Lykeios
Smash Apprentice
The idea of this technique is simple, it's something you use when you're up a stock or at unfavorable percentage to suicide on your opponent. You grab them off-edge, air release and flash out of your release. Granted, this clearly won't work on everyone, but after lots of testing i've found the people it does work on, and when it works.
Setup:
Simply grab your opponent mid-air, don't pummel, don't throw. When they are released you must flash immediately, no stepping, no jumping, just flash. Seriously, if you don't get the timing perfect, you will be airdodged, and look like an idiot. You must flash as soon as possible, without any sort of delay whatsoever. The easiest way to set this up is when your opponent is getting up from the ledge, or attacking from the ledge. A dash grab or shield grab on the ledge will do. Just think of when you grab Snake to gimp his recovery, it should look like that. (NOTE: It does not work on Snake!)
Characters:
So far i've found the release-to-flash works on
-Marth
-Peach
-Lucario
-R.O.B.
-Pit
-Zelda
I think that's about it for now. They can't airdodge out of it, and as far as i've tested can't DI out of it either. But now comes the important part, which is exactly how effective this technique is, because if you're flashing off the edge, clearly, you're not coming back.
Damage:
In order to work, depending on the angle in which you hit them, it will take anywhere from 70-90% to consistently kill them off-stage. All of these results were found on Final D, which is something else to take into consideration.
Marth: 70%
Peach: 80%
Lucario: 80%
R.O.B.: 90%
Pit: 90%
Zelda: 80%
Application:
In the event that you're a stock up, or even with a higher percentage, this can be the unexpected and guaranteed kill that you'll want to get the edge (both in gameplay and mindset) over your opponent. Granted, you're probably not going to run up against a bunch of Pits or Zeldas in tourney play, but it's still something you can use, that you probably didn't know you had.
I appreciate any and all feedback from the community, and i encourage you to test it for yourselves. Please note that you really have to get the timing right or it won't work.
-Lykeios
Setup:
Simply grab your opponent mid-air, don't pummel, don't throw. When they are released you must flash immediately, no stepping, no jumping, just flash. Seriously, if you don't get the timing perfect, you will be airdodged, and look like an idiot. You must flash as soon as possible, without any sort of delay whatsoever. The easiest way to set this up is when your opponent is getting up from the ledge, or attacking from the ledge. A dash grab or shield grab on the ledge will do. Just think of when you grab Snake to gimp his recovery, it should look like that. (NOTE: It does not work on Snake!)
Characters:
So far i've found the release-to-flash works on
-Marth
-Peach
-Lucario
-R.O.B.
-Pit
-Zelda
I think that's about it for now. They can't airdodge out of it, and as far as i've tested can't DI out of it either. But now comes the important part, which is exactly how effective this technique is, because if you're flashing off the edge, clearly, you're not coming back.
Damage:
In order to work, depending on the angle in which you hit them, it will take anywhere from 70-90% to consistently kill them off-stage. All of these results were found on Final D, which is something else to take into consideration.
Marth: 70%
Peach: 80%
Lucario: 80%
R.O.B.: 90%
Pit: 90%
Zelda: 80%
Application:
In the event that you're a stock up, or even with a higher percentage, this can be the unexpected and guaranteed kill that you'll want to get the edge (both in gameplay and mindset) over your opponent. Granted, you're probably not going to run up against a bunch of Pits or Zeldas in tourney play, but it's still something you can use, that you probably didn't know you had.
I appreciate any and all feedback from the community, and i encourage you to test it for yourselves. Please note that you really have to get the timing right or it won't work.
-Lykeios