Unkie Mike
Smash Rookie
Hi all. I've started crafting my own setups in an attempt to rack up damage/kill opponents while they struggle to avoid follow-up attacks after being caught. Everyone knows the classic PK Thunder fake-out into PKT2, and most know how to bait rolls and airdodges for the kill move. Here are some that I enjoy trying:
1. Back throw opponent at low percentges. They will fly a short distance behind you. If they attempt to jump over you, try to catch them in an uncharged PK Flash. If the Flash connects, it will halt their momentum and drop them in next to you with no ability to aerial during their descent, if you catch them low enough. You can then punish their landing lag with bat, usmash, dsmash, even PK Fire into bat if you're feeling bold.
2. This is well-documented, but PK Thunder as a close-range aerial (close enough that the head doesn't break on contact) will push your opponent into the perfect angle to finish them with a PKT2. Works best on opponents who have used their second jump.
What sort of things have you folks discovered? I'm especially interested in anything that involves dtilt, edgeguarding, or PK Flash.
1. Back throw opponent at low percentges. They will fly a short distance behind you. If they attempt to jump over you, try to catch them in an uncharged PK Flash. If the Flash connects, it will halt their momentum and drop them in next to you with no ability to aerial during their descent, if you catch them low enough. You can then punish their landing lag with bat, usmash, dsmash, even PK Fire into bat if you're feeling bold.
2. This is well-documented, but PK Thunder as a close-range aerial (close enough that the head doesn't break on contact) will push your opponent into the perfect angle to finish them with a PKT2. Works best on opponents who have used their second jump.
What sort of things have you folks discovered? I'm especially interested in anything that involves dtilt, edgeguarding, or PK Flash.