Shellshifting: Difference between revisions

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===Pump slide===
===Pump slide===


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.   
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, 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 kill 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.
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 kill 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.