Dissent
Bananaman Formerly Known As Sails
Figured this out earlier by accident. Take two mechanics we've always been aware of (Interrupting ledge hop and momentum halting) an old mechanic that can be interrupted seemingly earlier in Smash 4 and sprinkle some timing in to it.
Enjoy this quick video I threw together of possible applications. More videos per character that I find interesting can be found in the list below.
To do this, have a character with a vertical momentum stopping move. Hang from the ledge, press Jump/Up and through careful timing, try to input your move on the first possible frame.
When your character is pulling himself up you will have to wait a bit for when you can input anything, and each character appears to have a different timing. If you try to input something during the period it's not going to buffer. As a bonus, spamming inputs only seems to make it worse and has very high chance to not work correctly.
Characters uses:
Down+B sticks to the ground, instantly does damage instead of the aerial charge frames first.
Side+B is basically a grounded but aerial SideB.
Down+B sticks to the ground, instantly counters.
Down+B sticks to the ground, instant reflector. Pivoting it instantly will cause the graphics to disappear until something is reflected.
Side+B sticks to ground, can pivot towards the ledge to do it in place.
Side+B towards the stage will launch a floor level Lloid. Pivoting this will put Villager on the stage instantly and launch the Lloid off-stage.
Down+B works but wiggles him off the ledge. Waiting a frame or two makes it very similar to Ike's.
Down+B is instant grounded bucket. His animation warps from the ledge to standing with his bucket out.
Neutral B will instant grounded Nayru's Love.
Side+B will stick to the stage with a tiny bit of slide. Pivoted may be good for edge guarding.
Down+B is like using it on the ground.
Up+B can place the trampoline just slightly above the ground.
Down+B suicides. Delay it to live, but it doesn't seem very useful.
Down+B sticks to the ground, instantly counters. Exactly like Ike's. (Marth mains everywhere)
Down+B doesn't stick, but appears useful regardless.
Down+B sticks, instant counter.
Down+B's Gunmen will stick to the floor, but Duck Hunt duo will not.
Down+B sticks, instant counter.
Neutral B sticks, pointless.
Up+B kind of sticks. It provides you with a way to use PKT2 from the ledge without falling, I guess?
Down+B doesn't stick, but comes out fast enough and low enough that it may make the move useful.
Down+B sticks, but uses aerial delay. Useless?
Down+B sticks, can be used to cancel immediately in to a roll or shield.
Side+B sticks but cancels immediately on the stage, leaving him vulnerable in a kneeling animation.
Enjoy this quick video I threw together of possible applications. More videos per character that I find interesting can be found in the list below.
To do this, have a character with a vertical momentum stopping move. Hang from the ledge, press Jump/Up and through careful timing, try to input your move on the first possible frame.
When your character is pulling himself up you will have to wait a bit for when you can input anything, and each character appears to have a different timing. If you try to input something during the period it's not going to buffer. As a bonus, spamming inputs only seems to make it worse and has very high chance to not work correctly.
Characters uses:
Down+B sticks to the ground, instantly does damage instead of the aerial charge frames first.
Side+B is basically a grounded but aerial SideB.
Down+B sticks to the ground, instantly counters.
Down+B sticks to the ground, instant reflector. Pivoting it instantly will cause the graphics to disappear until something is reflected.
Side+B sticks to ground, can pivot towards the ledge to do it in place.
Side+B towards the stage will launch a floor level Lloid. Pivoting this will put Villager on the stage instantly and launch the Lloid off-stage.
Down+B works but wiggles him off the ledge. Waiting a frame or two makes it very similar to Ike's.
Down+B is instant grounded bucket. His animation warps from the ledge to standing with his bucket out.
Neutral B will instant grounded Nayru's Love.
Side+B will stick to the stage with a tiny bit of slide. Pivoted may be good for edge guarding.
Down+B is like using it on the ground.
Up+B can place the trampoline just slightly above the ground.
Down+B suicides. Delay it to live, but it doesn't seem very useful.
Down+B sticks to the ground, instantly counters. Exactly like Ike's. (Marth mains everywhere)
Down+B doesn't stick, but appears useful regardless.
Down+B sticks, instant counter.
Down+B's Gunmen will stick to the floor, but Duck Hunt duo will not.
Down+B sticks, instant counter.
Neutral B sticks, pointless.
Up+B kind of sticks. It provides you with a way to use PKT2 from the ledge without falling, I guess?
Down+B doesn't stick, but comes out fast enough and low enough that it may make the move useful.
Down+B sticks, but uses aerial delay. Useless?
Down+B sticks, can be used to cancel immediately in to a roll or shield.
Side+B sticks but cancels immediately on the stage, leaving him vulnerable in a kneeling animation.
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