Hive
Smash Lord
ok so i've been messing around with this since the zigma combo and the follow ups rohins provided for them.... I was bummed though that the ffzair to jab to cs at high percentages and the utilt to jab to w/e at low percentages didn't work well as we hoped however (due to the opponent being able to shield the cs/jab after they hit the ground, and the ability to jump out at the end of the hitstun, which while in small windows of time the enemy ended up doing instinctively in my experience)
but it never occured to me until today that the charge shot DOES have an time it will hit absolutely!
at first i tried following the ff zair with a fully charged shot at around 110% (one of the "bounce" focus point from the zigma stuff) on snake and found that with a fully charged shot the hitstun is such, and the size of the charge shot is such that they can't jump out of it... unfortunately though they could shield the hit when they touch ground....
but then I remembered the dair at around 40% damage also has the "bounce" effect so I tried that-
it turns out that around 40% damage following a fully charged charge shot after a dair (shff'd) is unstoppable! the opponent is unable to jump out of it, or find ground fast enough to shield... undegenerated it does 40% damage :D
kwl!
(i've tested this on live players btw in matches AND in training after I have given them warning as well it really does seem to be unstoppable ^^ - it takes some time to learn to "bounce" the opponent in the proper direction though ^^)
summary:
shff dair to ground, immediately to charge shot will hit unstoppably at percentages around 40% damage and will hit for 40% damage undegenerated.(opponent can't jump out of it, or land on the ground (can't shield) before he gets hit- is what i tested with my bf, with snake, on fd, and in matches on fd and battlefield, i'm not sure how move degeneration will effect this though)
also, I think, as kniht found, it might be possible to air dodge this though if the opponent does it mid-bounce right* before the cs hits....
kniht really hot info. on the technic :D still in progress...
but it never occured to me until today that the charge shot DOES have an time it will hit absolutely!
at first i tried following the ff zair with a fully charged shot at around 110% (one of the "bounce" focus point from the zigma stuff) on snake and found that with a fully charged shot the hitstun is such, and the size of the charge shot is such that they can't jump out of it... unfortunately though they could shield the hit when they touch ground....
but then I remembered the dair at around 40% damage also has the "bounce" effect so I tried that-
it turns out that around 40% damage following a fully charged charge shot after a dair (shff'd) is unstoppable! the opponent is unable to jump out of it, or find ground fast enough to shield... undegenerated it does 40% damage :D
kwl!
(i've tested this on live players btw in matches AND in training after I have given them warning as well it really does seem to be unstoppable ^^ - it takes some time to learn to "bounce" the opponent in the proper direction though ^^)
summary:
shff dair to ground, immediately to charge shot will hit unstoppably at percentages around 40% damage and will hit for 40% damage undegenerated.(opponent can't jump out of it, or land on the ground (can't shield) before he gets hit- is what i tested with my bf, with snake, on fd, and in matches on fd and battlefield, i'm not sure how move degeneration will effect this though)
also, I think, as kniht found, it might be possible to air dodge this though if the opponent does it mid-bounce right* before the cs hits....
kniht really hot info. on the technic :D still in progress...
Thus far:
Testing only if it can be JUMPED out of because it would appear all of the characters thus far can Air Dodge RIGHT after this, might get them when they land, Idk, haven't tested that because of varying air dodge timings etc.
Any way thus far, SHFFDair buffered CS - Jump escape only (Rough %'s):
Red = Wasn't able to get the CS off very often.
Yellow = Was able to get the CS off about 50% of the time give or take
Green = Was able to get the CS off most of the time
Had most success = The % at which I could replicate the hit most frequently.
Character Name -- What % pops them off the ground -- %'s most likely to hit -- Notes
Mario - 35% -- 40% - 54%
Luigi - 35% -- 39% - 52%
Peach - 33% -- 33% - 46%
Bowser - 41% -- 41% - 64%
DK - 40%
Diddy - 34%
Yoshi - 38% -- 38% - 59% -- 38% (only?) his DJ Invincibility frames kick in and you can catch him in an UB for added %
Wario - 38% -- 38%-62%
Link - 37% -- 37% - 65%
Sheik - 32% -- 42% - 50%
Zelda - 32% - N/A - Had most success around ~36%
Ganondorf - 38% -- 38 - 65%
Toon Link - 34% -- 40%-52%
Pit - 34% -- 34% - 57%
Samus - 38% - N/A - Had most success from 38% - 40%
ZSS - 31% -- 41% - 52% -- Had semi success from 35% - 39%
IC - 34% -- 46% - 52% -- Had semi success from 40% - 45%
R.O.B. - 37% -- 37%-56%
Kirby - 30% -- 30% - 45% -- HARD TO HIT!
MK - 31% -- 31% - 50% -- HARD TO HIT!
DDD - 39% -- 39% - 74% --From 39% - 48% he can't jump out of it and unless he air dodges he will bounce, opens him for a jab lock
Olimar - 31% - 31% - 50%
Fox - 31% -- 37% - 51%
Falco - 31% -- 31% - 57% --From 31% - 35% he can't jump out of it and unless he air dodges he will bounce, opens him up for a jab lock
All tests performed via turbo controller + big toe on the jump button.
SH Dair
Press turbo jump
FF buffer CS
I run several tests on shots that I'm unsure about until I start getting a solid result.
Results may vary with DI (how far away from you they get)