ThreeSided
Smash Ace
First off, I'd just like to point out that this was inspired by this thread: http://smashboards.com/threads/am-i-the-only-one-who-does-this-mewtwo.353729/
I would have posted this there, but my results posed questions that I felt deserved to be discussed in a thread of its own. This might be some useful tech worth exploring.
Exploring Survivability with Float and Teleport
The concept is simple: Float gives you aerial momentum in a direction of your choosing, and teleport quickly moves you from one place to another. So, can either of these things prevent you from crossing a blast zone, thus allowing you to survive longer? My hopes for this thread are such that we may test all that needs to be tested and discuss usability to determine if this even works, and if so, to what extent it is practical for use in a match. I will compile any other tests or important information gathered in this thread by quoting the posts in question at the bottom of this post in a further results and discussion section.
The upper blast zone returned no useful results. With or without DI, Mewtwo did not leave hitstun before he was KOed. This could be an issue with using fox's Usmash, or it may just be that mewtwo is too floaty and dies too early off the top to ever leave hitstun.
The side blast zone did leave good amount of time between histun and death, with sparkles getting almost half way through its animation before death without DI and a little more than half with DI. I was able to engage float when the hitstun wore off (I could tell because I could see the float animation in the off screen bubble), but in all cases I was unable to prevent death. I have no way of knowing if I even influenced the momentum.
Using the second jump in this situation actually did prevent death if the jump was done away from the blast zone. I've always had the habit of doing this anyways, but never really knew if it did anything. I guess now I know it does.
Teleport also seemed to work, but only with good DI, and the timing was a lot stricter. I tried a rough recreation of the experiment from the other side of the stage, increasing the percentage to the appropriate killing number. This caused mewtwo to leave hitstun earlier and made teleporting away from death much easier. It should be noted, however, that mewtwo did not keep his jump after the teleport, and on final destination neither a forward nor diagonal up-toward teleport allowed mewtwo to make it back to the stage.
So what does this all mean? Well, float appears to be rather useless for these purposes. Even if it did do anything, both jump and teleport were better in all applicable scenarios. The jump seems to be a useful thing, but I can say from experience that it won't always work, even if the jump manages to come all the way out before death. Sometimes the momentum just lingers and drags you past the blast zone anyways. That being said, in theory, teleport should save you in these situations, not to mention that you don't always have your jump available when you get knocked off. Depending on the stage, you may not make it back regardless however. I've done my part, if someone wants to try and test on other stages they're welcome to try.
Though, the thought occurs to me - what about double jump and teleport? Not only would using both help you survive longer than either alone, but the extra height from the jump might allow you to get back onto the stage. The difficulty would be in knowing when to cut the jump off with the teleport, since the momentum might push you past the blastzone before it's completed. You might just have to really learn how far up you need to be to make it back and then cut it off ASAP.
I would have posted this there, but my results posed questions that I felt deserved to be discussed in a thread of its own. This might be some useful tech worth exploring.
So, onward to the topic at hand.Exploring Survivability with Float and Teleport
Methods
I tested on final destination using ganon ftilt (side blast zones) and fox usmash (upper blast zone). For both, I found the lowest percentage at which the move killed Mewtwo with and without DI when he was at the very edge of the stage. Then, I figured out the timing for when he left hitstun by mashing A until I saw him do sparkles right before dying. Once I found this timing, I repeated a few times while trying to engage float as soon as possible and then hold the opposite direction of knockback. The same was then done with double jump and teleport.Results
The upper blast zone returned no useful results. With or without DI, Mewtwo did not leave hitstun before he was KOed. This could be an issue with using fox's Usmash, or it may just be that mewtwo is too floaty and dies too early off the top to ever leave hitstun.
The side blast zone did leave good amount of time between histun and death, with sparkles getting almost half way through its animation before death without DI and a little more than half with DI. I was able to engage float when the hitstun wore off (I could tell because I could see the float animation in the off screen bubble), but in all cases I was unable to prevent death. I have no way of knowing if I even influenced the momentum.
Using the second jump in this situation actually did prevent death if the jump was done away from the blast zone. I've always had the habit of doing this anyways, but never really knew if it did anything. I guess now I know it does.
Teleport also seemed to work, but only with good DI, and the timing was a lot stricter. I tried a rough recreation of the experiment from the other side of the stage, increasing the percentage to the appropriate killing number. This caused mewtwo to leave hitstun earlier and made teleporting away from death much easier. It should be noted, however, that mewtwo did not keep his jump after the teleport, and on final destination neither a forward nor diagonal up-toward teleport allowed mewtwo to make it back to the stage.
Discussion
So what does this all mean? Well, float appears to be rather useless for these purposes. Even if it did do anything, both jump and teleport were better in all applicable scenarios. The jump seems to be a useful thing, but I can say from experience that it won't always work, even if the jump manages to come all the way out before death. Sometimes the momentum just lingers and drags you past the blast zone anyways. That being said, in theory, teleport should save you in these situations, not to mention that you don't always have your jump available when you get knocked off. Depending on the stage, you may not make it back regardless however. I've done my part, if someone wants to try and test on other stages they're welcome to try.
Though, the thought occurs to me - what about double jump and teleport? Not only would using both help you survive longer than either alone, but the extra height from the jump might allow you to get back onto the stage. The difficulty would be in knowing when to cut the jump off with the teleport, since the momentum might push you past the blastzone before it's completed. You might just have to really learn how far up you need to be to make it back and then cut it off ASAP.
Further Results and Discussion
N/A