Sonic Orochi
Smash Ace
Alright, the moveset thread already has too many info for the moves and while I do feel like ATs belong in there, I'm also under the impression that we should have a full-fledged AT and tech testing thread, so here I am, trying to create one.
I'll be copying the layout from my moveset thread because
Stomp
Hammer Spin Dash
Double Spring
Auto-Spin Charge
I'll be copying the layout from my moveset thread because
S4nic's ATs and stuff
- 11/13/15 - Added Ledge section.
- 11/12/15 - Added Movement section.
- 11/10/15 - Layout tweaked. Steak added.
- 11/09/15 - Thread created.
Standard Attack
Running Attack /
-
- This jab1 should be used from about maximum distance for the opponent to be sent a bit into the air. If done at close range, the opponent will only be pushed back a little.
Running Attack /
- Nothing.
- Nothing.
-
- Strong Hitbox: shorthop -> airdodge -> Nair;
- Weak Hitbox: shorthop -> Nair.
-
- Run -> (reverse) SD -> IVSJ can work as a mixup for the aforementioned approach. The SD should always be towards the way the opponent is facing in order for the cross up to be possible.
- Nothing.
-
- Uair1: shorthop -> airdodge -> Uair;
- Works best on heavies as this hit seems to be weight dependant. After that we can chase the landing for a Spring Ride (see Spring section for more details);
- Uair2: fullhop -> airdodge -> fastfall Uair;
- Works best at high percentages for a practically inescapable KO setup (Uair2 -> Spring -> Uair).
- Uair1: shorthop -> airdodge -> Uair;
-
-
- Be very aware about those percents. If done too early, it's possible that the opponent will recover faster after the Dair and you'll end up footstooled instead.
- Nothing.
- Nothing.
- Nothing.
Homing Attack
-
- Theoretically, works better on airdodging opponents as they won't expect it and won't try to act out of the airdodge, allowing for an easy hit for us;
- For the ground version, be sure to jump cancel the Spring for better positioning.
-
-
-
Movement
Ledge Techs
-
- It's way easier to just Foxtrot, press down, then Run.
-
- Use this for better SD spacing and positioning.
Ledge Techs
-
- Doesn't work that smoothly in Sm4sh, though.
- You can Ledgeshoot and then immediately use SD to land on the stage in the SDR phase.
-
- You'll need to input Bair way faster here due to its atrocious landing lag.
-
-
- We seriously need to start using this more.
-
-
- If you time it well, it's possible to do a backwards jump when PROing. Timing is very strict, however.
-
Stomp
- Nothing.
Hammer Spin Dash
- Nothing.
Double Spring
- Nothing.
- Nothing.
Auto-Spin Charge
- Nothing.
- Nothing.
Last edited: