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Post by that guy who's absolutely pissed off on Sept 22, 2015 14:49:20 GMT
The Soup Grab The Soup Grab is a technique in Shrek SuperSlam that allows the player to perform a different action upon landing a successful grab. This action can either interrupt the grab into an attack or move the player very quickly while still holding the opponent. The timing appears to be different for different characters and different whether the grab is grounded or airborne. This thread will act as a base to collect basic data on which characters can do which Soup Grabs, the basic outcome of those Soup Grabs and general information on the tech itself. Character specific setups, follow ups and detailed information on their range of Soup Grabs should be collected and displayed in the subforum dedicated to that character. Moves That Initiate A Soup Grab There are currently eight known moves that will initiate a Soup Grab. These are: Move | Full Name | Abbreviation | Dash Attack | Dash Attack Soup Grab | DASG | Grounded Wall Attack | Wall Attack Soup Grab | WASG | Anti-Air Attack | A+Y Attack Soup Grab | YASG | A-Attack | Jab Attack Soup Grab | JASG | Special Attack | B-Attack Soup Grab | BASG | Slam Attack | Slam Attack Soup Grab | SASG | Aerial A-Attack | Neutral Aerial Attack Soup Grab | NASG | Aerial Dash Attack | Aerial Dash Attack Soup Grab | ADASG |
Dash Attack Soup Grab A DASG is performed by initiating a dash attack during the Soup Grab window. The effects of the DASG vary between characters but all DASGs fall into one of two categories. Hit DASGThe Hit DASG simply hits the opponent with a dash attack in whichever direction the DASG was initiated. Recoil and following movements occur as normal. Carry DASGThe Carry DASG has the player carry their opponent without damaging them while doing their dash attack. During a Carry DASG the player retains the ability to throw their opponent in any direction. The current working theory on why some DASGs hit the opponent while others carry them is that the hitbox of the dash attack does not intersect the hurtbox of the opponent in a Carry DASG. Wall Attack Soup Grab INFO TO COME A+Y Attack Soup Grab INFO TO COME Jab Attack Soup Grab A JASG is performed by initiating an A-attack during the Soup Grab window. This will appear to do nothing for every character but Huff 'n' Puff Wolf who will hit the opponent during the grab and release them. Other characters can use the JASG as the first A input on one of their combo strings allowing the player to perform a combo while the opponent is held. The opponent can also be thrown during this combo without interrupting it. A BASG is performed by initiating a B-attack during the Soup Grab window. Slam Attack Soup Grab A SASG is performed by initiating an Slam attack during the Soup Grab window. Neutral Aerial Attack Soup Grab INFO TO COME Aerial Dash Attack Soup Grab INFO TO COME Table of Characters and Their Soup Grabs | Character | DASG | WASG | YASG | JASG | BASG | SASG | | Shrek | X | Carry | Hit | ? | ? | ? | | Donkey | Hit | Hit* | Hit | ? | ? | ? | | Puss In Boots | Hit | Carry | Hit | ? | ? | ? | | Gingerbread Man | Hit | Hit | Miss* | ? | ? | ? | | Fiona | Carry | Carry | Hit | ? | ? | ? | | Fiona Ogre | Carry | Carry | Hit | ? | ? | ? | | Pinocchio | Hit | Carry | Hit | ? | ? | ? | | Prince Charming | Carry | Hit | Hit | ? | ? | ? | | Red Riding Hood | Hit | Carry | Hit | ? | ? | ? | | Black Knight | Hit | Carry | Hit | ? | ? | ? | | Huff 'n' Puff Wolf | X | Carry | ? | Hit | ? | ? | | Anthrax | Hit | Carry | ? | ? | ? | ? | | Cyclops | Hit | X | ? | ? | ? | ? | | Robin Hood | Carry | Carry | Hit | Combo | ? | ? | | G-Nome | Hit | Carry | Hit | ? | ? | ? | | Dronkey | Hit | Hit* | Hit | Combo | ? | ? | | Quasimodo | Hit | Carry | Hit | ? | ? | ? | | Luna | Hit | Carry | Hit | Combo | ? | ? | | Hook | Hit | Hit | ? | ? | ? | ? | | Humpty Dumpty | Carry | Carry | Hit | Combo | ? | ? |
Thanks To The Following Members For Their Help With Soup Grabs! m0th64 Rubbermaid
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Post by Deleted on Sept 22, 2015 18:27:54 GMT
the window is 3 frames
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Post by that guy who's absolutely pissed off on Sept 22, 2015 19:19:36 GMT
It's not. I've just tested it with Red Riding Hood. Doing a DASG where the grab input is on frame 0 and the opponent is grabbed on frame 14 the dash attack can be input anywhere from frame 0 to frame 11.
From a different position where the opponent was grabbed on frame 13 the input had to be from frame 0 to frame 10.
I'm not in a state to be doing extensive testing at the moment (24 hours without sleep and counting) but by the looks of it the interrupting input has to be done at least three frames before the grab connects.
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Post by Lord Ape on Sept 22, 2015 20:09:28 GMT
Petition to rename this tech the "Soup-er Grab"
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Post by Rubbermaid on Sept 23, 2015 16:20:56 GMT
I've been toying around with this, and I'm struggling to find situations where a soup grab is preferable to a throw. The ones I've tried have done mildly less damage, and have the added disadvantage of leaving the opponent out of stun. Perhaps if the character has limited options in dealing with stunned opponents but has fast executing combos? It has been quite fun playing with soup'd slams (which I'll admit is nominally far superior to " ULTI GLITCH"); hopefully weaker-slammed characters may find this technique to be a bit of a buff.
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Post by that guy who's absolutely pissed off on Sept 23, 2015 16:56:36 GMT
Didn't even think about trying this out with Slam attacks. I know very little about most characters and the competitive metagame as I've played a total of 2 or 3 times as I generally have no-one to play with. I barely get to play Smash let alone Shrek SuperSlam. Any character that can get a lot off an anti-aerial but struggles to hit with one can use this to get something started. HnP, from my limited research, can combo off his JASG into anything he wants depending on stage position. Robin Hood can swag his balls off with a DASG to throw combo. The NASG still needs to be explored a lot since I only tried it with Dronkey. Also, the state of being in a dash attack while carrying an opponent needs to be looked into as it could lead to something interesting. Lots left to explore. We can do it!
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Post by that guy who's absolutely pissed off on Sept 24, 2015 10:33:02 GMT
Added info about the DASG and JASG. Also added the SASG to the list of Soup Grabs.
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Post by m0th64 on Sept 24, 2015 11:31:52 GMT
>Tfw I mess around for less than two hours and discover like four new 0-death combos with Robin Hood using this tech and invent the m0th throw
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Post by Rubbermaid on Sept 24, 2015 12:08:43 GMT
Decided to check the YASGs for each character (minus the ones I've yet to unlock). Overall I think this is my favourite soup option so far: almost every character gets a full letter out of it, and it usually leaves a stunned opponent within combo range. Very sexy. Character
| Effect | Shrek | Hits. | Donkey
| Hits. | Puss in Boots
| Hits. | Gingerbread Man
| Misses, but can be made to hit if A is pressed during the anti-air animation.
| Fiona | Hits. | Fiona Ogre
| Hits. | Pinocchio | Hits. | Prince Charming
| Hits. | Red Riding Hood
| Hits. | Black Knight
| Hits. | Robin Hood
| Hits.
| G-nome | Hits. | Dronkey | Hits, leaves Dronkey in good position for aerial follow-up.
| Quasimodo | Hits. | Luna | Hits. | Humpty Dumpty
| Hits. |
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Post by m0th64 on Sept 25, 2015 11:23:45 GMT
I figured out the Dronkey souped anti-air to aerial yesterday morning myself and it works quite well. Murtag would be pleased.
Has anyone found any true chain grabs with this yet? RRH's souped B is close but it can be jumped out of. Most characters souped anti-airs would chain if it wasn't for the knockdown mechanic.
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Post by Rubbermaid on Sept 25, 2015 15:36:51 GMT
Thought I'd point out that Wolf is also able to perform a special attack soup grab (BASG?) - looks fly, and does an appreciable amount of damage if the special hits multiple times. I've found that this is quite nice to combo into a fireplace, but otherwise YASG seems to be preferable because of damage output and stun.
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Post by Rubbermaid on Sept 25, 2015 16:00:26 GMT
Decided to investigate the BASGs. These don't work for a number of characters not because they aren't executed, but because they miss. This distinction is possibly worth noting for the hypothetical doubles game. ( again, apologies for not covering Cyclops or Anthrax. I'm getting round to them) Character | Effect | Shrek | Miss | Donkey | Dash carries
| Puss in Boots
| Dash carries
| Gingerbread Man
| Hits | Fiona
| Dash carries
| Fiona Ogre
| Dashes forward then hits
| Pinocchio | Dash carries
| Black Knight
| Miss | G-nome | Dash carries
| Quasimodo | Miss | Captain Hook
| Miss | Humpty Dumpty
| Miss | Prince Charming
| Miss (possibly doesn't execute)
| Red Riding Hood
| Hits | Robin Hood
| Fires arrow across stage (miss)
| Luna | Fires bats across stage (miss)
| Dronkey | Hits | Huff 'n' Puff Wolf
| Hits |
(EDIT to avoid triple-posting, but look here, it's more interesting than what's above)So I've been playing about with this even more, and I've discovered something pretty major - JASGs which miss (all but Wolf) permit the start of any combo the character is capable of whilst keeping the opponent in grab. This is a huge new realm of soups to explore, and can have some really interesting effects: Humpty Dumpty's ABBB combo (with the homing birds) will drop the opponent on the third B whilst simultaneously starting Humpty's special, whilst the fourth still fires off the homing birds as Humpty rolls on the floor! Everyone get on this for their mains, it's the coolest thing to happen to this game (∞ thanks to Dan for introducing the soup, I think I might kiss you if we ever meet).
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Post by m0th64 on Sept 25, 2015 17:38:31 GMT
Rubbermaid, if you look in the Robin Hood Advanced Tech thread, you'll find that I already explored his souper jab. That's actually where he gets the m0th throw from. Also, Luna's souper B does actually have a lot of uses. If you throw the opponent immediately after using it, the bats will connect and cancel the momentum from the throw. This leaves the opponent in knockdown right next to Luna for an EZPZ followup.
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Post by m0th64 on Sept 25, 2015 17:57:55 GMT
Another thing I can confirm is that after buffering a souper jab, it's possible to throw the opponent between hits without interrupting the combo. This allows for reliable throw -> combo ender followups that can otherwise be mashed out of.
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Post by Rubbermaid on Sept 25, 2015 18:02:06 GMT
Rubbermaid, if you look in the Robin Hood Advanced Tech thread, you'll find that I already explored his souper jab. That's actually where he gets the m0th throw from. Also, Luna's souper B does actually have a lot of uses. If you throw the opponent immediately after using it, the bats will connect and cancel the momentum from the throw. This leaves the opponent in knockdown right next to Luna for an EZPZ followup. Thanks for the direct - I'd been getting all my info from here . I'm gonna play about with this for ages - your mention of throwing mid-combo has potentially made even more combos viable.
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