Bidou: Difference between revisions

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With Bidou, the player essentially gets access to two smash directional inputs, which makes frame perfect inputs possible to make full use of techniques such as perfect [[pivoting]], [[Dash-dance#Extended dash-dancing|extended dash-dancing]], and [[reverse aerial rush]]. With perfect pivoting, it becomes much easier to crouch during one with Bidou, due to the right stick supplying the pivot input, allowing the crouch to be done with a simple quarter-circle motion downwards with the left stick, rather than the precise inputs required by default. Perfect pivot crouches allow a character to [[space]] with more precision (similar to [[wavedash]]ing), [[sidestep]] during a perfect pivot (if Shield and then down are inputted after the perfect pivot), and safely approach at lower percents, since [[crouch cancel]]ling still exists to a lesser degree in ''Smash 4''. Extended-dash dancing and reverse aerial rushes can be pushed to the limit with Bidou, as alternating the sticks at the same time for extended-dash dancing tightens the character's oscillation (even for characters who would normally gain little benefit from extended-dash dancing with just the left stick over alternating [[Fox-trotting|fox-trot]]s, such as {{SSB4|Cloud}} or {{SSB4|Lucario}}), and reverse aerial rushes can be done simply by holding the left stick forwards, flicking the right stick in the opposite direction, and immediately jumping and attacking, leaving less room for lag in-between the inputs. Some character specific techniques are opened up with Bidou; instant ledge [[wall jump]]s allow for safer ledge trump edgeguards, as they do not use up the [[midair jump]], but can only be done on a few stages, particularly on stages with a wall under the ledge, such as [[Duck Hunt (stage)|Duck Hunt]]. [[Fast fall]] ledge trumps involving [[Item throw#Directions and strength|item drops]] are still complicated but are nevertheless easier to do with the right stick, as the right stick input down can be used as the fast fall input.
With Bidou, the player essentially gets access to two smash directional inputs, which makes frame perfect inputs possible to make full use of techniques such as perfect [[pivoting]], [[Dash-dance#Extended dash-dancing|extended dash-dancing]], and [[reverse aerial rush]]. With perfect pivoting, it becomes much easier to crouch during one with Bidou, due to the right stick supplying the pivot input, allowing the crouch to be done with a simple quarter-circle motion downwards with the left stick, rather than the precise inputs required by default. Perfect pivot crouches allow a character to [[space]] with more precision (similar to [[wavedash]]ing), [[sidestep]] during a perfect pivot (if Shield and then down are inputted after the perfect pivot), and safely approach at lower percents, since [[crouch cancel]]ling still exists to a lesser degree in ''Smash 4''. Extended-dash dancing and reverse aerial rushes can be pushed to the limit with Bidou, as alternating the sticks at the same time for extended-dash dancing tightens the character's oscillation (even for characters who would normally gain little benefit from extended-dash dancing with just the left stick over alternating [[Fox-trotting|fox-trot]]s, such as {{SSB4|Cloud}} or {{SSB4|Lucario}}), and reverse aerial rushes can be done simply by holding the left stick forwards, flicking the right stick in the opposite direction, and immediately jumping and attacking, leaving less room for lag in-between the inputs. Some character specific techniques are opened up with Bidou; instant ledge [[wall jump]]s allow for safer ledge trump edgeguards, as they do not use up the [[midair jump]], but can only be done on a few stages, particularly on stages with a wall under the ledge, such as [[Duck Hunt (stage)|Duck Hunt]]. [[Fast fall]] ledge trumps involving [[Item throw#Directions and strength|item drops]] are still complicated but are nevertheless easier to do with the right stick, as the right stick input down can be used as the fast fall input.


Other frame perfect techniques that are made easier include slow [[dash|runs]] (which would otherwise require precise control with the left stick), dashes out of [[walk]]ing animation (which would otherwise leave a few frames of lag, like reverse aerial rushes), pivot out of [[interruptibility]] frames (which might otherwise cause the character to do a dash attack the other way instead of the attack desired), and instant [[roll]] forward out of run. The last technique in particular is only possible with Bidou, as only one of two things can happen; either the shield will appear before the roll (where it must be held up for a minimum of 3 frames), or the character enters the skidding animation from stopping the run and can only jump out of the animation.
Other frame perfect techniques that are made easier include slow [[dash|runs]] (which would otherwise require precise control with the left stick), dashes out of [[walking]] animation (which would otherwise leave a few frames of lag, like reverse aerial rushes), pivot and attack out of [[interruptibility]] frames (which might otherwise cause the character to do a dash attack the other way instead of the attack desired, such as a down tilt), and instant [[roll]] forward out of run. The last technique in particular is only possible with Bidou, as only one of two things can happen; either the shield will appear before the roll, or the character enters the skidding animation from stopping the run and can only jump out of the animation.


==History==
==History==
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