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Running PC Drop - Advanced Technique 
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For those who don't know, A PC drop is an advanced technique that has you walk towards a ledge with momentum, turn around, and then slip off the edge backwards. In SSF2, this can be done from a run. Simply run towards a ledge, and turn around before you slip off. This technique works with every single character in the game.

I created a list that shows how effective, useful, and consistent the RPC drop is with each character. Check it out.
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What are some uses of the RPC drop with certain characters?

*I think a variation of the RPC drop can be performed in melee using run cancels, but it works with less characters.

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Mon Jul 13, 2015 11:50 pm
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Pokepen wrote:
What are some uses of the RPC drop

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Tue Jul 14, 2015 1:00 am
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the uses are any time you want to grab ledge, since it's the fastest way to do it for every character iirc
walking PC drop if you have time to get close to ledge, running if you don't

we've been over this a bunch of times already lol

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Tue Jul 14, 2015 8:40 am
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Jammy wrote:
the uses are any time you want to grab ledge, since it's the fastest way to do it for every character iirc
walking PC drop if you have time to get close to ledge, running if you don't

we've been over this a bunch of times already lol

you can grab ledge from both directions in SSF2. if it would make a difference, it would not be for alot of characters.
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Tue Jul 14, 2015 11:23 am
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Note that by far the easiest way to grab ledge consistently unless you play one of the A-tier characters (BM for example) with the RPC drop is by running to the ledge, dash-cancelling immediately before you leave the ground, and optionally turning around. This is super fast for characters with good dashes, and you can do some really slick edgeguards with characters like Fox with this.

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Tue Jul 14, 2015 1:24 pm
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I think everyone knows this tech..

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Tue Jul 14, 2015 5:13 pm
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It's not really trash for Wario, it's more like totally unnecessary for him due to his airspeed and slow speed overall. His round size also plays a part.

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Tue Jul 14, 2015 5:58 pm
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Kyoz wrote:
I think everyone knows this tech..

just bringing it up to new players.
@TheCodeSamurai oh yeah, I could also just do that

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Tue Jul 14, 2015 7:08 pm
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Essentially, the best way to grab ledge (nonwithstanding moves like Raptor Boost and Quick Attack that can snap to ledge) is to dash and stop your momentum before you go off the stage. You can either do this by ducking (entering the crouch animation) or by reversing (entering the turnaround animation). For characters with slow turnaround animations, like BM, that's the easiest way, but for the rest of the cast, ducking is easier. When you crouch, however, the main factor in how easy it is (read: how far you can be away from the ledge when you crouch and still grab it, or the total leniency in the timing), is traction (with dashing speed playing a part), so Puff and BM have very hard times grabbing ledge while a character like Fox has a large slide after crouching and so the timing is very lenient. At some point if anyone cares I'll compile a list of characters ordered both by turnaround animation length and how far they go from crouching, but I doubt anyone's interested because you can just test it for your character easily.

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Tue Jul 14, 2015 7:41 pm
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Well, one use of this technique can be to turn around just before going off a platform. Maybe you want to do runoff fair where runoff bair would hit, or maybe you want to do bair off the edge but RAR puts you too high. I'm of the opinion there are methods that are just as simple for grabbing ledges, but this mechanic has purposes for using aerials in different directions (basically the result of edgecanceling the turnaround animation).

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Wed Jul 15, 2015 2:02 am
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