Supermodel From Paris
Smash Hero
Dtilt Edgeguard:
So this is pretty interesting...
The bottom of dtilt seems to be pretty big and will actually flub, sending the opponent up slightly at a 90-degree trajectory. I haven't tested it on everyone, only a few characters. So far, the following characters have guaranteed (true combo) follow-ups if hit with this flub while they are hanging on the edge:
Falco, Ganondorf, King Dedede:
Dtilt
Snake:
Dtilt, Ftilt, Dsmash (uhh yeah seriously, but needs more testing before i know for sure i guess) at mid percents, pretty much anything from 62ish to about 90%.
Everyone?:
fair at mid-to-high percents, uair at 100%+ if they DI fail
I'll be doing more experimenting but there probably isn't that much to this. It is what it is, so to speak.
Jab Locking?:
Most technical jab lock in the game hands down... heh.
Your second jab forces a getup. Unfortunately ZSS can't reliably use her second jab (because you have to use the first one). However, if you are JUST OUT OF RANGE of the first jab's hitbox, the second jab WILL hit, and you can jab jab walk forward jab jab walk forward. The second jab will hit and the first one won't... hopefully. THis isn't consistent at all.
Good luck doing it or even seeing it without tool assistance though!
So this is pretty interesting...
The bottom of dtilt seems to be pretty big and will actually flub, sending the opponent up slightly at a 90-degree trajectory. I haven't tested it on everyone, only a few characters. So far, the following characters have guaranteed (true combo) follow-ups if hit with this flub while they are hanging on the edge:
Falco, Ganondorf, King Dedede:
Dtilt
Snake:
Dtilt, Ftilt, Dsmash (uhh yeah seriously, but needs more testing before i know for sure i guess) at mid percents, pretty much anything from 62ish to about 90%.
Everyone?:
fair at mid-to-high percents, uair at 100%+ if they DI fail
I'll be doing more experimenting but there probably isn't that much to this. It is what it is, so to speak.
Jab Locking?:
Most technical jab lock in the game hands down... heh.
Your second jab forces a getup. Unfortunately ZSS can't reliably use her second jab (because you have to use the first one). However, if you are JUST OUT OF RANGE of the first jab's hitbox, the second jab WILL hit, and you can jab jab walk forward jab jab walk forward. The second jab will hit and the first one won't... hopefully. THis isn't consistent at all.
Good luck doing it or even seeing it without tool assistance though!