Hilldash: Difference between revisions
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Revision as of 09:35, February 27, 2013
A hilldash is a pseudo-wavedash advanced technique for Super Smash Bros. Brawl. It is done by jumping (or already being in the air), then, by whatever method, gaining momentum towards a hill or slant in order to land on it and use the momentum to slide across the ground and up the hill. Characters with odd double-jumps, such as Ness or Yoshi, can do it by jumping, then quickly double jumping into the hill to gain momentum. Another method of doing the hilldash is by using some sort of speed-altering move, such as Captain Falcon's Raptor Boost. There are also other methods, like Peach floating into a hill.
The hilldash has multiple applications. The most direct application is sliding along the ground quickly and, sometimes, in a standing position. However, the slide is not very far for all characters, and lag from the hilldash, along with hard set-up for a hilldash and slow speed for some characters makes the slide more work than it's worth. Another, possibly more useful application for some characters could be the immediate transition from a dashing motion to a standing position, opening up options such as smashes. The hilldash can also be used for mindgames. However, the hilldash is only usable on certain stages with slopes, most notably Corneria and Yoshi's Island (Melee). It can also be done on Lylat Cruise, Green Hill Zone, Pirate Ship, and others.
There is another minor technique, called the reverse-hilldash, in which the player can slide downwards instead of upwards on a hill. The reverse-hilldash can be performed by any character.
Characters
The characters that can perform the hilldash, along with the method of doing so (double jump method, speed-boost method or other method) are listed below:
- Ness - double jump method. Only works on steep slopes and very small slide, but the speed is very quick. Used only for transition into standing position.
- Yoshi - double jump method. Works on even small slopes and sends a slight distance. Alternatively, Yoshi can also jump, then immediately airdodge. This will cause Yoshi to jump, and a bit later, airdodge into the slope. Although the slide distance is much greater than the double jump method, this takes longer, so while the double jump method is used to transition from a dashing position to a standing position, the airdodge method is used more for sliding.
- Luigi - using Green Missile towards a slope can make for quite a long distance. However, the lag of starting and ending Green Missile, along with charge necessary to make Luigi go a good distance, make this only useful in extremely situational instances (i.e. Green Missile towards an opponent in front of a slope, so that if the opponent dodges, Luigi won't be punished because he can slide across). Explosions send Luigi a farther distance.
- Captain Falcon - using Raptor Boost into a slope will cause a slide. Using Raptor Boost immediately off the ground yields a very small boost that lasts shorter than the landing lag. After a slightly longer amount of time in the air, Captain Falcon goes farther. After the "ring" of the Boost is heard, Captain Falcon will go the largest possible distance; after that, he will go shorter and shorter distances.
- While sliding, Captain Falcon's Raptor Boost will not attack anyone.
- Ganondorf - using Flame Choke into a hill. This method is very similar to Captain Falcon's, although it does not cover as much distance, is slower, and has more landing lag.
- Unlike Captain Falcon's Raptor Boost, Ganondorf's Flame Choke can attack the opponent for a certain amount of time, and if it does, it will act as though Ganondorf hit the opponent in the air. This does not necessarily mean that Ganondorf is safe during the landing lag, as the hitbox doesn't last as long as the landing lag. If it hits, however, it also reduces the lag significantly.
- Fox - using Fire Fox into a slope. Although it only works on steeper slopes, it sends Fox a good distance. Little ending lag, but big startup lag. If done correctly, Fox should not be on fire when sliding up the slope.
- When initially discovered, this was called the "Flamedash". Though practically useless, it became a meme on the Fox boards for some time, where the FLAMEDASH is Fox's most unbeatable technique.
- Falco - same method as Fox, except with Fire Bird. Goes a slightly longer distance than Fox's. As with Fox, Falco should not be on fire as he slides.
- Jigglypuff - double jump method. The slide distance is negligible, but the fast speed of it makes it useful for a transition from dashing to standing position.
- Zero Suit Samus - using Flip Jump while dashing towards a steep slope. The distance is negligible, but it is extremely quick. Like Jigglypuff's and Ness's, this can be used for a quick transition from dashing to standing formation.
- Donkey Kong - using Spinning Kong into a slope, it also works well on every slope. Only works when facing the slope to begin with. Quick attacks are performable upon landing, but when the attack ceases, there is some ending lag.
Reverse hilldash
The reverse-hilldash is a natural technique in Brawl. It is a simple slide across the ground that is usually quite small, but can sometimes be a moderate distance. It happens by simply landing on a slope, in which the character will slide downwards. Although most characters find no use of it due to its negligible distance for that character, other characters with low traction can slide quite far with this, such as Luigi and Captain Falcon.