PoisonHealth
Smash Rookie
- Joined
- Aug 2, 2015
- Messages
- 10
- NNID
- IcyBlueShell
- 3DS FC
- 2691-1942-7267
Here ya guys go! I have tested it in training mode and it is indeed a true combo. (Or at least it is registered as one.)
[NOTE]
I had to use a CPU due to my 3DS not working with the hotel WiFi I was in.
[HOW IT WORKS]
When frozen, the time you escape is shortened when you take damage and frantically mash buttons and swirl the control stick. Your opponent is more than likely going to attempt to escape, which helps set up for the kill. When you are repeatedly hitting your opponent with PK Thunder 2, you are weakening the ice, and eventually you will break it and still be hitting your opponent until the final hitbox breaks out and KOs.
[HOW TO USE]
First off, this is a situational combo that should not be your main option for a KO. Your opponent needs to be at around 50-100% (Weight/Rage dependant) BEFORE THE PK FREEZE. If your opponent has too little damage, he/she can escape faster and punish. If there is too much damage, the ice won't break before PK Thunder 2's last hitbox comes out.
On stages with shorter ceilings, aim your PK Thunder 2 as close to as a 90° angle towards your opponent, and use this anywhere on the stage.
On stages with higher ceilings, use this towards the left and right blast zones, and aim high enough so you can recover.
[IMPORTANT]
1. It is IMPERATIVE that you read your opponent's stun-escaping speed so that you can determine where and when you need to use PK Thunder 2.
2. You also must know where your opponent will jump when the ice breaks. If your opponent jumps away and escapes PK Thunder 2, you can get punished.
3. If your opponent air dodges often, you can read an air dodge out of ice-break if you use PK Thunder 2 a bit too late. Very situational.
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Try this combo out and see how it works for you! =]
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