User:Scr7/Sandbox/SSB64 Character Techniques Sections
These are rewrites of the "techniques" sections of Smash 64 character articles.
Pikachu
Thunderspiking
- Main article: Thunderspiking
This technique involves launching the opponent to the top of the screen and using Thunder for a Star KO. The easiest way to perform this is to use an up smash. At percentages around (possibly a bit below) 100%, up smash combos into Thunder effectively, and at percentages around 140%, an up tilt can combo into Thunder. The technique can be used as a combo finisher (notably at the end of Isai's Greenhouse combo) or just for raw KOing.
Extended Quick Attack
By allowing the control stick to snap back to its neutral position before the animation of one of the warps in Quick Attack ends, Pikachu's aerial momentum will not be cancelled, allowing it to cover more horizontal distance. This can be used on either warps, and it is even possible to extend both warps, though this runs a high risk of missing the second warp. Extending the move is essential for recovering from a large distance, though the player may choose not to in certain situations, such as landing on a platform onstage on Dream Land to evade the opponent.
Jab grab
- Main article: Jab grab
A technique that enables Pikachu to instantly use a grab while abusing the shield stun of its jab. This can be performed by Pikachu, Mario, and Fox to a lesser extent. A highly useful technique in competitive play.
Ledge-stalling
Pikachu can stall on the edge by abusing the invincibility frames of Quick Attack. This is performed by simply edge dropping, jumping, then aiming Quick Attack straight down to regrab the edge. The process can be repeated for as long as one's reflexes allow.
Notes
- Compared to the current revision, I expanded it and added ledge-stalling.
Fox
Short hop laser
- Main article: Short hop laser
A very useful and frequently used technique that is great for approaching and stopping opponents' approaches alike. It is performed by simply short hopping, then firing a laser. If one's reflexes allow it, it is possible to fire two lasers in one short hop, known as short hop double laser. As the lasers cause hitstun on the opponent, it can give characters without projectiles and/or reliable ways to deal with them serious trouble approaching, plus the stun can allow laser followups, which can can be used for combos to rack damage (at low percentages) or to lead into a move like an up smash for raw KOing.
Ledgehopped double laser
- Main article: Ledgehopped double laser
Similar to the short hop laser, only this is done by edge dropping, jumping, then firing one or two lasers while moving onto the stage. Very similar uses to the short hop laser, but obviously for different situations.
Teleport
- Main article: Teleport (SSB)
A technique that allows Fox to slide forward a short distance. Fox can attack, jump, or perform other actions out of the slide (it even allows him to go offstage), and with it giving him some speed, it can be used for movement.
Shine spike
- Main article: Shine spike
An edgeguarding technique that simply involves using the shine offstage on an opponent. Its semi-spike trajectory and set knockback make it effective for edgeguarding and gimping alike. It can be used on its own or combo'd into via moves such as up tilt or down tilt.
Notes
- I removed the up tilt/down tilt/jab combos section because I think it's best suited for moveset
subpages.
- Also removed shine cancelling; it isn't really significant.
Yoshi
Double jump cancel
- Main article: Double jump cancel
DJCing is a glich-technique that can be used by Yoshi and Ness. It involves using an aerial just after starting a double jump. This cancels the momentum of the double jump and allows quicker aerials, while also being able to speed up short hops, making short hopped DJC'd aerials especially effective when Z-cancelled. It can also help with aerial combos.
Parry
- Main article: Parry
Parrying refers to Yoshi techniques that involve using the unique properties of his shield or double jump to counterattack opponents.
Shield counter
By shielding at the precise frame a move hits, Yoshi can drop his shield immediately and attack out of it.
Double jump cancel counter
The unique properties of Yoshi's double jump allow him to use the launch resistance to avoid an opponent's attack, while using an aerial with fast startup (preferably a neutral aerial) to counterattack.
Notes
- Removed combos section for the same reason as Fox's.
- Removed recovery section; it's not really a
technique...
- Added DJC'ing and parrying.