(Created page with "<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center> {{#lst:{{BASEPAGENAME}}/Data|Links}} {{TOClimit|2}} == COIL == RoninX's video on Coil - https://www.youtube.com/watch?v=2w0c2PT8AWo === Execution === *Crouch. *DTilt and let go of the control stick you are using to crouch. *Do not let go of the C-Stick. === Application === COIL "stores" a crouch input by holding the C-Stick down. With this, you are able to move and drift freely whil...") |
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== COIL == |
== COIL == |
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{{TheoryBox |
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| Title = COIL |
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=== Execution === |
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| Oneliner = RoninX's video on Coil |
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*Crouch. |
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| Difficulty = |
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| Anchor = |
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*Do not let go of the C-Stick. |
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| Video = |
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| Youtube = https://youtu.be/2w0c2PT8AWo |
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'''Application'''<br> |
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COIL "stores" a crouch input by holding the C-Stick down. With this, you are able to move and drift freely while having a stored special, most commonly being {{clr|special| Up Special}}. |
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However, you are not able to attack or grab while storing COIL. This means that most of the time you will be using COIL to catch landings, a hard read in advantage, or as a recovery tool. |
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'''Downsides'''<br> |
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*Loses most of Terry's attacks. |
*Loses most of Terry's attacks. |
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*Takes time to set up and can be punished. |
*Takes time to set up and can be punished. |
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*Somewhat niche usage as a hard read. |
*Somewhat niche usage as a hard read. |
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}} |
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== Tiger Knee (TK) == |
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=== Execution === |
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*TK Burn Knuckle (TKBK) - {{Prompt|Analog QCF}} + {{Prompt|Y}} + {{Prompt|A}} as quick as possible. |
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*TK Power Dunk (TKPD) - {{Prompt|Analog DP}} + {{Prompt|Y}} + {{Prompt|A}} at fullhop height. |
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*TK CrackShoot (TKCS) - {{Prompt|Analog QCB}} + {{Prompt|Y}} + {{Prompt|A}} as quick as possible |
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== Tiger Knee (TK) == |
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{{TheoryBox |
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=== TKPD === |
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| Title = Tiger Knee |
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| Oneliner = RoninX's video on Tiger Knee |
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| Video = |
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| Recipe = TK Burn Knuckle (TKBK) - {{Prompt|Analog QCF}} + {{Prompt|Y}} + {{Prompt|A}} as quick as possible.<br>TK Power Dunk (TKPD) - {{Prompt|Analog DP}} + {{Prompt|Y}} + {{Prompt|A}} at fullhop height.<br>TK CrackShoot (TKCS) - {{Prompt|Analog QCB}} + {{Prompt|Y}} + {{Prompt|A}} as quick as possible |
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'''TKPD'''<br> |
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*Most common special that uses Tiger Knee |
*Most common special that uses Tiger Knee |
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*Vastly increases the safety of power dunk if done correctly, from -16 to +1 or +2. Holding Jab afterwards covers most options out of shield. |
*Vastly increases the safety of power dunk if done correctly, from -16 to +1 or +2. Holding {{clr|tilt|Jab 1}} afterwards covers most options out of shield. |
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* Very quick and has very low landing lag meaning it can be noncommital. |
* Very quick and has very low landing lag meaning it can be noncommital. |
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=== TKBK === |
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'''TKBK'''<br> |
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*Can go past the ledge from a further distance |
*Can go past the ledge from a further distance |
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*Allows aerial BK very close to ground if done quickly |
*Allows aerial BK very close to ground if done quickly |
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*Autocancels if done from a fullhop |
*Autocancels if done from a fullhop |
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=== TKCS === |
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'''TKCS'''<br> |
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*Easier to go over Projectiles |
*Easier to go over Projectiles |
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*Autocancels if done from a fullhop |
*Autocancels if done from a fullhop |
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'''Downsides''' |
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*TKPD can be parried on reaction and if spammed is very predictable and reactable |
*TKPD can be parried on reaction and if spammed is very predictable and reactable |
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*If the tiger knee is missed all specials can be hard punished |
*If the tiger knee is missed all specials can be hard punished |
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}} |
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== Negative Edge == |
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{{TheoryBox |
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| Title = Negative Edge |
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| Oneliner = Locus's video on Negative Edge |
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Negative Edge (NE) is a mechanic where releasing {{Prompt|A}} after an attack and doing a motion counts as an input for a command, allowing for easier special cancels. NE always results in the weak version. For an example, if you do {{clr|tilt|Dtilt}} {{clr|tilt|Jab 1+2}} {{clr|special|Buster Wolf}}you would hold {{Prompt|Analog Down}} {{Prompt|A}} for the downtilt, input and HOLD {{Prompt|A}} again for the jab and {{Prompt|Analog QCF}} {{Prompt|Analog QCF}} for the BW input, and let go of {{Prompt|A}}. |
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This allows for easier special cancels, but note that NE only allows for light versions of input specials. This isn't to be confused with buffering, which is holding a button during a move to ensure it comes out F1. The distinction is important! |
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Examples of Negative Edge include: |
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*{{clr|aerial|NAir}} (NE cancel) {{clr|special|Burn Knuckle}} allows you to edgeguard opponents pretty easily, due to the sheer knockback of BK. |
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*The stated {{clr|tilt|Dtilt}} {{clr|tilt|Jab 1+2}} {{clr|special|Buster Wolf}}, making it the easiest way of confirming into Buster Wolf. |
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}} |
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== Navigation == |
== Navigation == |
Latest revision as of 04:05, 23 June 2023
![](http://static.miraheze.org/dragdownwiki/thumb/e/e2/SSBU_Terry_Stock.png/50px-SSBU_Terry_Stock.png)
COIL
![](http://static.miraheze.org/dragdownwiki/thumb/1/1b/GCC_Analog_Down_Prompt.png/40px-GCC_Analog_Down_Prompt.png)
Application
COIL "stores" a crouch input by holding the C-Stick down. With this, you are able to move and drift freely while having a stored special, most commonly being Up Special.
However, you are not able to attack or grab while storing COIL. This means that most of the time you will be using COIL to catch landings, a hard read in advantage, or as a recovery tool.
Downsides
- Loses most of Terry's attacks.
- Takes time to set up and can be punished.
- Somewhat niche usage as a hard read.
Tiger Knee (TK)
![](http://static.miraheze.org/dragdownwiki/thumb/4/40/GCC_Analog_QCF_Prompt.png/52px-GCC_Analog_QCF_Prompt.png)
![](http://static.miraheze.org/dragdownwiki/thumb/4/40/GCC_Y_Prompt.png/52px-GCC_Y_Prompt.png)
![](http://static.miraheze.org/dragdownwiki/thumb/6/61/GCC_A_Prompt.png/39px-GCC_A_Prompt.png)
TK Power Dunk (TKPD) -
![](http://static.miraheze.org/dragdownwiki/thumb/3/35/GCC_Analog_DP_Prompt.png/47px-GCC_Analog_DP_Prompt.png)
![](http://static.miraheze.org/dragdownwiki/thumb/4/40/GCC_Y_Prompt.png/52px-GCC_Y_Prompt.png)
![](http://static.miraheze.org/dragdownwiki/thumb/6/61/GCC_A_Prompt.png/39px-GCC_A_Prompt.png)
TK CrackShoot (TKCS) -
![](http://static.miraheze.org/dragdownwiki/thumb/a/ad/GCC_Analog_QCB_Prompt.png/52px-GCC_Analog_QCB_Prompt.png)
![](http://static.miraheze.org/dragdownwiki/thumb/4/40/GCC_Y_Prompt.png/52px-GCC_Y_Prompt.png)
![](http://static.miraheze.org/dragdownwiki/thumb/6/61/GCC_A_Prompt.png/39px-GCC_A_Prompt.png)
TKPD
- Most common special that uses Tiger Knee
- Vastly increases the safety of power dunk if done correctly, from -16 to +1 or +2. Holding Jab 1 afterwards covers most options out of shield.
- Very quick and has very low landing lag meaning it can be noncommital.
TKBK
- Can go past the ledge from a further distance
- Allows aerial BK very close to ground if done quickly
- Autocancels if done from a fullhop
TKCS
- Easier to go over Projectiles
- Autocancels if done from a fullhop
Downsides
- TKPD can be parried on reaction and if spammed is very predictable and reactable
- If the tiger knee is missed all specials can be hard punished
Negative Edge
Negative Edge (NE) is a mechanic where releasing after an attack and doing a motion counts as an input for a command, allowing for easier special cancels. NE always results in the weak version. For an example, if you do Dtilt Jab 1+2 Buster Wolfyou would hold
for the downtilt, input and HOLD
again for the jab and
for the BW input, and let go of
.
This allows for easier special cancels, but note that NE only allows for light versions of input specials. This isn't to be confused with buffering, which is holding a button during a move to ensure it comes out F1. The distinction is important!
Examples of Negative Edge include:
- NAir (NE cancel) Burn Knuckle allows you to edgeguard opponents pretty easily, due to the sheer knockback of BK.
- The stated Dtilt Jab 1+2 Buster Wolf, making it the easiest way of confirming into Buster Wolf.
![](http://static.miraheze.org/dragdownwiki/thumb/e/e2/SSBU_Terry_Stock.png/50px-SSBU_Terry_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder