Sword
Any way to test something...
I call it pseudo-spiking. It is completely based off DI and % of the character being hit.
I don't know the %'s and it varies per character but here's a list of moves I've seen spike:
I've seen Pit's fair spike.
Marth's fair spike.
Marth's uair spike.
Marth's fsmash spike (yes spike..) (and I teched it in place <3 and punished him)
Falco's bair spike
Falco's usmash spike...
King DeDeDe's utilt spike...
Snake's utilt Spike
Link's utilt spike
Wolf's usmash spike
Wario's utilt spike
and by spike I actually mean straight down knockback with the ability to tech them all
Out of these, here is a way you can test Link's uptilt:
It may work in training with a cpu set to control, but versus mode is much more likely since it is % based:
Needs 2 controllers.
Have controller 2 hold DOWN the entire time.
Have controller 1 utilt controller 2 three or four times
Controller 2 should be psuedo spiked.
Easier way that you can do in Training mode with 1 controller:
Choose Snake
Place c4
Press B > Shield > Press B > Shield (shield drop 2 grenades)
Blow up C4 and hold down
Psueo-Spike
(You can also just do this with 1 grenade AFAIK or 2 grenades.....your start % must be 0 IIRC it may work for 0-4%)
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I think this can be done with most moves, and it's all within a given %. This can actually advance the game a bit because if you happen to know your opponents moves will spike you at "x" % you can hold down, get Psuedo-Spiked, tech it, and punish them.
Of course, it's also just interesting to know.
Its all only at very low percent and happens on first frame of hit stun. Its actually because on such moves the knockback at low % isnt that great and you can tech if you ASDI into the ground when you start from the air. Simply put, multi hit moves like 2 nades make it so that the first nade puts you in the air, so that the second will hit you and wou will ASDI into the ground thus making you tech. I explained ASDI in my guide for more info on how to do it.
However, what is important to notice as to why it only works at low percent is because on first frame of hitstun you still have knockback that incurs and ASDI will also happen on the same frame, meaning it will be a result of both knockback.
For example, robs dsmash has only horizontal knockback in it, meaning when you hold up, ASDI occurs and you get shoot in a diagonal upward fashion. Please note that robs dsmash being naturally a multi hit move incurs no regular DI (which usually is read on the same frame as ASDI, except for grabs which have no ASDI ).
Then you have moves like marths fsmash, which can be teched at low percent because not only because the vertical knockback is low and ASDI overall will counter it on first frame and make you bounce into the ground, but normal DI will also reduce your vertical knockback(your holding down, meaning changing your direction to something more horizontal), making it thus possible for ASDI into ground to work a bit longer than other attacks.
Finally you have attacks that send you near completely upward where holding down will not affect DI but only ASDI because you cant DI more than in perpendicular, which means it will have no effect. These moves such as fox's upsmash can only be teched from the air and very close to the ground and at low % because the ASDI acts alone to try and counter the knockback.
Il try to update this this afternoon, at worst tommorow, stay tuned for some new info.
EDIT: Bowyer, i knew putting OS would get me more views, i dont care as to why lol.