ChocoNaner
Smash Journeyman
Haven't seen anyone do this nor mention it. Basically, how to get a naner if you're hanging on the edge. There's 4 ways this is going to happen.
#1: You release the edge without fast-falling and simultaneously pull out a naner. After, use your second jump to Z-catch. You can make it back onto the edge or the stage with little charge of the rocketbarrels.
#2: You release the edge but fast-fall while in the animation of taking out a naner, you can, again, use your double jump to Z-catch it. This time though, you're going to need a bit more charge for the barrels, and you can't make it onto the stage, just back to the edge.
#3: You release the edge without the fast-fall and do the same stuff as before BUT in this scenario you mess up and airdodge(caught the naner though), this will work the same as #2 because of lost air/height/etc. and you will be unable to get on top of the stage, only the edge again.
#4: You release the edge and fast-fall, AND you airdodge but catch the naner. This is the failing part of the trick. You cannot recover, not onto the stage or edge, not enough time for sufficient charging of the barrels.
#1 = Success
#2 & #3 = Chance of a stock loss
#4 = Garuanteed stock loss.
Beware: Remember that you're vulnerable to being stage spiked. If it wasn't already obvious.
Hope this wasn't already discovered and helps anyone who didn't know. O:
#1: You release the edge without fast-falling and simultaneously pull out a naner. After, use your second jump to Z-catch. You can make it back onto the edge or the stage with little charge of the rocketbarrels.
#2: You release the edge but fast-fall while in the animation of taking out a naner, you can, again, use your double jump to Z-catch it. This time though, you're going to need a bit more charge for the barrels, and you can't make it onto the stage, just back to the edge.
#3: You release the edge without the fast-fall and do the same stuff as before BUT in this scenario you mess up and airdodge(caught the naner though), this will work the same as #2 because of lost air/height/etc. and you will be unable to get on top of the stage, only the edge again.
#4: You release the edge and fast-fall, AND you airdodge but catch the naner. This is the failing part of the trick. You cannot recover, not onto the stage or edge, not enough time for sufficient charging of the barrels.
#1 = Success
#2 & #3 = Chance of a stock loss
#4 = Garuanteed stock loss.
Beware: Remember that you're vulnerable to being stage spiked. If it wasn't already obvious.
Hope this wasn't already discovered and helps anyone who didn't know. O: