p8nted
Smash Apprentice
- Joined
- Nov 24, 2008
- Messages
- 88
So I've never seen anyone do this in tournament and I've never seen it in the falco boards but since it was mentioned briefly in the bbr falco discussion I thought I'd elaborate a little. The basic idea is simple and it works a lot like DDD's dsmash edge trap.
To start, chaingrab your foe to the edge of the stage and spike them INTO the stage NOT off the edge. Try to get them to flop as close to the edge as possible without sending them over. Then charge a forward smash. If done properly, you wil be out of range of their get-up attack but close enough that the fsmash will hit them.
If they roll behind they get hit, if they get-up attack they get hit, the stage prevents them from rolling away so they get hit, and if they stand up they get hit. The chaingrab -> spike -> fsmash leaves them around 70%.
This is useful against characters like MK who have such good recoveries that spiking them off the stage is pointless. If they start to catch on they will sdi off the stage but even if they do, it's still possible to space your spike just right to keep them on the stage. =^_^=
*edit* updated diagram
To start, chaingrab your foe to the edge of the stage and spike them INTO the stage NOT off the edge. Try to get them to flop as close to the edge as possible without sending them over. Then charge a forward smash. If done properly, you wil be out of range of their get-up attack but close enough that the fsmash will hit them.
If they roll behind they get hit, if they get-up attack they get hit, the stage prevents them from rolling away so they get hit, and if they stand up they get hit. The chaingrab -> spike -> fsmash leaves them around 70%.
This is useful against characters like MK who have such good recoveries that spiking them off the stage is pointless. If they start to catch on they will sdi off the stage but even if they do, it's still possible to space your spike just right to keep them on the stage. =^_^=
*edit* updated diagram