Air Dash Soup Grab (ADASG) Combos & Setups Oct 31, 2016 1:03:54 GMT Lord Ape and redridingshrek like this
Post by glacey on Oct 31, 2016 1:03:54 GMT
Everything below this is from before the video was made. Some of the info is still useful so I'll be keeping it there.
The effects of Luna's ADASG and NASG on every character and every character's aerial frame data:
|Character||ADASG||NASG|||||Air Dash||Neutral Aerial||Air Roll|
ADASG > Murtag Drop Ground Grab
*Video Note - Robin Hood is above the grab hitbox so he doesn't get hit until frame 5
*** i wasted frames shield dropping then grabbing, this is actually true in the right situation
If you're close to the ground, buffer shield, and grab the frame after shield comes out, the opponent will have 4 frames to act before getting grabbed. The higher you are from the ground, the more frames the opponent has to escape this combo. Normally the 4+ frames where the opponent can do anything would ruin the combo, however, most characters have limited options in the air, so you can catch them out before they can react. Although most air dashes come out frame 5, in order to get it to come out frame 5 it needs to be buffered within a 2 frame window, and if the opponent is facing the wrong direction they can take up to 7 frames to turn around, depending on where they're facing.
In order for your grab to go in the right direction, make sure to angle your stick towards the opponent when grabbing. It will likely miss if you don't angle your stick. Characters who are carried by ADASG will be hit by the AD at the end of its hitbox, so you have more time to buffer shield.
*This setup is not true on the following characters - Red Riding Hood, Fiona, Dronkey, Prince Charming, Captain Hook, and G-Nome.
These characters all have a Neutral Aerial or Air Roll that comes out before frame 5. If they don't react fast enough they will still get hit, and if you read a Neutral Aerial you can punish it.
*Still need to test - See if buffering shield then buffering roll gets you out faster
ADASG > Ground Grab
*Video note - Both of these can be performed faster, I will post a faster example when I have time to do so.
If you're close enough to the ground when performing an ADASG, you can murtag drop the air dash into a buffered ground grab. This is extremely useful as it gives Luna a way to start her infinite off from the air, and fixes her issues comboing from air grab. If you're higher up from the ground, however, the opponent will have a small window of time to react before the ground grab hits.
*Still needs testing - see what options the opponent has before he hits the ground.
ADASG > ADASG
*Video note - I did an air grab after the ADASG > ADASG
When you input 3 air dashes before touching the ground, the game turns the third air dash into a neutral aerial attack, regardless of what you input. Unfortunately, this makes this setup only work 2 times in a row, as the third one will be a Neutral Aerial Soup Grab (NASG). This 2 air dash limit also means you cannot perform this out of a swooce.
ADASG > ADASG > Ground Grab
If ADASG > Ground Grab from high in the air isn't a guaranteed setup, then this may be the way to solve that issue. Your air grab will come out before a ground grab would when you're high in the air, and the second ADASG starts you off closer to the ground, so this could lower the opponent enough to buffer a ground grab from ADASG.
Less useful setups:
ADASG > Air Dash
ADASG > Grab
ADASG > NASG
ADASG > ADASG > Grab
ADASG > ADASG > NASG
*Things I need to know for testing:
- How to calculate the frame data of an air dash and how long you have until you can act out of it
- How to calculate the number of frames it takes to start a move