I thought of this application after lurking about the Ganondorf boards. One thing I see mentioned there often is to use Ganon's flame choke when someone is about to land. I wondered why this is, and after trying it out myself, it works really well.
Here's why. The moment when someone lands, there are some interesting restrictions. If a character is doing an air action, such as attacking, or airdodging, that action will be canceled when they land. Because of this, airdodging just above the ground rarely can protect you. But, from an airdodge landing you can buffer the shield button to make it so your shield comes up straight away when landing. Now because Ganon's side-B is a grab, this won't save them! The only way they can escape the flame choke, is by doing a very well timed spotdodge or roll upon landing.
Now with Pit it gets even better, since his side-B is a constant multi-hit attack. There is no way for them to prevent getting hit if you time it right! If they buffer a shield, you can keep attacking to at least drain a healthy part of their shield before they inevitably have to roll backwards. There's something you need to know about spotdodging and rolling. There are a few frames from activation of these defensive maneuvers where you are still susceptible to attack. Because the angel ring is a multi hit attack, you're guaranteed to hit during this vulnerability. So there is nothing your opponent can do to stop this!
Normally when I tried chasing someones landing, I'd use the U-smash or F-air, but those would always either get airdodged or shield-grabbed. I've never had that problem with the side-B. Once they're at a high percent though, I'll try using U-smash and F-air again to get that KO.
There's one more use I'll say, which has been said before on the boards. Normally the only way to escape the Side-B once caught blocking it, is by rolling backwards, but what if there is no room for them to roll? If someone is by the edge, and you're far enough away that you can use the side-B and stop before going off the edge yourself, you got them. They can only escape by rolling the same exact moment you attack.
Here's why. The moment when someone lands, there are some interesting restrictions. If a character is doing an air action, such as attacking, or airdodging, that action will be canceled when they land. Because of this, airdodging just above the ground rarely can protect you. But, from an airdodge landing you can buffer the shield button to make it so your shield comes up straight away when landing. Now because Ganon's side-B is a grab, this won't save them! The only way they can escape the flame choke, is by doing a very well timed spotdodge or roll upon landing.
Now with Pit it gets even better, since his side-B is a constant multi-hit attack. There is no way for them to prevent getting hit if you time it right! If they buffer a shield, you can keep attacking to at least drain a healthy part of their shield before they inevitably have to roll backwards. There's something you need to know about spotdodging and rolling. There are a few frames from activation of these defensive maneuvers where you are still susceptible to attack. Because the angel ring is a multi hit attack, you're guaranteed to hit during this vulnerability. So there is nothing your opponent can do to stop this!
Normally when I tried chasing someones landing, I'd use the U-smash or F-air, but those would always either get airdodged or shield-grabbed. I've never had that problem with the side-B. Once they're at a high percent though, I'll try using U-smash and F-air again to get that KO.
There's one more use I'll say, which has been said before on the boards. Normally the only way to escape the Side-B once caught blocking it, is by rolling backwards, but what if there is no room for them to roll? If someone is by the edge, and you're far enough away that you can use the side-B and stop before going off the edge yourself, you got them. They can only escape by rolling the same exact moment you attack.
Another good application is to do it if you predict them rolling towards you. I like this move because it sets up combos as well as continuing them.
Also, there is a delay in finishing this move and a good opponent will know that and react accordingly. You can use this to you advantage. You use AR and hit them, then you know that they are going to attack asap so you spotdodge asap or I like to use Dtilt. You can spotdodge quicker than they can hit you which leaves them open.
I like AR.
If you use angel rings in the air it doesn't move you very far at all. Generally for punishing landings you'd probably want to be moving a good distance but theres times where using it on the ground will push you off the edge but you can jump and use angel rings for the spacing you need.
I hope these tricks are useful to you guys. I know I've been using the move a lot more.Side-B toward the edge is a great tactic, my opponents always seem to get caught in longer than they should because they don't want to go off the edge XD. If you place it right they'll have a real hard time getting back on the stage from the ledge. Basically they have to do they ledge attack because jumping and normal get up get hit (mayb roll doesnt but honestly who ever rolls?). And now because you know they have to ledge attack you can anticapate and punish them!
side B toward the edge FTW.