SatsumaFS
Smash Rookie
- Joined
- Nov 13, 2015
- Messages
- 16
I haven't actually tested this out in an offline environment on purpose since I don't have a Wii U, but it's actually worked before for me, and hasn't been mentioned, so I thought I'd toss it out.
As shown in technique #5 in this thread, the Pits' side Bs can autocancel at ledge roll distance, and leave you in the air free to perform any aerial action immediately. The examples in the video mostly cover low/horizontal recoveries, however. What if someone just double jumps and floats back to the ledge? The cancel doesn't help you cover that too well, and an attempt to intercept with an aerial is easily dodged by a competent opponent.
How it works
Basically, the option select is: side B cancel -> immediate d-air input (C-stick helps a lot). When your opponent recovers high, start up the side B when they've almost reached the ledge. At that distance, your side B can actually scoop them before they grab ledge; with Pit, that's a KO if they're at high percents, and for Dark Pit, that basically ruins a lot of characters' recoveries.
If they air dodge your side B, they'll actually fall past the ledge because you can't grab when you're in the i-frames. They'll either have to double jump or up B to get back. Meanwhile, the cancel will do its magic, and you can immediately do a d-air that disrupts their recovery or outright spikes them. Guardian Orbitars work on some people too, if you want the S-rank...
The way this works is that you do the d-air input at the normal cancel timing (or mash it out if you have a C-stick) regardless of whether or not the side B hits. This means you've basically covered two options at once without using your brain, which is always faster.
Limitations
People can definitely just skip the ledge and land on the stage instead, especially with characters like Sheik or ZSS. This option select doesn't cover those, but you won't be in too much of a bad spot, and if you choose not to mash out the d-air with the C-stick you'll still have time to jump back and punish their landing.
The biggest problem though, and also the reason why this needs testing, is that sometimes your uppercut will come out and whiff even if your opponent air dodges. Perhaps they air dodged at the perfect time or something.
Thanks for your time, I look forward to seeing if this works or not.
As shown in technique #5 in this thread, the Pits' side Bs can autocancel at ledge roll distance, and leave you in the air free to perform any aerial action immediately. The examples in the video mostly cover low/horizontal recoveries, however. What if someone just double jumps and floats back to the ledge? The cancel doesn't help you cover that too well, and an attempt to intercept with an aerial is easily dodged by a competent opponent.
How it works
Basically, the option select is: side B cancel -> immediate d-air input (C-stick helps a lot). When your opponent recovers high, start up the side B when they've almost reached the ledge. At that distance, your side B can actually scoop them before they grab ledge; with Pit, that's a KO if they're at high percents, and for Dark Pit, that basically ruins a lot of characters' recoveries.
If they air dodge your side B, they'll actually fall past the ledge because you can't grab when you're in the i-frames. They'll either have to double jump or up B to get back. Meanwhile, the cancel will do its magic, and you can immediately do a d-air that disrupts their recovery or outright spikes them. Guardian Orbitars work on some people too, if you want the S-rank...
The way this works is that you do the d-air input at the normal cancel timing (or mash it out if you have a C-stick) regardless of whether or not the side B hits. This means you've basically covered two options at once without using your brain, which is always faster.
Limitations
People can definitely just skip the ledge and land on the stage instead, especially with characters like Sheik or ZSS. This option select doesn't cover those, but you won't be in too much of a bad spot, and if you choose not to mash out the d-air with the C-stick you'll still have time to jump back and punish their landing.
The biggest problem though, and also the reason why this needs testing, is that sometimes your uppercut will come out and whiff even if your opponent air dodges. Perhaps they air dodged at the perfect time or something.
Thanks for your time, I look forward to seeing if this works or not.
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