Shellshifting: Difference between revisions

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{{image|gif of shellshifting in action}}
'''Shellshifting''' is a a blanket term for several advanced techniques exclusive to {{SSBB|Squirtle}} in ''[[Super Smash Bros Brawl]]''. By exploiting quirks in Squirtle's unique dash pivot, offensive and defensive options and possibilities are enhanced, much like a [[wavedash]] in ''[[Melee]]''.  
'''Shellshifting''' is a a blanket term for several advanced techniques exclusive to {{SSBB|Squirtle}} in ''[[Super Smash Bros. Brawl]]''. By exploiting quirks in Squirtle's unique dash pivot, offensive and defensive options and possibilities are enhanced, much like a [[wavedash]] in ''[[Melee]]''.  


==How to shellshift==
==How to shellshift==
Shellshifting is a reference to Squirtle's dash pivot animation. When the player turns Squirtle around in the middle of a dash, it will retreat into its shell, slide a very small distance in his initial direction, and then very quickly slide back in the new direction over a noticeable distance before exiting its shell and resuming its normal dash. During the entire animation, Squirtle is given special physics that allow it to slide in one direction while still being actionable. By default, Squirtle will face the opposite direction of the initial dash, but pushing the [[control stick]] back to the original, pre-pivot direction will make Squirtle face that direction once the animation. The animation can even be interrupted by dashing before it ends. Squirtle can also stay in the shell for longer than normal by lightly pushing the control stick in the original direction. This will normally reduce momentum, but doing several pushes in quick succession will get close to the full distance.
Shellshifting is a reference to Squirtle's dash pivot animation. When the player turns Squirtle around in the middle of a dash, it will retreat into its shell, slide a very small distance in his initial direction, and then very quickly slide back in the new direction over a noticeable distance before exiting its shell and resuming its normal dash. During the entire animation, Squirtle is given special physics that allow it to slide in one direction while still being actionable. By default, Squirtle will face the opposite direction of the initial dash, but pushing the [[control stick]] back to the original, pre-pivot direction will make Squirtle face that direction once the animation ends. The animation can even be interrupted by dashing before it ends. Squirtle can also stay in the shell for longer than normal by lightly pushing the control stick in the original direction. This will normally reduce momentum, but doing several pushes in quick succession will get close to the full distance.


==Applications==
==Applications==
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===Shellshift to grab ===
===Shellshift to grab ===
Squirtle's grab range is average on its own, but combined with a good shellshift, he can surprise opponents by returning with a high-speed, mobile standing grab, increasing the grab's range and decreasing its predictability. It is superior to its running grab due to decreased lag and increased distance, and upon grabbing Squirtle often slides a small distance while holding its opponent, making a down-throw KO at high percents even more likely should Squirtle slide its victim to the end of the ledge.
Squirtle's grab range can be increased greatly by grabbing while shellshifting, turning it into a high-speed, mobile standing grab, increasing the grab's range and decreasing its predictability, surprising unsuspecting opponents. This technique is superior to the standard running grab due to decreased lag and increased distance, and upon grabbing Squirtle often slides a small distance while holding its opponent, making a down-throw KO at high percents even more likely should Squirtle slide the grabbed opponent to the end of the ledge.


===Hydroplane===
===Hydroplane===
The Hydroplane is the greatest application of the shellshift technique and is somewhat difficult to pull off perfectly. It allows Squirtle to slide across a tremendous distance (almost all of [[Final Destination (SSBB)|Final Destination]]) while charging its smashes. It can also be used to slide other moves such as his grab and tilts. This term usually refers to the Pump Slide.  
Hydroplane is a technique that involves combining a shellshift with a [[jump-cancel]]ed [[smash attack]] to slide across a tremendous distance (almost all of [[Final Destination (SSBB)|Final Destination]]) while charging a smash attack. While one of the most difficult applications of shellshifting, requiring several nearly frame-perfect actions in quick succession, the mobility and pressure rewarded for pulling it off is very much worth the effort. It can also be used to slide other moves such as his grab and tilts. It is frequently used as the first part of a Pump slide.


===Pump slide===
===Pump slide===
The Pump slide involves fully completing a shell shift (the longest possible slide the player can get) and then performing a jump-canceled up smash; essentially performing a Hydroplane. If done incorrectly, Squirtle will just slide a small distance and do its up smash (a regular [[Slide smash|dashing up-smash]], or "hyphen smash"). It is easiest to do when Tap Jump is turned "on," as the game will register a canceled jump automatically upon performing the up-smash command. However, it can also be done by pressing the jump button at almost the exact same moment as [[A]] (the [[C-stick]] should not be used). Although the jump technically registers before the up smash, it should feel as though the player is pressing the buttons at the same time. 


To initiate a shellshifted pump slide, first do a complete shell shift (the longest possible slide the player can get) and then perform a jump-canceled up smash. If done incorrectly, Squirtle will just slide a small distance and do its up smash (a regular [[Slide smash|dashing up-smash]], or "hyphen smash"). It is easiest to do when Tap Jump is turned "on," as the game will register a canceled jump automatically upon performing the up-smash command. However, it can also be done by pressing the jump button at almost the exact same moment as [[A]] (the [[C-stick]] should not be used). Although the jump technically registers before the up smash, it should feel as though the player is pressing the buttons at the same time. 
If performed correctly, several options open up for the Squirtle player. One option is to leave the smash uncharged, which will release the move at roughly the middle of Final Destination while Squirtle itself slides the rest of the distance, making for a very quick mid-to-long range KO move. Another option is to charge the smash so that Squirtle takes it with him to the end of the stage, releasing a more powerful eruption of water over a longer distance. Either of these methods can be used to simply give Squirtle some defense as it attempts to cross the stage more quickly than either its dash or its [[Withdraw]] move would allow.
 
If performed correctly, there are a few ways the maneuver can be put to use. One way is to leave the smash uncharged, which will release the move at roughly the middle of Final Destination while Squirtle itself slides the rest of the distance, making for a very quick mid-to-long range KO move. Another way is to charge the smash so that Squirtle takes it with him to the end of the stage, releasing a more powerful eruption of water over a longer distance. Either of these methods can be used to simply give Squirtle some defense as it attempts to cross the stage more quickly than either its dash or its [[Withdraw]] move would allow.


==External links==
==External links==
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