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The Comprehensive SSF2 Advanced Technique Compendium 
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This topic will aim to be keep a complete, up-to-date list of all advanced techniques known to exist in SSF2, and the methods required to perform them.

What is an Advanced Technique?
While it is difficult to determine exactly what makes any particular technique “advanced”, ATs are generally accepted as being a series of specific actions which lead to an unusual result. Some Advanced Techniques are extremely useful and can be applied throughout the entire match, while others are entirely cosmetic and serve very little practical purpose.

What is not an Advanced Technique?
While useful, a move that is guaranteed to combo into another move is not an Advanced Technique.

A setup that can be used to trick your opponent is not always an Advanced Technique:
For example, grabbing someone but not throwing them is tricky, but it is not an Advanced Technique.

This list is incomplete! You missed such and such technique.
I don’t know every technique in the game, so I'll need your help! Please use this format when suggesting the addition of a technique:
Code:
[b]Name[b/]
[u]Example(s):[/u]
[u]Characters that can perform:[/u]
[u]Description:[/u]
[u]Method:[/u]
In most cases, examples should be gfycats due to their short loading times, automatic looping, and the fact that they’re concise by necessity with the 15 second hard limit.
Generally, an example should show only a technique’s setup and execution, with as little other content as possible.
If at all possible, youtube videos should be reserved for exceptional cases where a technique requires extensive explanation.
If you need help creating examples, I’ll be happy to oblige.

I have a suggestion that will clarify one of the names/examples/descriptions/methods.
Feel free to suggest changes to existing techniques, I'll most likely implement them.

ATs are seperated into four categories:
Universal techniques, usable by all characters
Sub-universal techniques, usable only by a subset of the cast
Character specific techniques
Item Techniques, techs that require items. (Useful for Peach mains!)


Universal Techniques

Dash Dance / Dash Dancing
Example: http://gfycat.com/HardAggressiveBaldeagle
Description: Dash dancing allows you to weave in and out of your opponent's range, making it ambiguous when you will commit to attacking.
Method:
1) Initiate a dash
2) Before your character transitions from the dash into a run, input the opposite direction to instantly turn around.
3) Repeat as desired. Various timings can be used.

Edge Cancel Getup
Example: http://gfycat.com/FlimsyIndolentChicken
In this example, Mario is knocked down and inputs a regular getup right before falling off the edge. This allows him to be invincible while he uses his down special. After his down special ends, he returns to a neutral aerial state, then performs an up special. Returning to a neutral aerial state removes his invincibility, so the up special is not invincible.
Description: Getting up while sliding over an edge will allow you to remain invincible until you return to a neutral aerial state. Any move can be performed while invincible.
Method:
1) Get knocked down by a move with powerful horizontal knockback. Wario’s down throw is a good example.
2) Right before dropping off a ledge, press the up key to perform a regular getup.

Edge Cancel Spot Dodge
Example: http://gfycat.com/EdiblePertinentGreatargus
Description: Edge Canceling a spot dodge will force your character into the tumble animation, but will allow your character to retain invincibility for an arbitrary amount of time while tumbling and while in the missed tech animation.
Method:1. Dash to the edge of platform.
2. Spotdodge.

Hyphen Up Smash
Example: http://gfycat.com/ZestyWavyHorse
Description: A sliding up smash performed out of a dash that does not require a jump cancel.
Method:
1) Initiate a dash
2) Before your character transitions from the dash into a run, input an up smash.

Multi Direction Input
Example: http://gfycat.com/DeadAfraidIguanodon
Description: Jabs and up tilts are not normally possible from a run or dash, but Multi Direction Input allows a plethora of moves to be used while advancing. These include, but are not limited to jabs, uptilts, grabs, neutral airs and neutral specials.
Method:
1) Hold both the left and right keys.
2) Input a move. If no keys but left and right are held, this will be a neutral move, such as a jab, neutral air or neutral special. If either up or down is also held, you'll get the corresponding directional move, such as an uptilt.

Platform Drop Down Tilt
Example: http://gfycat.com/FlamboyantFlusteredHalcyon
Description: Perform a downtilt while dropping through a platform.
Method:
1) Crouch on a platform, holding the down key.
2) Still holding the down key, press the dash key and the attack key at the same time.

Powershield
Example: http://gfycat.com/BriskCelebratedFishingcat
Description: Powershielding allows you to reflect your opponent's projectiles right back at them. It won't amplify their power like Mario or Fox's reflectors do, but it's still a useful defensive technique.
Method:
1) Shield right as you're about to be hit by a projectile.

Reverse Aerial Rush
Example: http://gfycat.com/ComplexSimilarAlbacoretuna
In this example, Mario runs to the right, jumps normally, and lands facing the direction in which he was running. Afterwards, he again runs to the right, but performs a reverse aerial rush. He turns around right before jumping and lands facing the opposite direction.
Description: A Reverse Aerial Rush, or RAR, can be used to conserve running momentum while jumping backwards.
Method:
1) Run, in any direction.
2) Press the key opposite of the direction in which you’re running
3) Quickly jump


Sub-Universal Techniques

Charge Stacking / OHKO Glitch
Example: http://gfycat.com/GloomyExhaustedCod
Characters that can perform: Samus, Naruto
Description: The aerial version of certain projectiles can KO in a single hit once setup properly.
Method:
1) Perform several non-fully charged versions of a neutral special while on the ground. Repeat as desired. The more times you repeat this step, the more powerful the final projectile will be.
2) Use your neutral special in the air. If set up properly, the projectile will deal an insane amount of damage and knockback.
Note that while a fully charged charge shot and rasenshuriken can both used with this glitch, you will no longer be able to set the glitch up if your character ever fully charges their neutral special.

Slow Down Teleport and Unmoving Teleport
Example: http://gfycat.com/DearestBlackFlyingsquirrel
Characters that can perform: Zelda, Sheik
Description: A Slow Down teleport will travel only a short distance downwards.
An Unmoving teleport willl not travel any distance, but the character will still descend slightly due to faulty gravity mechanics.
Method:
To perform a Slow Down teleport, hold Left, Right, and Down as the direction for the teleport.
To perform an Unmoving teleport, hold Left and Right (Or up and down) as the direction for the teleport.


Character Specific Techniques

Chibi Robo :chibirobo:

Robo Thunder
Example: http://gfycat.com/SlushyDimBullfrog
Who says low tiers can't be jank too?
Description: Robo Thunder is a completely ridiculous technique that involves hitting yourself with a PK thunder projectile once you've captured one from Ness. The effects are widespread and will change the way that several of Chibi's moves function. Using a Robo Thunder'd aerial, for example, will rotate Chibi's sprites as well as his hitboxes for the duration of the move, but the glitch will end and will have to be set up again if a Robo Thunder'd move's animation ends normally. Canceling an aerial by landing early will allow you to use another Robo Thunder'd move before repeating the setup. The exception to this rule is Chibi's up special, which can be used an infinite number of times before ending the glitch. All in all, the moves known to be affected by this glitch are:

All aerials
All throws
All specials (up special won't end the glitch)

In addition, the following conditions will end the glitch early:
Grabbing a ledge

Method:
1) Use down B to capture one of Ness' PK Thunders
2) Use down B, then hit yourself with the resulting projectile. Robo Thunder's exact effect will change slightly depending on the angle at which you hit yourself!


Goku :goku:

Kaioken Instant Transmission Cancel
Example: http://gfycat.com/EnlightenedHeftyHen
Description: If the Kaioken transformation ends while you’re performing an up special, you’ll… soar to new heights.
Method:
1) Activate Kaioken
2) Right before Kaioken ends, use an Up Special.


Ichigo :ichigo:

Rocketing Down Smash
Example: http://gfycat.com/SpotlessHealthyCoral
Description: Abuses the fact that Ichigo's down smash is temporarily airborne to allow him to fall offstage while using it.
Method:
1) Perform a waveland by using Ichigo's forward air very close to the ground.
2) Use a down smash right before falling off an edge.


Link :link:

Harmless Bomb
Example: http://gfycat.com/UnlinedSizzlingCub
In this example, Link throws and catches one of his bombs. When it explodes, it doesn’t harm him, but the arrow still counts as a bomb arrow and the bomb reappears when he lets go.
Description: If you catch one of Link’s bombs, it won’t harm you or anyone else when it explodes unless you throw it.
Method:
1) Throw a bomb
2) Catch the bomb


Mario :mario:

Cape Glide
Example: http://gfycat.com/BrokenMedicalJoey
In this example, Mario first performs a regular Cape Glide on the left platform, then a Reverse Cape Glide on the right platform.
Description: A technique originally from Brawl and intentionally programmed into SSF2, the Cape Glide allows some wacky momentum shenanigans.
Method:
1) Walk or run towards an edge.
2) Right before you fall off, use the Cape. If done with the correct timing, you’ll slide forwards a short distance.
A variation of this technique is the Reverse Cape Glide, where you turn around while using the cape and slide in the opposite direction.


Ness :ness:

Randall Cancel PK Thunder
Examples: http://gfycat.com/BonyVioletIberianmidwifetoad http://gfycat.com/GlassHarmoniousEstuarinecrocodile
Ness performs a PK Thunder on Randall, who then goes into the stage, causing Ness to cancel the UpB. This allows Ness to perform any action while maintaining control of the projectile, including a second PK Thunder.
Description: This technique allows Ness to maintain control of a PK Thunder projectile while performing other actions.
Method:
1. Use PK Thunder on Randall, the cloud on Yoshi's Story.
2. Have Randall go into the stage. This will cancel Ness' PK Thunder animation.


Samus :samus:

Momentum Stacking
Example: http://gfycat.com/ObedientMassiveCheetah
Description: Momentum Stacking combines the recoil of several of Samus' aerial charge shots into a single, powerful momentum boost.
Method:
1) Perform the Charge Stacking / OHKO Glitch.
2) After using the OHKO projectile, use another aerial charge shot. The more powerful the initial OHKO projectile, the more powerful the momentum boost will be.

Morph Jump
Example: http://gfycat.com/WildPertinentLabradorretriever
In this example, Samus jumps way higher than normal by using a Morph Jump. This allows her to attack in previously inaccessible places.
Description: Allows Samus to jump higher than normal and perform any mid-air move without falling.
Method:
1) Lay a bomb using Samus' down B
2) Still standing near the bomb, jump right as it explodes. If timed correctly, you should jump higher than normal. If you use a move during this super jump, gravity will forget you exist for a few moments.

Morphslide
Example: It features in this video a lot. (Will post a more concise example when possible)
YouTube Video:

Metroid can crawl!
Description: Samus can move around freely in morph ball form for a brief moment of time.
Method:
1. Use the Morph Bomb right before you hit the ground. This is easiest to perform by doing the move while partially overlapping a pass-through platform.
2. Use the left/right arrow keys to move around until the morph bomb animation ends.


Sora :sora:

Strike Raid Canceling
Example: https://gfycat.com/CompetentWastefulHapuka
Description: Just as the name states, it's the act of canceling out of Strike Raid.
Method:
1) Bair, and right before you land, use Strike Raid. This will cancel the move but leave the projectile, allowing you to follow up with any attack.


Item Techniques

Cucco Cancelling
Example: http://i.imgur.com/tXhEwKj.gif[/b]
[u]Description:
Cancel landing lag from nearly anything while gliding with a cucco.
Grap a cucco, start gliding, initiate a move, and land while the move is still going on. Doesn't work with Wario or Falcon.

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Last edited by DJ Wizard Cop on Thu Jan 14, 2016 2:32 pm, edited 12 times in total.



Thu Oct 22, 2015 12:12 pm
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Suspended/Unmoving Teleport
Example(s): http://gfycat.com/DearestBlackFlyingsquirrel
Characters that can perform: Zelda, Sheik, Meta Knight, Goku
Description: Teleport goes in no direction. Does go down slightly due to faulty gravity mechanics.
Method: Hold Left and Right (Or up and down) as direction for the teleport. Left/Right is easier.

Slow Down Teleport
Example(s): http://gfycat.com/DearestBlackFlyingsquirrel
Characters that can perform: Zelda, technically Sheik but the effects are negligible.
Description: Like the unmoving teleport except the downward effect is greater, but not as great as going straight down.
Method: Hold Left, Right, and Down as direction for the teleport.

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Last edited by Doq on Mon Nov 02, 2015 5:14 pm, edited 2 times in total.



Thu Oct 22, 2015 12:48 pm
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One of my posts in the "Many Techniques of SSF2" has a pretty comprehensive list. You can use that as a way to hit the ground running on this.

EDIT: Right here viewtopic.php?f=4&t=40213&start=30#p1382466

PS: Drop Canceling could be used by all of the cast, but it's dependent on factors like fall speed, hit lag, and speed of attack, so I would classify it under universal, it's not like Charge Shot Glitch that only works for ppl with chargeable attacks, it's more of a physics based thing. But maybe thats what you would consider Sub-universal, put it wherever you want really idc.

Consistent slow platform falls might also be good to list here, since it has its own setup in order to do.

Would you prefer gfycats or youtube videos?

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Last edited by Starkiller on Thu Oct 22, 2015 1:09 pm, edited 2 times in total.



Thu Oct 22, 2015 1:02 pm
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Infinite Turning Short Spin Hop
Example: https://www.youtube.com/watch?v=kUAwt52RZa0
Characters that can perform: Sonic
Description: Basically combines the "Infinite Turning Spindash" and the "Short Hop Spindash".
Method: Input your Down-B and then you can either, hold down then press up then hold the left and right directional keys or do the left and right first then hold down then press up.

Short Hop Gazan
Example : https://www.youtube.com/watch?v=UwTYxUXehl0
Characters that can preform: Ichigo
Description: This can also be used for putting your opponent in a no escape situation but your timing has to be perfect otherwise it will leave you wide open. The other con to this is that you also have to be close to the opponent too so if you time it wrong, they can immediately counter it.
Method: You need to quickly shorthop and input your buttons you use for your Down B.

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Thu Oct 22, 2015 1:04 pm
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Great posts everyone.

@Doq: Super, I'll add those two as soon as the examples are ready.

@Godot: Great list, I'll start creating entries and examples for those.

Good question. In most cases, gfycats are preferable due to their short loading times, automatic looping, and the fact that they’re concise by necessity with the 15 second hard limit.
Generally, an example should show only a technique’s setup and execution, with as little other content as possible.
If at all possible, youtube videos should be reserved for exceptional cases where a technique requires extensive explanation.

I’ll put this clarification in the OP.

@BlueWindofFire: Thanks for the post! I’ll work on making a gfycat example for the first technique.
I’m not sure what the second one is, as I might be misunderstanding but I’m rather certain that it can be teched.

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Thu Oct 22, 2015 2:29 pm
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An enormous part of playing at a high level, in my opinion anyway, is a technique called Dash Cancelling. The technique itself is simply crouching during your initial dash animation, which causes the animation to cancel early, leaving you free to act. Dash cancelling can be broken down into three tactics;

1) Dash Cancel Boosting - DC Boosting is a technique that revolves around repeatedly Dash Canceling while continuing to dash forward. In most cases, it will result in a significant speed boost for your character. If done properly, it should look like your character is leaping or stuttering across the screen.

This is Bomberman performing the DC Boost. If you compare it to his normal dash speed you'll see it's waaaaay faster. He can keep up with Falcon when DC Boosting. Different chars get different boosts but most will get something out of it. https://gyazo.com/ebdc94ea91fc0eac73427d60bd0505e7

To perform the DC Boost, you simply hold your dash key, begin moving forward, then start rapidly tapping your crouch key while continuing to dash forward.

2) Dash Cancel Smashing - DC Smashing, rather than being a movement option, is a technique used most often for offense. This technique allows you to perform approaching smash attacks directly out of your initial dash animation.

This is Bomberman doing a DC Fsmash. https://gyazo.com/f1d4a0c1295de9aaa6ddc6cd9840e7b0 Note how quickly I can Fsmash out of my dash thanks to the dash cancel.

To perform, you dash forward, crouch to cancel the dash, then immediately c stick in the direction of your choice. It should result in a pretty speedy, momentum carrying smash attack. DC Smashing is a highly effective offensive tool with low risk in most cases.

3) Perfect Pivoting - Perfect Pivoting is a technique that should be looked at as a universal Psuedo Wavedash option for any character. It allows you to slide backward while looking forward (or vice versa), free to attack immediately after doing it.

This is Bomberman perfect pivoting for movement. Slowly at first, then rapidly. https://gyazo.com/f1ccd66fcae41e44299b7ff230fb14df When mastered this technique is nearly as good as wavedashing. Not quite, but close.

This is Bomberman performing a defensive perfect pivot to Fsmash. It's defensive because he's sliding away from his target rather than sliding toward him. https://gyazo.com/b118df8faf5812f0efc1d444191562aa You can also do an offensive perfect pivot to reverse Fsmash, however it is arguable that it's better to just DC Fsmash for the same result.

To perfect pivot, it's a bit tricky. You have to run one direction, then quickly run the other way to turn around and Dash Cancel to stop momentum. All of that in one quick swoop. Zalo explained it like doing a rapid shouriyuken input. It should result in your character sliding back while still facing the same direction he started in. Some chars are better than others at this but everyone can do it and if mastered, it unlocks options you wouldn't believe.

So that's dash cancelling for you. The power of the crouch

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Last edited by Huey on Thu Oct 29, 2015 9:48 pm, edited 9 times in total.



Thu Oct 22, 2015 5:46 pm
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Double Controlled PK Thunder (idk s*** name)
Example: http://gfycat.com/BonyVioletIberianmidwifetoad http://gfycat.com/GlassHarmoniousEstuarinecrocodile
Ness performs a PK Thunder on Randall, who then goes into the stage, causing Ness to cancel the UpB. Then Ness performs another UpB which is also being controlled along with the first one.
Description: Ness doing double PKT.
Method:
1. PKT on Randall
2. Have Randall go into the stage, canceling it.
3. Perform PKT again
4. Dont SD

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Thu Oct 22, 2015 7:32 pm
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Ichigo:
"The Spidr"(thanks Agate):
Ichigo can waveland and down smash off the stage, this will kill you but it has the ability to spike or gimp

Method:
1.Waveland towards legde
2.Wait a second if you down and a too soon youll down tilt
3. Down smash ny charge will do


Wavegap:
Ichigo can waveland on a platform shorthop and fly off he can extend his flight with Neutral b

Method:
1.Waveland on a platform
2. Short hop at just the time ichigo would drop ftom the platform
3. Fly

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Ichigo combo video part 2
YouTube Video:


Ichigo combo video
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Thu Oct 22, 2015 9:28 pm
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updated teleport hijinx with nice gfys

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Thu Oct 22, 2015 11:01 pm
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@Huey: Great post, there are a lot of sub techniques there so I'll try to think of a good way to organize them before adding them to the OP.

@WRXJoey: Awesome, perfectly formatted with examples. I've slightly changed the name and descriptors, as the core technique is more of a PK Thunder cancel than a double PK thunder.

@Spidr: Neat techs, I'll make examples for them and add them to the OP.
Although, if possible I'd like to avoid putting players' names in the names of techniques, as they're usually not descriptive. What do you think of "Falling Down Smash"?

@Doq: Sweeet. Adding to the OP.

Edit: Added Dash Dance, Hyphen Up Smash, Randall Cancel PK Thunder, and Slow Down Teleport / Unmoving Teleport.

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Thu Oct 22, 2015 11:06 pm
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In regards to the Ichigo technique, I feel like that starts to stray towards being a strategy rather than its own technique. Technically you are combining his waveland and the fact that dsmash goes airborne to go flying offstage, so I think it still qualifies, but we should remember to think critically about whether something is actually an AT.

For example, I wouldn't consider Pikachu landing his up-b to take advantage of its low lag in order to combo an AT, but if he actually had to press jump in order to have less lag I would consider that an AT. Also, all of Fox's shine techniques stem from jumpcanceling his shine, so I wouldn't give each one its own AT but rather list all of what he can do out of shine and just call it JC Shine. As for whether or not his up-B sweetspotting ledge from above is an AT or a strategy, well, that could be a debate I think.

Just something to think about. Also keeping in mind that combining two ATs does not necessarily yield a new AT, I think we can avoid redundant entries in the list.

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Fri Oct 23, 2015 2:09 am
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Do you feel like Jab Reset is worth including, or is it not advanced enough?


Fri Oct 23, 2015 3:26 am
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Jab resets are more of a game mechanic than an AT in my book. There's no quirks of jab resets that you can exploit to lock people like in Brawl and Sm4sh, and it's essentially just a game mechanic.

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Fri Oct 23, 2015 8:58 am
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Semicolon wrote:
@Huey: Great post, there are a lot of sub techniques there so I'll try to think of a good way to organize them before adding them to the OP.

@WRXJoey: Awesome, perfectly formatted with examples. I've slightly changed the name and descriptors, as the core technique is more of a PK Thunder cancel than a double PK thunder.

@Spidr: Neat techs, I'll make examples for them and add them to the OP.
Although, if possible I'd like to avoid putting players' names in the names of techniques, as they're usually not descriptive. What do you think of "Falling Down Smash"?

@Doq: Sweeet. Adding to the OP.

Edit: Added Dash Dance, Hyphen Up Smash, Randall Cancel PK Thunder, and Slow Down Teleport / Unmoving Teleport.


I originally called it rocketing down smash but Agate started the whole the Spidr thing and i like seeing my name so it kinda stuck , i prefer Rocketing down smash because the tech travels fast but either works

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Ichigo combo video part 2
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Ichigo combo video
YouTube Video:


Fri Oct 23, 2015 9:10 pm
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Small update to teleport hijinx: Meta Knight can do the Stationary Teleport, but not the Slow or Fast Fall Teleport.

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Sat Oct 24, 2015 11:29 am
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