-Post by: Jose Gallardo
This is long due, but better late than never
Index
- What has not changed
- What has been altered
- TIPS & Warnings
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– Download Chaos Control Shadow Here –
– View older Post Regarding CC Shadow –
First and foremost, what has NOT been changed or altered from Sonic’s original moveset:
-All grabs and throws
-walk/sprint
-Down Smash
-Up A (aka up tilt)
-Down B Special
-Up Air
-Neutral Air
-All arial dodges
-Forward and backward ground dodge
-All neutral standing, falling, and recover animations
-Final Smash
-Victory Poses
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The following have been altered. This may include a moveset MOD(+), collision MOD(-), Graphx/Sound MOD(*), or all 3 mods combined. Quick overview in bracketz, but there may be more changes for each particular MOD (ex:graphx & sound) that will not be covered:
- -Character Intro [Sonic’s Final Smash Ending animation;added purple graphx] +/-/*
- -Running/dashing [more speed;collision present only during dashing; minimum damage from flame running] -/*
- -Less Grip & more air mobility [self explanatory] /+/
- -AAA Combo [Low kick, stretch kick, High kick] +/-/*
- -Side Tilt A (high,mid,low) [original smash attack] +/-/*
- -Down Tilt A [ground recover kick;has invincibility until ending animation frames;can spike opponents from a ledge if timely] +/-/*
- -Up Tilt [extra hitlag] /-/
- -neutral dodge [grab-release animation] /+/
- -Neutral B Special [Chaos sound on rebound;no more blue aura when rising;blue aura when rebound] /*/
- -Side B (air & ground) [Instant Charge; if you hold B, speed will be far greater than original charge]
- -Down Air [flame dive;a bit more hitlag,damage,and range] +/-/*
- -Side Air Back [flame grapx] /*/
- -Side Air Forward [forward-throw(kick) animation] +/-/*
- -Neutral Air B Special [Targets center stage from anywhere;Best used as a recovery move] +/-/*
- -Up B Special [quick “time” flash graphx] /*/
- -All taunts Altered +/*
- -Loser Pose [dizzy; can move about the result screen; jumping/walking off the stage will cause freezing and beep]
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TIPS (for and against Chaos Control Shadow 3.0)
- *F-Smash has a hella range you say? The move has 4 layers, in fact:
4th layer – The outermost 4th layer does little damage and hardly any knockback. You won’t get anywhere soon just by spamming this layer from afar. In fact, a good leveled CPU will roll out of the way before you can land another chaos control attack from afar. Even if your opponent is at over 200%, you won’t send them flying far with the 4th layer.
3rd Layer – This is the one you will probably land the most. Damage is still left to a minimum, and knockback still isn’t great. You will have to charge up all the way if you want to knock someone out who is above 120%.
2nd layer – This is the good layer. You have to make contact with Shadow/Sonic’s arm and the opponent to successfully land the 2nd layer. If charging the move, you can actually knock someone out in the 90%. This move is technically a combination of the Chaos power and Shadow’s physical blow.
1st Layer (the sweetspot) – During a Brawl, you probably won’t be able to land this layer successfully. It’s the sweetspot of the Chaos Control move, and will deal a great 32% damage and super knockback. Its twice as hard to land than Luigi’s Up-B, but its twice as effective. You can knock someone out at 50%! To successfully trap your opponent in the 1st layer, you must either be as close to them as possible (touching them) and charge the move for half a second. Even so, you still may not always get it. It’s possible to land the 1st layer without charging, or charging fully, but its less likely to hit.
- *Use the Down A move to your advantage! During the first frames of this move, you are invincible, as it is a recovery move. And you get an offensive collision to boot. Be careful though. One may dodge the offensive part and grab you after that. its like a double-edged sword. Also, can be used to spike opponents from a ledge if timed correctly.
- *Special Air B may seem like a “TOO GOOD” recovery move, but it’s quite deadly to the user. If fighting a CC Shadow and this move is used, wait somewhere near the center stage (not the center stage itself) and you can land easy blows. This is because when using the move as a recovery, the move ends mid-air on center-stage and Shadow/Sonic is left vulnerable for a second or two, depending on where the move started (high or from below). I’ve racked up several home-runs this way.
- *You might notice tripping happens a little more often.
- *You are not invincible while running!
- If you suddenly turn opposite near a ledge, CC Shadow may briefly get stuck in a”turn” position. Time to land a good hit!
- *Left taunt gives off a grenade, whilst the right taunt gives you a ray gun. As with all taunts, you are left vulnerable until the animation ends. Also, down taunt regenerates a very small percentage of health. Shadow likes his apples.
- Throwing items has a slightly longer range and speed
- *If CC Shadow loses, he is left in a dizzy animation. You can move out of it and drag someone into an after battle. JUST DONT GO OFF THE STAGE, AS THIS WILL RESULT IN FREEZING!
*if you played using my older CC Shadow 2.0, 3.0 has been toned down in regards to overall damage.
+++ I’ve been able to come up with some decent combos with the new moveset. Try dashing into someone then rapidly press A for a Dash-Spin combo. Try to come up with some good ideas!+++
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