This move combos into everything. (TAS)
gfycat.com/DeficientRipeGoosePosted Aug 16, 2016, 2:49 AM UTC
13635
Posted Aug 16, 2016, 2:49 AM UTC
Lmao shots fired
That's hard to read
Hey thats me! Too bad I already implemented rascaling and its not a super game changer
For you, maybe
🔫🔫
Maybe just maybe. Still don't see any sonics do good in tournaments besides aion and Zeno so let me know when you get there :)
triggered
SDI Multiplier for Spin Charge please?
Never mind found out. It's 1.5x during the charge phase, which is really bad considering its a multihit move.
Well at least we can avoid this Sonic Cycle
The list of characters that can zero to death combo Samus into a kill off the top has to be pretty short
I don't believe in sonic, it's against my religion
Teach me my master!
Awaken my Masters?
Shockbound, please give a 2 page detailed paragraph about exactly what is going on in this gif. I want it on my desk by this time tomorrow!
In this gfycat, I'll be showing exactly what I do to KO Samus using 5 RASCAL aerials.
But first, we need to clear something up. Because every time I post a Sonic gfycat on Reddit, I get the same comments over and over asking why RASCAL has such a crazy name, even though I always have a handy link in my description explaining it, which even starts with:
But maybe what you guys need isn't a full description. Maybe you guys need an example.
So, consider Zenokids' combo on Tristan's Rule. Not even the whole string, just consider what happens when he enters hitlag from the release of his Down-B -- which IS a necessary part of performing a RASCAL. So, how many frames does it take to use another action?
Well, if you say zero, that's wrong because then Sonic can't cancel out of hitlag. If you say one... well, it's true that Sonic technically RASCALs in one frame, but we can do a little better. We can do it in HALF of a frame. To do that, we use a double jump during hitlag and then use the rest of the hitlag to start another action.
Now, hold on -- I know what you're thinking:
Well, DM "Lolzicus" Derpinator, hear me out.
A RASCAL actually has three parts to it:
Together, this forms one complete RASCAL. Now, usually it's the Down-B itself that's useful for combos, because that's the part that inflicts hitstun. However, sometimes it can be rather helpful to cancel it right after it hits, which allows Sonic to link into another attack as soon as possible.
Now, if we map out the frames for a complete RASCAL, it would look like this:
How does all of this take place on the same frame, you ask? To answer that, we need to talk about parallel frame relations. And if you thought my other tangents were complicated, just you wait!
Okay, so when a character is hit by a physical attack, the attacker's animation freezes on whatever frame they were on when they struck their target. The target themselves remains frozen on the first frame of their hitstun animation for the same amount of time that their attacker is frozen for. When Sonic releases his Down-B and enters hitlag, he is considered to be frozen on the first frame of his release for however long hitlag lasts. This phase of Down-B can also be cancelled at any time with a double jump, so when Sonic double jumps out of the move during this hitlag, he enters the double jump animation but doesn't actually move anywhere. You see, being in hitlag prevents him from transitioning to the next frame of his animation, and the game doesn't like letting Sonic progress any further in an animation during hitlag because it doesn't think he should be moving until it's over. So, if we have Sonic cancel the double jump's animation with a new animation before hitlag is over, he effectively is doing an action on the same frame that he is releasing the Down-B since his opponent is trapped in hitlag for the same amount of time that he is. Thus, relative to his opponent, he is performing several actions on the same frame.
So, going back to the gfycat, you can see that I start the combo with a shorthop Down-B. Then, I release it from a precise position so that Samus is in just the right spot to land on Wario Land's platform after being hit by a F-Air meteor that I start during hitlag from the Down-B. The position that I released from allowed me to teeter cancel on the top platform and then shield drop, putting Sonic into just the right position to RASCAL again before hitstun from the F-Air ended. The reason why I started with F-Air as the first aerial in the combo is due to the fact that it starts to put Samus into techable knockdown after 13%, so if I wanted to make use of that, I would've needed to have it be the first aerial in the combo since Down-B itself already does 12% minimum.
The RASCAL F-Air left Samus at 23%, so the next Down-B that she is hit with puts her at 35%, which is the highest % Samus can be at without entering knockdown from D-Air's spike hitbox. This puts her onto the ground and leaves her within range for a followup, just like what happened with the F-Air.
After being hit with the D-Air, Sonic is left in perfect position to start a Side-B, which is a move that's great for setting up RASCALs. However, if the next RASCAL aerial was started immediately after hitting Samus with the next Down-B, there wouldn't have been a platform for Sonic to land on to continue the combo. So what exactly do I do to make it work? Well, I use the charging hitboxes of Down-B to drag Samus down to a position where my jump would allow me to land-cancel the next RASCAL aerial onto a platform and extend the followup.
You see, the charging hitboxes of Down-B send at a peculiar angle called the autolink angle, which is a specially coded angle that sends its target in the same direction that its user is moving. By falling downwards while in Down-B, Sonic is capable of dragging Samus down along with him and resetting his combos back to a grounded position where it's easier for him to follow up.
So, I do just that; I drag Samus down below the stage and use that positioning to land the reverse hit of B-Air. The momentum from the jump out of Down-B and the trajectory that the reverse B-Air sends at allows Sonic to remain fairly close to Samus while she's being knocked back, so this allows him to land on the platform and continue the combo by fullhopping into yet another Down-B.
In order to continue the combo from this position and lead into the final two RASCAL aerials, Samus must be brought down to a position where Sonic can jump onto a platform once more. So, Samus is dragged down to a position where this can be done and a N-Air is started so that Samus is popped up into the sourspot of it. This sends at an angle that allows Sonic to move upwards alongside Samus, just like with the RASCAL B-Air.
Finally, the reason why the RASCAL N-Air was started from such a precise location was to keep Samus in range for the finishing RASCAL U-Air. RASCAL U-Air doesn't work until high %s and doesn't combo into other RASCAL aerials, so it had to be the final one in the combo. At this % and this close to the top blastzone, Samus is easily KO'd off the top.
And there you have it; Samus' stock taken care of using 5 RASCAL aerials! Man, I did not expect this comment to become a reference to pannenkoek2012's Watch for Rolling Rocks - 0.5x A Presses video when I started writing this, but I guess there was just that much to explain! Hopefully you were able to follow along with my explanations and visuals, learn something new, and have an enjoyable experience.
So, thanks for reading!
Wut
Reference to a super Mario 64 video. Something to the tune of "watch the rolling rocks in .5 a presses with commentary". Calling it absurd is an understatement.
Wow
And here I am as a falcon main thinking up air to knee offstage is cool.
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But did you RASCAL Samus into QPU misalignment?
I searched smashboards and couldn't find any specifics on the Down B spin phases and the different properties between ground/air. The Endless Possibilities guide does talk about some differences, but nothing about the RASCAL. There's definitely a difference between the grounded and aerial Release hitboxes. So the magic of the aerial version is the ability to jump cancel into a normal aerial jump animation? I'm trying to understand why it wouldn't work on the ground as in:Release Grounded SCAL Does it have the same hitlag and hitstun as the RASCAL, but the problem is the jump cancel goes into the spin jump animation which isn't actionable on the first frame?
It feels like I can't move my fingers fast enough to follow up Down B hits. It helps to know the specific properties of the move and the windows like the 7-frame action lenient hitlag.
The reason why RASCAL only works in the air is because you can't cancel the grounded jump animation out of Down-B on the first frame. Since transitions made during hitlag force you to stay on the first frame of the new animation until hitlag is over, this makes it impossible to make any further transitions during hitlag. Double jumps, on the other hand, can be cancelled into any action starting on the very first frame, so they essentially serve as a gateway into any other move of Sonic's choosing. As a result, the way hitlag interacts with the aerial release is drastically different than the grounded release.
The reason why there is not much documentation on Down-B is because it is an extraordinarily complicated move. The charging, jumping, and turnaround phases of the move are relatively simple and not too difficult to understand, but the release phase of the move is a total enigma. All that is known about it is that the first frame of the airborne release deals 11% damage, and that the damage sometimes decays by certain amount depending on the exact speed that Sonic is traveling at. The release can even hit several times if that speed is high enough.
The same principle can be applied to the grounded version as well, but this is made much more complicated by the fact that ground speed is influenced by what is presumably the amount of frames spent in the charging phase along with some other unknown variable (how that speed is calculated is yet another one of the many mysteries surrounding this move). The damage that the grounded release can deal depends heavily on Sonic's actual speed, and it has been observed to vary anywhere between 7% - 10% on the frame of release (which, mind you, is much different than the consistent 11% that the aerial version deals) that varies further depending on how far Sonic goes before hitting a target. After hitting a target, Sonic is forced to slow down a bit, which in turn causes the move to deal even less damage on each hit thereafter. If this property were better understood it could potentially be manipulated in a way that allows it to punish crouch cancelling, but all attempts to decipher the speed formula have led nowhere to this date.
Star and I have talked about including a short section on RASCAL in his guide, I'll try to make it happen sooner or later.
The are some important qualities of Down-B that need to be understood in order to have full control over the move. Here's a quick rundown of some of the things that make RASCAL easier to apply and execute:
Those bits of information should help you understand how to control your RASCALs a bit better. As a rule of thumb, it is best to travel backwards through your opponent while charging so that you can release and hit them from the opposite side you approached them from. This makes it so that you can overshoot and release at any point after you've gone past them, so this makes timing your release much more lenient. RASCAL wavelands also tend to combo more fluidly when you release while already very close to the ground.
How did you get rascal up air to work? I tried it at every percent between 50 and 250 on yoshi and the two hits of up air didn't link, saving yoshi every time. is yoshi too heavy, or am i (what the sonic main dreads most) too slow with the combo? Or maybe too fast?
RASCAL U-Air is heavily dependent on where you hit your opponent with the Down-B, and also relies on them being at a high % while being relatively floaty.
The trick is to make sure that they move as far upwards as possible before the first hit of U-Air connects, which has set knockback that replaces the knockback from the Down-B. It comes out very quickly, so there is rarely enough time for them to rise far enough above you while you are still rising from your double jump unless certain conditions are met.
In order to reliably hit your opponent with the second hit of U-Air after a RASCAL, you need to release your Down-B at the lowest point of their hurtbox. For most characters, this means that you would need to hit their feet or lower leg with the release. This will cause them to be a fair bit above you as you hit them with the first hit of U-Air, keeping them in range for the second hit.
RASCAL U-Air does have some niche uses for killing at extreme %s where RASCAL N-Air is not guaranteed to connect (about 150-300%) on super floaties like Jigglypuff and Samus, since the first hit of U-Air is much larger than N-Air. This gives it a better chance of hitting, and because it has set knockback it can lead into the second hit regardless of %. It's certainly one of the less useful aerials to use during a RASCAL, at least compared to N-Air or D-Air. The only reason I decided to use it in my gfy at all was because I someone challenged me to include all 5 of Sonic's aerials. If it were up to me, I would've just done two RASCAL D-Airs followed by three RASCAL N-Airs.
Thanks! I didn't realize that the placement on their hurtbox matters! Kinda niche, but good to know
Man, you summed up Shock's college thesis into 4 bullets
What is a rascal
here: https://www.reddit.com/r/SSBPM/comments/4l6dr0/why_sonic_mains_should_learn_rascal/d3l7z1s
What a rascal.
Doing an aerial downb into someone and jumping out of it.
He rascals into... a fuck ton more rascals.