Chis
Finally a legend
So yeah, at around 60%ish, 2 characters that can not be spiked can be spiked. If they DI down. That's the catch. I don't know why anyone would be DIinng down in the first place. There is are more, but I'll test that when I can. I'm also excepting requests, tell me what character to do next.
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Disclaimer: It's a semi-spike, I know >_>
So I experimented a little with the up smash...
Video:
http://www.youtube.com/watch?v=Rd45fGx45lQ
How does the Up smash spike work?
Sonic's up smash has 8 hits. The most noticeable ones are the first hit and the last. The 7th hit launches the opponent downwards into the last hit box which launches them into the air. However, once they have a certain %, the knock back from the 7th hit will be enough to launch them fast enough before the 8th hit can hit them. Hence the 'spike'. The strength is dependent on what % they are when the 7th hit hits them.
Note: It spikes them behind Sonic.
Using on it Jungle Japes (water and crocs), Frigate Orpheon (can't grab an edge) and Rainbow Ride's edges? Quick ledge hog against a poor recovery = easy kill?
Anywhere but recommend has a low chance of working.
These are based on fresh up smashes, the more stale your upsmash is, the higher the starting rate and the higher the stop rate. Semi-spikes are included.
Starts at 35% Recommended 39% to 60% Stops at 70%
Jab lock: 39% to 42% Tech Chase: Range: 35%
Starts at 41% Recommended 45% to 59% Stops at 77%
Jab lock: Tech Chase: Range: 36%
Starts at 49% Recommended 50% to 55% Stops at 58%
Jab lock: Tech chase: Range: 9%
Starts at 51% Recommended 59% to 75% Stops at 101%
Jab lock: Tech chase: Range: 50%
Starts at 56% Recommended 59% to 64% Stops at 91%
Jab lock: Tech chase: Range: 35%
Starts at 22% Stops at 52%
Jab lock: Tech chase:Range: ?
Starts at 60% Recommended 60% to 78% Stops at 86%
Jab lock: Tech chase: Range: 26%
Starts at 43% Recommended 43% 76% Ends and changes
Jab lock: 43% to 47%
If they DI out of it, congats, you just got so and so damage.
I BELIEVE that they can't DI up out of it all of the time, but I need someone to confirm it for me...
If it doesn't spike/work...you've still landed a up smash. HOWEVER if it does spike, this thread should help you capitalize it to the fullest, and if you see can oppuntity, you CAN possibly take off a stock early. This is just to increase awareness. An out of shield up smash or a Hyphen can also produce the desired effect, but it's difficult.
Will you get punished if they tech?
I don't have frame data, but I doubt it :o
More latas...
Discuss//
=======Ignore=========
Close
Slightly father way
Thrown them of stage to gain pressure
Good at getting people if bad recoverys of stage
Have to be closeAt an agle down ward
Slide bound
If they tech that you may be able to punish it
=======================================
Disclaimer: It's a semi-spike, I know >_>
So I experimented a little with the up smash...
Video:
http://www.youtube.com/watch?v=Rd45fGx45lQ
How does the Up smash spike work?
Sonic's up smash has 8 hits. The most noticeable ones are the first hit and the last. The 7th hit launches the opponent downwards into the last hit box which launches them into the air. However, once they have a certain %, the knock back from the 7th hit will be enough to launch them fast enough before the 8th hit can hit them. Hence the 'spike'. The strength is dependent on what % they are when the 7th hit hits them.
Note: It spikes them behind Sonic.
- The 7th hit is the one that 'spikes'.
- If the DI down, towards you, behind you, it wont work.
- You can spike out of a Hyphen up smash.
- Up smash can trip >_>
- If a Bowser DI's behind you at around 100%, a tiny semi-spike.
- Only works on the left or right edge of the up smash.
- The first hit MUST hit for it to work.
- When Sonic spikes with a hyphen up smash, his spikes forward. Hard to do.
- I spike from the standing position once...The 7th hit is the one that 'spikes'.
- There is a 'sweet spot' area in the middle of Sonic when he jumps into a ball from a hyphen up smash. So you can spike. Very hard, but I was doing it mid consistantly. :/
Using on it Jungle Japes (water and crocs), Frigate Orpheon (can't grab an edge) and Rainbow Ride's edges? Quick ledge hog against a poor recovery = easy kill?
Anywhere but recommend has a low chance of working.
These are based on fresh up smashes, the more stale your upsmash is, the higher the starting rate and the higher the stop rate. Semi-spikes are included.
Starts at 35% Recommended 39% to 60% Stops at 70%
Jab lock: 39% to 42% Tech Chase: Range: 35%
Starts at 41% Recommended 45% to 59% Stops at 77%
Jab lock: Tech Chase: Range: 36%
Starts at 49% Recommended 50% to 55% Stops at 58%
Jab lock: Tech chase: Range: 9%
Starts at 51% Recommended 59% to 75% Stops at 101%
Jab lock: Tech chase: Range: 50%
Starts at 56% Recommended 59% to 64% Stops at 91%
Jab lock: Tech chase: Range: 35%
Starts at 22% Stops at 52%
Jab lock: Tech chase:Range: ?
Starts at 60% Recommended 60% to 78% Stops at 86%
Jab lock: Tech chase: Range: 26%
Starts at 43% Recommended 43% 76% Ends and changes
Jab lock: 43% to 47%
If they DI out of it, congats, you just got so and so damage.
I BELIEVE that they can't DI up out of it all of the time, but I need someone to confirm it for me...
If it doesn't spike/work...you've still landed a up smash. HOWEVER if it does spike, this thread should help you capitalize it to the fullest, and if you see can oppuntity, you CAN possibly take off a stock early. This is just to increase awareness. An out of shield up smash or a Hyphen can also produce the desired effect, but it's difficult.
Will you get punished if they tech?
I don't have frame data, but I doubt it :o
More latas...
Discuss//
=======Ignore=========
Close
Slightly father way
Thrown them of stage to gain pressure
Good at getting people if bad recoverys of stage
Have to be closeAt an agle down ward
Slide bound
If they tech that you may be able to punish it