 2 or 3 and has minimal cooldown. MK can just keep up a wall of uairs while falling at normal speed (falling uairs) to make airdodging past him much more difficult if one tries to airdodge past the uairs...in fact, Olimar has almost no way around falling uairs if MK sets them up right.
My main point is that uair > dair when Sonic tries to do an auto-cancelled dair. MK will not always have the time to do this, but it is very possible.
But what about tap and smash DI at the same time?@ Chis:
You can smash DI out of the third hit of MK's bair, and smash DIing up out of MT tends to work reasonably consistently if you do it early on in the tornado. If you don't get out of MT at first, then most times, MK's got you for the rest of the tornado, but you should keep smash DIing anyways. It's still possible to smash DI out of MT in the middle of it or near its end, but it's much harder. Unless MK is fastfalling while he fairs (not a SHFF fair, but just a fair after he has started fastfalling in midair), then fair will hit with all three hits. I don't think that you can smash DI out of ftilts, but Drill Rush is really easy to smash DI out of.
Most ppl don't use the term "tap DI", we just call it smash-DI when you move around during hitlag, no matter if it's with the control stick or the C-stick, and quartercircling or not. So yes you want to do both. Optimal is probably to repeatedly quartercircle the control stick and tap the C-stick (allowing it to return to neutral between taps), all as fast as possible lol. If the control stick and the C-stick both happen to tap the same direction at the same time (same frame I guess? but I'm not sure how the input system works), then it will only count as one smash-DI tap, but that'd be extremely rare so it shouldn't matter lol.But what about tap and smash DI at the same time?
How high and how quickly he can ascend.Could you clarify that a little bit? Like, how high he can ascend with his jumps? If that's what you mean, he can jump from the bottom platform to the very top of the screen in Battlefield with his jumps alone. The way you phrased that is kind of vague, though.
I would say so.So what's up beasties? Exams are over yay, so expect updates on chars in the next week or so. We done on the masked wonder?
too true GS. When i play against IC, it is so easy to separate them...if its not ASC, its another move i have waiting for them right at the next moment to put the hurt on them. Its kinda easy despite the chaingrabs...Link me mate.
Edit: Ice Climbers next lol. At least we can keep em separated..
lololSurprisingly, I don't find Blizzard too much of a problem, they have a blindspit on the top, which makes them good HA targets (LOLOL)!
Not gonna argue that.lolol
It's not a blind spot. Because against good ICs, only one of them will be blizzarding. The other will be preparing a smash, Utilt, or whatever the heck it wants. Campy ICs are hard to approach.