ThreeSided
Smash Ace
NOTE: I do not have any sort of means to make a video of this. It is also kind of hard to explain without visuals, and I don't have an SD card to post pictures either... I'd love it if someone could make a video/provide pictures of this once you figure it out. Until then, you'll have to bare with me and my god-awful text pictures... =\
EDITS:
* 5/15/09 - made text pictures a little less confusing and cluttered.
Also, feel free to skip the first bit of text, after the word "imagine" up until the word"****". It's just there for drama purposes, and is a little long-winded, if not overdone. =P
*insert picture here*
Tether bouncing is a little something I discovered while screwing around with ZSS's recovery in Delfino.
Imagine: You're fighting the dreaded Meta Knight on his stage, Delfino Plaza. The odds are greatly in his favor, but by shear skill, determination, and maybe some luck, his lead is only slight. Down to one stock each, but he's only at 96%, you at 150%. Nervous, pulse rushing, your side-b spacing fails you, as he jumps in and lands a fair on you, right at the edge of the stage. You go shooting off, Just barely not enough to kill you with a Uair hit-stun break and a flip-jump momentum cancel, you are now forced to recover. Expecting a side-b tether recovery, or maybe a flip-recovery, he waits, his spam-****** sword in hand. However, you don't use your second jump, and instead DI under the stage.
Now, this MK player has faced quite a few Zamus' before, so he's familiar with the little games we play with our up-b under the stages, and is obviously familiar with characters jumping up through the platform for an attack. Expecting one of these two approaches, he starts jumping around a bit, trying to space with some Dairs, well aware that your jump might be fast enough to catch him off guard with a Uair, a possibly deadly move, but ready to jump out of the way of your whip, should it come soaring up.
"Slap!" you do a Double-jump+up-b, and though you are under the stage, it tethers the edge. Thinking you messed up your up-b surprise attack, he instantly dashes towards the edge, ready to guard your climb back onto the stage.
*TTSHHSSKZZZZZZZZZZZ* - *TTSHHSSKZZZZZZZZZZZ* *shft'* *BAH!* *PUCHSH*
"Is that all?"
Double-Dsmash > Turn-around > Bair > Taunt/Game
You stand triumphant, catching your Stun Gun in your hand, behind where your opponent once stood.
....
What.
The.
****.
Tether bouncing is a VERY useful surprise/recovery technique that works on any platform that has an edge to tether and can be jumped up-through, like the flying platform in Delfino. It allows you to essentially teleport, standing, onto the stage from below, with absolutely NO landing lag, or move lag. This not only serves as a great surprise attack, but allows you to avoid sticky ledge-hanging situations altogether. The lack of lag of any sort means that you can buffer right into shield, attack, or anything, so it comes out just as immediately as your hurtbox as you come onto the field. This means that even when it isn't a surprise, or is even expected, it makes a great way to just avoid hanging from the edge. It can even be controlled to a fair extent where you will land on the stage.
How it's done:
Tether-recover with up-b+Double jump under the stage where you want to teleport onto the platform above you, making sure you gain enough height so you're basically immediately below/sticking out slightly above (more dangerous) the platform, all within tethering range of the ledge. Where you are when your tether grabs effects where you will "teleport" (on the ground immediately above you).
The results:
You will "appear" right above where you tethered, standing, with absolutely no lag of any kind.
How it works:
Find any ledge. Jump off, and use side-b to recover so you are about level with the stage. You will notice that Zamus's body becomes horizontal as the whip stakes a sort of "curve", quickly falling into a hanging tether.
V Stage ----------------V Ledge----V Zamus
-------------------------- -----------o3---<
|||||||||||||||||||||||||/\_______/
||||||||||||||||/---------------^Tether w/curve
Notice how her body actually moves up slightly. This is key.
This side-b curve can be replicated with up-b, if you use the momentum of your second jump to bring you level with the stage. When you do this under a tether-able platform that you can go up through, it is the same as above, only reversed.
---V Stage-------V Zamus------V Ledge
____________>---8o______
-------------------------\______/
--------------------------^ Tether w/curve
What's this? Zamus is actually technically on the stage! However, you will not see this specific frame of time ever in the game, because the designers apparently never expected Zamus to touch land while in this state. What does this mean? It means that as soon as she touches the land, she immediately reverts to "standing" mode, and because she isn't technically coming down from the air, there is no landing animation. And because this was likely not expected to ever happen, there is no animation for this transition. The result?
------------------\O/
------------------oo
-------------------|
____________/ \________________
Lagless re-entry to the field! And you're free to do whatever you wish.
Some applications are obvious, and I'm sure you can all think of things I wouldn't, so lets go ahead and pick this one apart! ABUSEABUBEABUSE.
EDITS:
* 5/15/09 - made text pictures a little less confusing and cluttered.
Also, feel free to skip the first bit of text, after the word "imagine" up until the word"****". It's just there for drama purposes, and is a little long-winded, if not overdone. =P
______/ Tether Bouncing \_____
/---------------------------------------------------------------------------------\
/---------------------------------------------------------------------------------\
*insert picture here*
Tether bouncing is a little something I discovered while screwing around with ZSS's recovery in Delfino.
Imagine: You're fighting the dreaded Meta Knight on his stage, Delfino Plaza. The odds are greatly in his favor, but by shear skill, determination, and maybe some luck, his lead is only slight. Down to one stock each, but he's only at 96%, you at 150%. Nervous, pulse rushing, your side-b spacing fails you, as he jumps in and lands a fair on you, right at the edge of the stage. You go shooting off, Just barely not enough to kill you with a Uair hit-stun break and a flip-jump momentum cancel, you are now forced to recover. Expecting a side-b tether recovery, or maybe a flip-recovery, he waits, his spam-****** sword in hand. However, you don't use your second jump, and instead DI under the stage.
Now, this MK player has faced quite a few Zamus' before, so he's familiar with the little games we play with our up-b under the stages, and is obviously familiar with characters jumping up through the platform for an attack. Expecting one of these two approaches, he starts jumping around a bit, trying to space with some Dairs, well aware that your jump might be fast enough to catch him off guard with a Uair, a possibly deadly move, but ready to jump out of the way of your whip, should it come soaring up.
"Slap!" you do a Double-jump+up-b, and though you are under the stage, it tethers the edge. Thinking you messed up your up-b surprise attack, he instantly dashes towards the edge, ready to guard your climb back onto the stage.
*TTSHHSSKZZZZZZZZZZZ* - *TTSHHSSKZZZZZZZZZZZ* *shft'* *BAH!* *PUCHSH*
"GAME!"
"Is that all?"
Double-Dsmash > Turn-around > Bair > Taunt/Game
You stand triumphant, catching your Stun Gun in your hand, behind where your opponent once stood.
....
What.
The.
****.
Tether bouncing is a VERY useful surprise/recovery technique that works on any platform that has an edge to tether and can be jumped up-through, like the flying platform in Delfino. It allows you to essentially teleport, standing, onto the stage from below, with absolutely NO landing lag, or move lag. This not only serves as a great surprise attack, but allows you to avoid sticky ledge-hanging situations altogether. The lack of lag of any sort means that you can buffer right into shield, attack, or anything, so it comes out just as immediately as your hurtbox as you come onto the field. This means that even when it isn't a surprise, or is even expected, it makes a great way to just avoid hanging from the edge. It can even be controlled to a fair extent where you will land on the stage.
How it's done:
Tether-recover with up-b+Double jump under the stage where you want to teleport onto the platform above you, making sure you gain enough height so you're basically immediately below/sticking out slightly above (more dangerous) the platform, all within tethering range of the ledge. Where you are when your tether grabs effects where you will "teleport" (on the ground immediately above you).
The results:
You will "appear" right above where you tethered, standing, with absolutely no lag of any kind.
How it works:
Find any ledge. Jump off, and use side-b to recover so you are about level with the stage. You will notice that Zamus's body becomes horizontal as the whip stakes a sort of "curve", quickly falling into a hanging tether.
V Stage ----------------V Ledge----V Zamus
-------------------------- -----------o3---<
|||||||||||||||||||||||||/\_______/
||||||||||||||||/---------------^Tether w/curve
Notice how her body actually moves up slightly. This is key.
This side-b curve can be replicated with up-b, if you use the momentum of your second jump to bring you level with the stage. When you do this under a tether-able platform that you can go up through, it is the same as above, only reversed.
---V Stage-------V Zamus------V Ledge
____________>---8o______
-------------------------\______/
--------------------------^ Tether w/curve
What's this? Zamus is actually technically on the stage! However, you will not see this specific frame of time ever in the game, because the designers apparently never expected Zamus to touch land while in this state. What does this mean? It means that as soon as she touches the land, she immediately reverts to "standing" mode, and because she isn't technically coming down from the air, there is no landing animation. And because this was likely not expected to ever happen, there is no animation for this transition. The result?
------------------\O/
------------------oo
-------------------|
____________/ \________________
Lagless re-entry to the field! And you're free to do whatever you wish.
Some applications are obvious, and I'm sure you can all think of things I wouldn't, so lets go ahead and pick this one apart! ABUSEABUBEABUSE.