Continuoyus Moonwalk Melee Continuous Moonwalk Melee
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How to optimize moonwalking?
- Thread starter Pesi
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- Jul 20, 2015
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- CurseOfThe18th
- #1
How do you maximize moonwalk distance? Is it based on input speed or the shape of the movement? Both? Something else entirely? Super curious about this because I want to start applying to to my game a lot more.
- #2
But to answer your question the quicker you do the motion the further you go.
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- Jul 14, 2016
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- #3
Make sure to dash one direction then moonwalk the opposite to gain max speed and then jump and keep holding the direction you are moonwalking in. The motion of the control stick should be a nike swoosh without going through the middle of the control stick (again hella videos on this).
Example: Dash left -> Dash right -> moonwalk (your back facing left now)-> jump off the left side of the stage with a deep bair
Control stick: flick left -> flick right -> nike swoosh motion till your control stick is now all the way left (not going through middle) -> wait like half a second or so then jump -> back air.
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- #4
The amount of speed you gain from moonwalk depends mostly on your control stick position on each frame, since that's what determines your acceleration. The most important part is probably to move your stick to somewhat backward position ASAP after initiating dash, since on any frame beyond first where you hold forward you'll accelerate in opposite direction of where you want to go.How do you maximize moonwalk distance? Is it based on input speed or the shape of the movement? Both? Something else entirely? Super curious about this because I want to start applying to to my game a lot more.
Optimal method for moonwalking right is something like this: 1. (dash input) into 2. (best possible backward acceleration input for frames 2,3 of dash), then roll to 3. .
Full half-circle is bad because then you'll end up holding forward for unnecessarily long time. Instead you want to smash your stick directly at the opposite downwards diagonal notch first(or little below it to make sure you don't accidentally dash or turn), then roll to full backward input from there.
Avoiding middle with the stick isn't actually that relevant, what you need to do is to first move your stick backwards but not all the way. Holding the stick a bit backward for 2 frames disables smash input window for turn and makes you unable to dash back anymore. It works the same way like spotdodge with control stick for example: You can't spotdodge if you first hold slightly down for a bit before the full down input. The diagonal corner notches are convenient for moonwalking, since they'll stop your stick at backwards position that gives backward acceleration but barely won't cause you to dash back.
With falcon, your speed before the moonwalk affects the result a bit. You'll get slightly further with moonwalk out of walk or dash. It's also notably easier to move your stick to back quickly when dashing backwards, because when you dash back, you'll actually turn for 1 frame, which kind of removes one frame of acceleration forward.
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- #5
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- #6
From standing still yeah, but can't do that out of turn. I believe diagonal moonwalk out of walk/dash yields longer moonwalk than the perfect moonwalk from stand still.Technically the optimal method is to dash frame one and then by frame two have your control stick fully angled in the other direction. This works because smash turnaround is disabled for the first 3 frames during your first dash.
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- #7
Cant you do this out of a walk forward?From standing still yeah, but can't do that out of turn. I believe diagonal moonwalk out of walk/dash yields longer moonwalk than the perfect moonwalk from stand still.
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- #8
- #9
Haku kind of sums it up nicely: input speed is most important (remember the end goal of having the stick all the way in the opposite direction), input shape will help you acquire that. Even if your input shape is optimal, it doesn't matter if its not fast enough.
Credentials: i have sick moonwalks.
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- Dec 22, 2013
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- #10
If you try to do it from a stand you're at the mercy of inertia.
Optimally moving the control stick one frame forward to back makes a TAS moonwalk or a pretty excellent standing moonwalk. And ATM it's hasnt been done by human hands.
Charlie-Walking helps too, and that's with all the cast whose running speed is relevant. It turns you around at double the speed for the edge-guard.
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- #11
Walk -> moonwalk gives more initial speed and thus length.Dash-Dance moonwalk is the best method for the maximum distance.
I can do that, but less than 70% consistently. The biggest problem with that method is it only works from dash forward, and it's not even noticeably better than good dash -> opposite diagonal -> full side method.Optimally moving the control stick one frame forward to back makes a TAS moonwalk or a pretty excellent standing moonwalk. And ATM it's hasnt been done by human hands.
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- Dec 22, 2013
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- #12
Or, do a debug match and in the first frame click forward and second frame click back.
EDIT: Now, try and do that in normal speed.
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- #13
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- #14
You can do that?!
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- #15
Also, you'll still moonwalk with frame 1 dash -> frame 3 stick back input. Not that hard tbh. Not frame perfect one will be shorter though.
My current controller has the beneficial malfunction for back dashes though, I can dash back around 95% of time with normal inputs, so that might influence it. I don't know if it does.
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Source: https://smashboards.com/threads/how-to-optimize-moonwalking.441870/