Mentor
Smash Cadet
- Joined
- Jul 23, 2015
- Messages
- 55
The following link lead to a spreadsheet that details % ranges in which you are guaranteed a footstool following the proposed move. I tested it on 5 characters of varying weight & fall speed.
https://mega.nz/#!bFA2iJoD!Uh3rursfX5LFrg_wbw7AM8ZR_h71oNI5gq_8mMf8898
Some additional info:
https://mega.nz/#!bFA2iJoD!Uh3rursfX5LFrg_wbw7AM8ZR_h71oNI5gq_8mMf8898
Some additional info:
- Once footstooled, the opponent cannot do anything except tech for 43 frames. Yes, you can tech after getting footstooled- http://gfycat.com/HollowWebbedBaleenwhale - if you can cancel it with anything else before 43 frames, please let me know so I may edit this post.
- When footstooling someone into the ground, their only options are missed tech, tech in place, or tech in a direction.
- The good news is that the footstool animation lengthens the time with which they fall to the ground, which in turn increases the chance of them missing the 20 frame buffer window.
- If they miss the tech, you can sourspot dair/sourspot LK to get a jab reset, or sweetspot a dair.
- If you anticipate a tech in general, you can fast fall to LCNL to cover the tech in place, or simply fast fall to the ground.
- For a lot of these % ranges you need to be near frame perfect to have the footstool be a "combo".
- N/A on the sheet indicates it's never guaranteed/ not studied.
- There are other moves that can lead into a guaranteed footstool, but they require frame perfect inputs with the worst chosen DI (eg LC-NL where they DI towards you)