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Two Cool Kirby Techs

SCOAKS5

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Littecoaks
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Before I continue, I don't know all of the percentages for all characters when these can be done.

I've never seen anyone use this so tell me if it's already been done. This first one is done as followed: up tilt, then short hop, then footstool. Immediately after footstooling, down b. If you take too long, they can roll away or go into a get up animation. Btw I case you didn't know, you cannot tech a footstool.

Note: this is not guaranteed. I've seen this used before, but I thought I'd post it anyway. Basically, you use weak hit of nair, and if they do not tech on the ground, you are home free. Once they are on the ground, use down tilt to lock them. When locked, they cannot roll or use a get up attack; they must use a neutral get up. Start charging the hammer then release it when they get up.
 
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Noey

Smash Rookie
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Mar 17, 2016
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OMG! This is the kind of stuff Kirby needs! Even more footstool setups!
Thanks for discovering this! : D
 

breadstick24

Smash Rookie
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Aug 12, 2015
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F-Throw to D-air is not true, can be DI'd but is a fantastic thing to go for at low % especially if the opponent doesn't know the kirby matchup. Difficult to escape but doable.
 

SCOAKS5

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F-Throw to D-air is not true, can be DI'd but is a fantastic thing to go for at low % especially if the opponent doesn't know the kirby matchup. Difficult to escape but doable.
Dang that's sucks, maybe a one time use then lol.
 
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|RK|

Smash Marketer
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F-Smash may be a better jab lock punish - we'd need to test.

Also, footstools can be di'd, so footstool to stone isn't guaranteed. But it's good damage when it works out, so.
 

WootSnorlax

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Oct 5, 2014
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NorCal
I know this is an old post, but I actually made this discovery a while back and posted it on youtube!



F-Smash may be a better jab lock punish - we'd need to test.

Also, footstools can be di'd, so footstool to stone isn't guaranteed. But it's good damage when it works out, so.
Footstool to stone can be "DI'd" (actually just floating away from it), but only if it's really high into the air and depending on the character. It really is character dependent based off the aerial mobility a character has. For example, Jigglypuff will float further away than Fox will. Basically, characters with poor aerial mobility will get hit by it almost every time regardless of height. At low percents when you're lower to the ground it is a guaranteed setup regardless of character.
 
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