ThreeSided
Smash Ace
I remembered this from a while ago. I wasn't on smash boards at the time, so I never mentioned it.
Basically, it's an alternative recovery that could get some damage in on your opponent while they try to edge guard you, or even spike them, all while recovering.
We all know that recovering low for Zamus should be a last resort, since her recovery options are limited there. But should you get there and still have a jump left, you can easily recover by jumping to the edge with her massive jump, or tethering. But this is an interesting (and possibly risky) alternative.
When below the stage, if you DI slightly under it, you can use the up-b w/jump boost to actually do the wire attack instead of tethering (only works with solid stages, as in the opposite of stages that Tether Bouncing/Phasing works on). By doing this while DIing outwards, you can hit your opponent while using the boost to recover, and grab the edge. As you likely know, if you catch your opponent in the full wire attack, (all three hits) and you are DIing horizontally, then you will actually carry them with you in that direction. So if they are close enough to the edge, then you might get them off over the stage before the spike hit kicks in.
There's always the chance you will only hit with one hit, but this has that bit of hitstun, so it will help prevent edge hogging/guarding anyways. If it misses altogether, and the opponent goes for a close-range edge guard/hog, then one of a few things could happen:
1. They could get hit anyway (they are walking right into the whip =P).
2. They could gimp you if they have a decently ranged attack that can reach you, in which case you can just tether the edge.
3. If your opponent tries to edge hog you too soon, they will lose the invincibility and get hit/spiked.
4. If they edge hog so the whip hits invincibility frames, then you've boosted up, and can attack them with B/N/F/Uair, possibly stage spiking them.
5. If you miss them with the attack, and they edge hog just in time to catch your aerial with invincibility frames, you fall to your death unless you have DownB intact or you manage one of them Up-B spike > footstool miracles we all love. =P
In they end, only the last one uberly fails. Everything else allows you to recover, and damages your opponent. It's still a risk, but this is useful to have up your sleeve as a surprise attack. Keep in mind that this should be distanced correctly, because if you do it from too high, you'll poke up above the ledge a bit, which is never a good thing, especially if you miss your opponent with the wire.
Also, something else I've noticed... sometimes, being under the stage will initiate the tether-grab animation, but then cancel it because the stage is in the way, while still giving you the jump and boost. I can't replicate this at will*; it seems to happen randomly when you do this enough. it probably has to do with placement, and if it could be controlled, could be used as a mindgame for once (if) people start getting accustomed to us doing this, and get an aerial in as you shoot up. Otherwise, it just kind of nerfs it by removing the attack all together, though without the attack animations, you can just grab the edge without risk of popping up above it.
So what do you think? Possible applications? yes, no? I'm sure someone other than me has found this before, especially considering it can be found while experimenting in the same way I experimented and found the Tether Bouncing/phasing, and I know Neph already had known about that.
EDIT: *That's a lie. I've been able to replicate it intentionally on Smashville by DIing further under the stage, but not consistently; It just does the boosted attack sometimes. But I've figured out that it does involve placement under the stage.
Basically, it's an alternative recovery that could get some damage in on your opponent while they try to edge guard you, or even spike them, all while recovering.
We all know that recovering low for Zamus should be a last resort, since her recovery options are limited there. But should you get there and still have a jump left, you can easily recover by jumping to the edge with her massive jump, or tethering. But this is an interesting (and possibly risky) alternative.
When below the stage, if you DI slightly under it, you can use the up-b w/jump boost to actually do the wire attack instead of tethering (only works with solid stages, as in the opposite of stages that Tether Bouncing/Phasing works on). By doing this while DIing outwards, you can hit your opponent while using the boost to recover, and grab the edge. As you likely know, if you catch your opponent in the full wire attack, (all three hits) and you are DIing horizontally, then you will actually carry them with you in that direction. So if they are close enough to the edge, then you might get them off over the stage before the spike hit kicks in.
There's always the chance you will only hit with one hit, but this has that bit of hitstun, so it will help prevent edge hogging/guarding anyways. If it misses altogether, and the opponent goes for a close-range edge guard/hog, then one of a few things could happen:
1. They could get hit anyway (they are walking right into the whip =P).
2. They could gimp you if they have a decently ranged attack that can reach you, in which case you can just tether the edge.
3. If your opponent tries to edge hog you too soon, they will lose the invincibility and get hit/spiked.
4. If they edge hog so the whip hits invincibility frames, then you've boosted up, and can attack them with B/N/F/Uair, possibly stage spiking them.
5. If you miss them with the attack, and they edge hog just in time to catch your aerial with invincibility frames, you fall to your death unless you have DownB intact or you manage one of them Up-B spike > footstool miracles we all love. =P
In they end, only the last one uberly fails. Everything else allows you to recover, and damages your opponent. It's still a risk, but this is useful to have up your sleeve as a surprise attack. Keep in mind that this should be distanced correctly, because if you do it from too high, you'll poke up above the ledge a bit, which is never a good thing, especially if you miss your opponent with the wire.
Also, something else I've noticed... sometimes, being under the stage will initiate the tether-grab animation, but then cancel it because the stage is in the way, while still giving you the jump and boost. I can't replicate this at will*; it seems to happen randomly when you do this enough. it probably has to do with placement, and if it could be controlled, could be used as a mindgame for once (if) people start getting accustomed to us doing this, and get an aerial in as you shoot up. Otherwise, it just kind of nerfs it by removing the attack all together, though without the attack animations, you can just grab the edge without risk of popping up above it.
So what do you think? Possible applications? yes, no? I'm sure someone other than me has found this before, especially considering it can be found while experimenting in the same way I experimented and found the Tether Bouncing/phasing, and I know Neph already had known about that.
EDIT: *That's a lie. I've been able to replicate it intentionally on Smashville by DIing further under the stage, but not consistently; It just does the boosted attack sometimes. But I've figured out that it does involve placement under the stage.