Here's an easy way to hit with a full-charge Skull Bash:
Next time you fight someone on FD (works on other stages, but FD is the best for this kind of tactic). Make sure there is enough room between you and your opponent. Get all the way to the end of the stage (do a backwards roll to make sure you're at the very edge), then start charging your forward+B. Your opponent should rush you at first, realize you could hit him before he gets to you, hesitates, realizes there are no platforms to stand on, shields, holds his shield, nearly breaks his shield when he realizes you can hold your forward+B longer than he expects, drops his shield, tries to jump out of the way, double-jumps, maybe air-dodges or up+B to get away from an inevitable attack, then gets hit by it.
Another scenario is that they stand their ground and try to counter it and get demolished by it anyway.
The only person I don't try this technique on very often is my brother because he can grab me out of it or shine me or something. His timing is too good vs Skull Bash.
NOTE: if you hit their shield you will most likely break it. If they dodge it, you will fly to the other side of FD and can ledge-cancel the attack, so if you're nearby, hit them with an attack they won't expect (for some reason I do a B-air, there must be better attacks, but I do that out of instinct for some reason).
There are other techniques to get this attack to actually hit, what are some ways you've come up with?
For the most part I can just charge a semi or non-charged forward+B and hit them without too much power, but Pichu needs every attack to hit that he can get, so if I see my chance, I'll go for it. When I hit with a Skullbash I look for a way to escape from getting hit myself, so I look for platform cancels or a way I can fall below platforms so it can give me enough time to defend myself.
Happy Skullbashing.
Next time you fight someone on FD (works on other stages, but FD is the best for this kind of tactic). Make sure there is enough room between you and your opponent. Get all the way to the end of the stage (do a backwards roll to make sure you're at the very edge), then start charging your forward+B. Your opponent should rush you at first, realize you could hit him before he gets to you, hesitates, realizes there are no platforms to stand on, shields, holds his shield, nearly breaks his shield when he realizes you can hold your forward+B longer than he expects, drops his shield, tries to jump out of the way, double-jumps, maybe air-dodges or up+B to get away from an inevitable attack, then gets hit by it.
Another scenario is that they stand their ground and try to counter it and get demolished by it anyway.
The only person I don't try this technique on very often is my brother because he can grab me out of it or shine me or something. His timing is too good vs Skull Bash.
NOTE: if you hit their shield you will most likely break it. If they dodge it, you will fly to the other side of FD and can ledge-cancel the attack, so if you're nearby, hit them with an attack they won't expect (for some reason I do a B-air, there must be better attacks, but I do that out of instinct for some reason).
There are other techniques to get this attack to actually hit, what are some ways you've come up with?
For the most part I can just charge a semi or non-charged forward+B and hit them without too much power, but Pichu needs every attack to hit that he can get, so if I see my chance, I'll go for it. When I hit with a Skullbash I look for a way to escape from getting hit myself, so I look for platform cancels or a way I can fall below platforms so it can give me enough time to defend myself.
Happy Skullbashing.