Post by m0th64 on Dec 23, 2015 21:37:43 GMT
I'm away with my family for Christmas, but I found some new stuff while playing the game before I left, some of which is worth sharing, some is not. I may post more stuff later this week but who knows, really. A few things I'm currently working on are as follows:
First, Robin Hood can land two consecutive anti-airs off of a souper grab, although the timing is incredibly strict and I can't perform it consistently yet. This is known tech with the character, but could use further research and optimization. I'm curious what the exact frame window on the input is, though that ultimately isn't the important thing, all that matters is that it's very small but rewarding if done successfully. Additionally, Robin Hood can hit with a dash attack or the opening hits of jab as the opponent is going into knockdown, which, while not yielding any additional further followups as it still leaves the opponent in knockdown just the same, does tack on an extra half-letter or so if it is done successfully, making souper grab -> double anti-air -> jab on landing worth almost 50%, even disregarding the followups performed while the opponent is in knockdown. However, as I said, this requires nearly frame-perfect precision to do consistently. Alternatively, Robin Hood can being charging his special immediately after landing the anti-air, allowing him to release a fully-charged arrow faster than he can after an ordinary grab. The opponent can still break out if they mash incredibly quickly, then immediately powershield, but as the flame arrow hits opponents in knockdown and resets the knockdown in the process, it can be a worthwhile mixup.
Another setup I'm currently working on is shield-cancelled wall attack into wall dash. As you all probably know, by shielding immediately before launching a wall attack arrow, Robin Hood can effectively fire the homing arrow while in shield. Once Robin Hood goes into shield, obviously he will land beside the wall, putting him in the perfect position to follow up with a wall dash if the opponent is positioned at least roughly perpendicular to the wall from Robin Hood (though there is some wiggle room regarding the angle of the wall dash - it locks onto opponents that are within a certain range of angles/distance). This wall dash, in turn, can lead into a grab or potentially even a jab followup, as well as doing a noteworthy amount of damage on its own. While admittedly situational, this can set up for 0-death combos or strings.
Lastly, and this doesn't just go for Robin Hood,as most characters can do it, but I'm putting a lot more time toward looking at shield cancelling special attacks, especially for characters with projectiles. Obviously, most players kneejerk reaction to seeing a projectile character charge their special is to do one of two things: either jump above you or prepare to powershield. If you cancel the special with shield, then immediately perform an input out of shield, you can cancel the charge into another attack or jump. This bears obvious similarity to Smash tech involving cancelled charges or jump-cancelled attacks oos, but may have even more variety of usage in S3, as the number of things that can be done immediately out-of-shield is quite expansive, and the number of moves that can be shield cancelled is greater. In addition to grabbing and jumping, you can also perform jab combos, specials, and even more complex things like anti-airs out of shield with relative ease.
First, Robin Hood can land two consecutive anti-airs off of a souper grab, although the timing is incredibly strict and I can't perform it consistently yet. This is known tech with the character, but could use further research and optimization. I'm curious what the exact frame window on the input is, though that ultimately isn't the important thing, all that matters is that it's very small but rewarding if done successfully. Additionally, Robin Hood can hit with a dash attack or the opening hits of jab as the opponent is going into knockdown, which, while not yielding any additional further followups as it still leaves the opponent in knockdown just the same, does tack on an extra half-letter or so if it is done successfully, making souper grab -> double anti-air -> jab on landing worth almost 50%, even disregarding the followups performed while the opponent is in knockdown. However, as I said, this requires nearly frame-perfect precision to do consistently. Alternatively, Robin Hood can being charging his special immediately after landing the anti-air, allowing him to release a fully-charged arrow faster than he can after an ordinary grab. The opponent can still break out if they mash incredibly quickly, then immediately powershield, but as the flame arrow hits opponents in knockdown and resets the knockdown in the process, it can be a worthwhile mixup.
Another setup I'm currently working on is shield-cancelled wall attack into wall dash. As you all probably know, by shielding immediately before launching a wall attack arrow, Robin Hood can effectively fire the homing arrow while in shield. Once Robin Hood goes into shield, obviously he will land beside the wall, putting him in the perfect position to follow up with a wall dash if the opponent is positioned at least roughly perpendicular to the wall from Robin Hood (though there is some wiggle room regarding the angle of the wall dash - it locks onto opponents that are within a certain range of angles/distance). This wall dash, in turn, can lead into a grab or potentially even a jab followup, as well as doing a noteworthy amount of damage on its own. While admittedly situational, this can set up for 0-death combos or strings.
Lastly, and this doesn't just go for Robin Hood,as most characters can do it, but I'm putting a lot more time toward looking at shield cancelling special attacks, especially for characters with projectiles. Obviously, most players kneejerk reaction to seeing a projectile character charge their special is to do one of two things: either jump above you or prepare to powershield. If you cancel the special with shield, then immediately perform an input out of shield, you can cancel the charge into another attack or jump. This bears obvious similarity to Smash tech involving cancelled charges or jump-cancelled attacks oos, but may have even more variety of usage in S3, as the number of things that can be done immediately out-of-shield is quite expansive, and the number of moves that can be shield cancelled is greater. In addition to grabbing and jumping, you can also perform jab combos, specials, and even more complex things like anti-airs out of shield with relative ease.