So, I've been working on low-altitude gimping/movestrings. Moves or gimps to kill people who are trying to recover by dropping low.
It was one of the harder things for me to find or do at first, since it seemed to be limited to spring gimps.
Simple basics that most people should know:
- Run off edge (optional fastfall) > B-air toward level (stage spike).
Especially nice against tether grabbers like Ice Climbers, ZSS, TL, Olimar, Ivysaur... etc. Predict their tether length and whack them with a B-air when they tether and BAM. Much more lethal than the spring gimp. Also good if you notice that your opponent has a pattern of doing a drop down+U-air or some other repeated ledge dj aerial, and you can feel his timing.
These are more like 'pending' moves, or just interesting things to experiment with:
- Drop off the ledge, place yourself almost horizontally adjacent to your enemy while moving yourself under the ledge, U-air.
Arghh I forgot whose video I saw this in, but it was a Sonic vs Fox and he pulled off this crazy kill where he dropped next to a Fox charging his up-B and U-aired him into a stage spike.
And then I pulled it off, accidentally, and without thinking, against a guy named samboner. It's pretty hard to place, but it's worth noting the option.
- One interesting move that I've been landing at an unknown percent is:
D-air (late hit) > [] reverse spring+B-air
Airdodgeable, and I think they can attack too, but it can catch some people.
And a more interesting one that I got to mess around with earlier today:
- F-air gimping.
Partly inspired by Anthinus, who mentioned he used it to gimp and made me think of going back to 'basics', and LuCky's smashville kill vs Danimals where he did an F-air and sent Marth flying under the level using its backward hit.
So it's a pretty easy move to DI out of, but as such, F-air can create different situations when below the ledge:
1) No DI/away DI: Opponent is sent flying further away from the level. Just like training mode.
2) DI toward you, but not fast enough to escape: Opponent gets sent flying backwards and toward the level. If you're low enough, this can become a stage spike or a total gimp by sending the guy flying under the level. If you're too high, you save your opponent.
3) DI toward you + Escape the F-air: Here's where it gets interesting. Your opponent should still be floating toward the stage, and maybe even double jumping to try to get a better placement for his up-B. If you just dropped from the edge/ledge, you can actually catch him with a double jump (toward the level), then a footstool, with optional spring. Pro kill.
4) "Tip" hitting the end of the F-air: Opponent flies forward, but the trajectory can be affected by upwards or downwards DI. It's probably upwards, but depending on %, this can be a good thing for your opponent.
5) Airdodge: Opponent can gimp himself, so this is actually not a very likely scenario unless your opponent can renew his recovery or has multiple jumps to make up for it.
6) Retaliatory attack: character-specific, but you may get stage spiked, normal spiked, footstooled, or just knocked away. Like airdodging, this can also cause your opponent to gimp himself, so at a low height, not very likely.