DeathscytheHello
Smash Journeyman
- Joined
- Jul 30, 2005
- Messages
- 312
I see so many stupid things about inhaling someone off the edge that it makes me kind of sick. It's about time someone writes something about it.
Alright, to begin, the Swallowcide is an excellent technique used by Kirby players. Basically, the Kirby player inhales the opponent and drops to his death, much like a suicide. Unlike a suicide, though, the good Kirby player won't die. He'll resurface, more annoying than ever because he just took a life away from his opponent in a rather cheap fashion (if anyone calls you cheap, call them a tier-***** [chances are they're above Kirby] and move on). Those are the basics of the move.
Now we'll get to the how-to. First, you're gonna have to get the opponent into the trap. This involves cleverness and good reactions. You gotta get the opponent to move to where you can get them- the inhale's range is not that great, but it can surprise you. Anyway, one of my preferred ways is to ledgehop it. One could also make a running start on-stage, then short-hop an inhale, using your moment to carry you off the edge. There are other ways, but we'll get to that later.
OK, so they're in the trap. Now, here's where your opponent can make your life easier. The gut reaction of many people is to break out. That's exactly what you want them to do. Strike fear into their hearts; watch them try to make the futile escape. If they do break out, that makes their death somewhat less certain, but it depends on the character. Fastfallers are screwed, horizontal recoveries are nixxed, maybe a large vertical recovery can survive. Anyway, the reason they tend to die is because when they break out, they keep falling at their normal rate while you seem to suspend in the same point for a second. Basically, they drop and you don't.
Now, if your opponent is in the know, they can make your life a bit harder. They can stay in and let you two fall. Now everything rides on you. At the bottom of the field, they'll die first. That's right. They die first. Leaving Kirby a chance to fly back to safety, much like Daedalus fleeing Crete. Anyway, you'll have few frames to make your recovery. Here's a list by Omnigamer of how many frames you have on each character.
Now that you know how, now you gotta learn when. Basically, it's whenever the opprotunity presents itself (it's a free kill!), but it is still risky. Remember that even if you think they're falling into your trap, you may be falling into theirs. So, do it when you are relatively sure you can make it, you could use the free kill, or you're about to die anyway. Your intuition is your best bet here.
Also, concerning when you got to do it, there are certain places that won't work. Fountain of Dreams is one of them unless it's a character with a lot of frames (credit to King Kirby 90). Although Kirby's got a lot for vert, he doesn't have that much vert. Another place to watch out for is Final D. You basically sweetspot the edge, but you'll survive unless you swallowcided a one-framer. I have never been able to pull of the vert needed on a one-framer; it just may be me, but I don't think it is possible to get the one-framer on Final D.
There's what you should know about the swallowcide. If I missed anything, tell me. Comments are welcome, but please refrain from the "shoot under the stage" garbage. It's not a better tactic.
Alright, to begin, the Swallowcide is an excellent technique used by Kirby players. Basically, the Kirby player inhales the opponent and drops to his death, much like a suicide. Unlike a suicide, though, the good Kirby player won't die. He'll resurface, more annoying than ever because he just took a life away from his opponent in a rather cheap fashion (if anyone calls you cheap, call them a tier-***** [chances are they're above Kirby] and move on). Those are the basics of the move.
Now we'll get to the how-to. First, you're gonna have to get the opponent into the trap. This involves cleverness and good reactions. You gotta get the opponent to move to where you can get them- the inhale's range is not that great, but it can surprise you. Anyway, one of my preferred ways is to ledgehop it. One could also make a running start on-stage, then short-hop an inhale, using your moment to carry you off the edge. There are other ways, but we'll get to that later.
OK, so they're in the trap. Now, here's where your opponent can make your life easier. The gut reaction of many people is to break out. That's exactly what you want them to do. Strike fear into their hearts; watch them try to make the futile escape. If they do break out, that makes their death somewhat less certain, but it depends on the character. Fastfallers are screwed, horizontal recoveries are nixxed, maybe a large vertical recovery can survive. Anyway, the reason they tend to die is because when they break out, they keep falling at their normal rate while you seem to suspend in the same point for a second. Basically, they drop and you don't.
Now, if your opponent is in the know, they can make your life a bit harder. They can stay in and let you two fall. Now everything rides on you. At the bottom of the field, they'll die first. That's right. They die first. Leaving Kirby a chance to fly back to safety, much like Daedalus fleeing Crete. Anyway, you'll have few frames to make your recovery. Here's a list by Omnigamer of how many frames you have on each character.
You have to hit a jump button (X, Y, or up) within those frames to live. Personally, I hit all three in succession to better my chances, then just hold up to maximize my vertical recovery. The rest is easy sailing; just hit the edge, and you've successfully completed the swallowcide! Congratulations! Now get good at it.Omnigamer said:New frame data in. This is important stuff, so I felt that it needed its own post ^_^
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Suicide-Cancel Frames
The number of frames between when they die and you die; essentially, it's the frame window that you can jump to save your life for the swallowcide. I've split characters into groups to make viewing and understanding this easier. The number next to each character is the exact frame window that you have. All testing was done on FD, and consecutive tests on the same character proved consistent.
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The Easy Guys
The people that you shouldn't have much trouble suicide-cancelling against.
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* Bowser: 7
* Captain Falcon: 6
* Donkey Kong: 6
* Ganon: 6
* Samus: 6
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The Moderately Difficults
The middle-of-the-road guys. Timing might be a bit difficult.
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* Falco: 3
* Fox: 3
* Link: 3
* Marth: 4
* Mewtwo: 4
* Peach: 3
* Roy: 4
* Sheik: 3
* Young Link: 3
* Zelda: 3
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The Very Difficults
You've only got 1/60th of a second to live against these guys. Do you think you have what it takes? But just 1 frame difference is enough for you to win at the last stock.
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* Doctor Mario: 1
* Game & Watch: 1
* Luigi: 1
* Mario: 1
* Pikachu: 1
* Yoshi: 1
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The Impossibles
Don't even bother with these guys unless you're ahead. You die at the same time, and it WILL go into Sudden Death if you're both on the last stock...
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* Ice Climber: 0
* Jigglypuff: 0
* Kirby: 0
* Ness: 0
* Pichu: 0
Now that you know how, now you gotta learn when. Basically, it's whenever the opprotunity presents itself (it's a free kill!), but it is still risky. Remember that even if you think they're falling into your trap, you may be falling into theirs. So, do it when you are relatively sure you can make it, you could use the free kill, or you're about to die anyway. Your intuition is your best bet here.
Also, concerning when you got to do it, there are certain places that won't work. Fountain of Dreams is one of them unless it's a character with a lot of frames (credit to King Kirby 90). Although Kirby's got a lot for vert, he doesn't have that much vert. Another place to watch out for is Final D. You basically sweetspot the edge, but you'll survive unless you swallowcided a one-framer. I have never been able to pull of the vert needed on a one-framer; it just may be me, but I don't think it is possible to get the one-framer on Final D.
There's what you should know about the swallowcide. If I missed anything, tell me. Comments are welcome, but please refrain from the "shoot under the stage" garbage. It's not a better tactic.