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To be clear, this sequence is dash -> hold crouch -> as soon as you start crouching, stand up -> C-stick. You could accomplish this with pivoting, but it has slightly less range and is less consistent. However, certain characters like Marth really benefit from extending the range of their fsmash. This is character-specific, as characters with bad fsmashes won’t use this very often and don’t need to learn it. Therefore, I would recommend that most character mains commit these sequences to muscle memory.Ĭ-stick Left and C-stick Right for dash-cancel fsmash. Additionally, SH uair can also have tight timing, especially if it is SHFF as well. Using C-stick Up significantly eases the execution of this essential technique. Without tap jump, JC usmash requires you to press jump, up, and attack within a relatively tight timing window, especially for characters with short jumpsquat animations like Fox. These are inherently character-specific in utilization, so some character mains might have to learn most of these, and others may have to learn none of them: In lieu of that, however, there are some specific sequences that become easier with C-stick inputs that it is recommended to try and incorporate. (This means that moving forward in the air while inputting a bair would be cleaner, as the reverse.) A completely optimal player would always use C-stick buttons for aerials, as they allow you to get perfect aerial drift because you don’t have to press the directional buttons, even for a frame. For those unaware, the C-stick buttons allow you to input smash attacks or aerials with a single button press: C-stick Up allows you to uair or usmash without pressing up and attack, but rather a single button. Now I’ll explain a little bit more about the C-stick buttons and whether you should use them. That way, you can buffer dashes easily and not miss chaingrabs or followups because of lost time standing. Therefore, even if you don’t use it all the time, you should have a dash key or use auto-dash. D-tap dash cannot be buffered, so it won’t work as the only means of initiating a dash. However, this requires a way of buffering dash. SSF2 has a buffering system that will allow you to frame-perfectly dash back. This chaingrab (escapable with SDI, but that’s not important) requires a back dash after every grab, with very tight timing. Let’s say you’re a Falco chaingrabbing a Fox with back throw. Have a dash key even if d-tap dash is enabled, or use auto-dash. Tap jump also makes certain character-specific inputs, such as Yoshi’s rising nair, difficult or impossible.
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In order to perform standing utilts, it is essential to keep tap jump off. SSF2 has digital inputs, so this won’t work. In console Smash, you can perform up-tilts by tilting the control stick only a little, so as not to trigger a jump if tap jump is turned on. Here are the things I would consider essential in an optimized keyboard setup, along with some explanation of their importance: It is guaranteed to not hinder your ability to perform competitively, so if you want a simple config to copy this is for you: However, if you’d like to set up your keyboard, but don’t know where to start, this is the place for you! I’ll start by simply showing my configuration, and then later explain the relevant considerations to using your own. If you’d like to use a controller, you should set that up and use it, no problem. Although you might argue this is subjective, there are some objective points in the keyboard’s favor: using every finger means individual fingers have to move less, techniques like multishining no longer require any finger movement besides pressing buttons in place, and the typing wrist position is less likely to cause injury than the GameCube’s. Secondly, keyboards are more efficient from an ergonomic perspective for performing many techniques. Controllers cannot perform this technique unless you significantly remap the classic button configuration, which means that you lose the benefit of keeping the same muscle memory. This allows you to do neutral-B and jab out of a run and teleport in place with specials that allow it. Firstly, there is a keyboard-only advanced technique called Multi-Directional Input (MDI) that utilizes the unique ability in SSF2 to press two directions simultaneously. However, using a keyboard has some distinct advantages. This isn’t a problem many top tournament players use controllers. Many console Smash vets will want to use a GameCube controller. Hello again! In this guide, I will go over the keyboard configuration I use, as well as some general guidelines for setting up an optimal configuration.
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