User:ThePikaPlayer/SSF2 Advanced Techniques

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Welcome to an overview of Super Smash Flash 2 Advanced Techniques, which are techniques that may or may not have use in the game. Let me talk about some.

Dash-dance

Very easy to perform in Super Smash Flash 2. To dash-dance, you have to dash left, then make an input that makes you dash right before the initial dash animation is over.. Beneficial to fast characters like Sonic, Tails, Fox, and Captain Falcon, who can use it to move to another direction very quickly and cause mindgames, although slow characters, like Kirby, Jigglypuff, Peach, and the like, can use it for mindgames as well, although not as effectively. A simple technique.

Tailsflying

A term I coined myself, Tailsflying is like it sounds. Best applied with dash-dancing. To Tailsfly, dash, and before your dash animation ends, use your Up B. It will cause Tails to fly an amazing speed, like in a second or a half from one end of Pokemon Stadium 3 to the other. Also picks opponents up and deals about 2-8% if you catch them in your attack. An alternate version is if you dash, but use Up B after the initial dash animation, goes 3/4 of the distance of a regular Tailsfly. This is called a Quarterfly. A quarterfly can be used in the same purpose as a tailsfly, it just doesn't go as far. If you walk and do your Up B, it goes 1/8 of the distance a Tailsfly goes.. Otherwise the same, this is called an aFly.

Tailshopping

Another term to do with Tails. Tailshopping is using your down B and then as you go off a platform press A. After you do that, half the time Tails will keep his momentum as he uses his aerial attack. I can't excatly notch down what the timing is or what spacing you need, so as far as I know, it is random. A variation, Tailsbouncing, is hopping after you start charging down B. 20% of the time it will have tails jump as if he was using his double jump.