The_Jiggernaut
Smash Ace
- Joined
- Jul 7, 2008
- Messages
- 649
Alright guys, I thought footstooling and its uses weren’t really being thought about so I figured I’d make a thread to make you guys aware of it and force you all to use it. However, it turns out that it was actually being discussed. This is actually better, since it means you will all be able to contribute your current ideas and it won’t be hard to convince you all to TRY SOME!
Alright then, there are a few excellent reasons why players should footstool in general and reasons why Jigglypuff can do it better than anyone else. These will all be addressed in this thread, and the discussion will center on Jigglypuff for obvious reasons.
Table of Contents:
I) Preface and Updates
II) General Footstool Information
III) Footstool Properties
IV) Footstooling offstage
V) Footstool combos and infinites
VI) Incorporating Footstool and Footstool Mindset
VII) Lists and data
Section I: Preface and Updates
Updates:
01/12/09 Version 1.0: initial posting of the thread
Alright, so my thread is up. Cool beans. Despite what you guys might think however, this isn’t the end. I plan on updating this baby, and you’re going to help me. If any of my information is incorrect, incomplete or outdated then mention it. This thread is going to get better only if you guys help. I’ve marked places where I was almost certain the info was correct, but still not sure. It would be most helpful if you guys confirmed them for me, but only if you already know or you know how to test easily.
Also, I’ve noticed places where I plan to upload video aids. These will come very shortly, since I have most of the replays and just need to send them off to Alex who is kind enough to make them into videos that you can actually watch. I might be adding colour and formatting a little later. Lastly, this section will be constantly updated to tell you guys what is happening/needed/tres sexi. Hope you all enjoy the thread, and comment honestly. This thread is brought to you by Terri's chocolate Orange and the Banjo-Kazooie soundtrack.
Section II: General Footstool Information
First of all, for anyone who is unaware, a Footstool (which will be now referred to as simply “FS”) occurs when a character does a jump directly over another character’s head. The jumping character will perform a higher-than-normal jump, while the other character will be stunned and unable to move if they are standing on the ground, or they will plummet to the ground if they are in the air.
Why is this useful?
Why would you even ask me that? Do you have no imagination at all? Are you seriously that narrow minded? Seriously, just leave this thread right now. I won’t continue with this thread until you leave. Oh, you were serious? Oh, well...that’s kinda awkward...Oops. Well never mind then, I apologise. No, really, you can sit back down. Look, I said I was sorry, don’t cry, man! Look, I’ll make it up to you. I know, I’ll tell you all about a certain topic that is not widely used? How about...Footstooling. Ya, I’ll do that.
Alright so, there are many reasons that make FSing useful. On the ground it puts the opponent in a significant amount of hitstun while you are very close to him/her, which allows for many TRUE combos. Also, a couple of infinites are based on FSing an opponent a short way off the ground. Also, you can spike an opponent or use them to recover by FSing them while off the stage. Why is this useful for Jigglypuff? Well it just is. Jigglypuff, as you should know, has six separate jumps, and it is possible to footstool with all of them. Her areal control coupled with the multiple jumps means that she has the most potential with FSing than any other character in the game.
Section III: Footstool Properties
This section will be in point form for easy navigation and updates
•The hitsun caused by a FS is the same no matter how much damage a character has. This includes on the ground and in the air.
•The falling animation that a FS causes is exactly like when a character drifts back down after being hit upwards. This includes the amount of back and forth control while falling, the inability to speed up or slow down, and the animation used. The only difference is there is a set amount of time before a character can jump or us a move.
•When a character performs a footstool on another character repeatedly, the jump height starts to get smaller. Each character can therefore only FS a certain amount before touching the ground. If the character tries to FS after this limit runs out on a different character, even if they land from the same height as before, it won’t work. The number of times Jigglypuff can FS in without touching the ground is only 2.
•A FS can be preformed when a character has no jumps left and does not count towards the total jumps of a character. You can even do a FS during your jump animation, and therefore pressing the jump button a few times during the same jump increases the chance you will FS. Performing a FS might even cancel lag in other attacks (I don’t know).
•The spot where a character can be FSed actually varies from character to character; it is not necessarily the head. For example, Yoshi gets FSed on his back, near the saddle. I believe that this point is in the middle of the character. I would like to get a complete list for each character up later.
•When a character is FSed while performing a move, the character performing the FS still jumps upwards, but nothing happens to the character being FSed. I’ve seen this called “Pogoing,” but if you guys come up with a better name, we can call it that instead. This applies to every ground and areal move, I believe every special move (needs to be confirmed), and even shielding. However, this doesn’t work on dodges and taunts are interrupted. This doesn’t have much use against an opponent directly, but it does mean you can FS your way back to the stage if an opponent is using a move. This may have some application in doubles while helping your opponent recover without damaging either character. (Vid)
•A character being FSed in the air while over the stage will hit the stage (if they don’t break free before hitting the stage). This fall is not teachable (I believe), which leads to the possibility of certain infinites.
•FSing an opponent does give them their upB move back if they had used it already. I was hoping it didn’t, because that would be absolute ****.
•FSing someone before they die, even if they don’t ever get damage, will count as your kill.
Section IV; Footstooling offstage
Alright, this is where playing Jiggs really pays off; being offstage. As a Jigglypuff player, I can proudly say I feel just as comfortable offstage as I do onstage (unless its online and lagging). Actually this transfers to all my seconds including Bowser. This is why I don’t play Olimar anymore. Jigglypuff is an excellent aerial warrior for reasons I shouldn’t have to explain here. However, her moveset is missing something that would make her a complete tank; a move that can spike. However, if a Jigglypuff player used FS offstage as a spike, then her gimping power would increase tenfold. In fact, if FSing became a Jiggs staple and everyone used it, FS spiking alone has the potential to bring her up a few notches on the tier list.
FS as a spike is different than a regular spike. Obviously a real spike at 100% would most likely kill a character, even with insane DI. At 100%, or even at 999%, a FS spike is only as good as a FS spike at 0%. However, this also means that you can use FS spiking effectively at very low percents opening up the possibility of consistently being able to Gimp opponents under 30%. Also, you can FS spike twice before your opponent recovers/dies. Another thing to mention, after a FS spike the opponent should be low enough that if you hit him with bair/fair/nair towards the stage so that he will hit the underside of the stage for the ultimate stage spike (Vid).
The problem with all this is that as players we don’t think about using FS during a match. When it happens in a match, we have a moment where we go “Oh, ya. Footstooling, I remember that now,” but we quickly forget about it. Reasons why we don’t remember FSing and ways to learn how to use it are discussed in a later section.
Section V: Footstool Combos and Infinites
Right now I only know of one combo and one infinite for Jigglypuff and their variations. This section will be updated when new combos are found.
Combos:
GFSDair combo: Stands for Grounded Footstool Down air combo. This combo consists of dairing and opponent 3 times by using grounded footstools to stop them from escaping in between dairs. The base of this combo does 44% damage if the dair was fresh to start with and all the hits land. It is more likely to work at higher percentages when the hitstun changes type (the specifics of this are fairly technical and do not really need to be in this thread). It should switch at a specific percent for dair which I do not know.
How to do:
1) While near an opponent who is on the ground, do a full jump and dair (not a short hop like with dair>rest). While doing the dair, position yourself so you are near your opponent’s FS spot (usually the head).
2) Once the first dair is done, do a barrel roll short hop FS (by tapping jump, not holding it) off of your opponent and dair a second time. On lighter weight characters, only the first few dair hits will land because of the height of the jump. This allows some characters to escape, but they might not if they weren’t expecting a FS.
3) After the second dair finishes, do another FS short hop and dair for a third time. The FS jump will be shorter than the first, which means (unless you screw it up) the third dair should be able to hit with all of its hits on any character (correct me if there are exeptions).
4) Follow it up with another move to finish the combo. Examples will be given below, and I will add more if I am told about them. You can’t FS a third time, and therefore can’t continue the combo. Why can’t you FS a third time? Because Sakuri hates Jigglypuff. Other characters get, like 5. Then again, this combo wouldn’t be possible if the FS launched her too high. Well, we still know Sakuri hates Jigglypuff for other reasons.
Follow ups:
Utilt – While doing the third dair, position yourself so that you will land with your back facing the opponent. When you land, use utilt. Landing it is tricky, and may require you to ff the dair a bit in order to land right. I’m pretty sure the utilt is a true combo. If you don’t have your back facing him it will still hit, but it will take too long to hit to be considered a combo. This can do a maximum of 53% damage. (Vid)
Rest – Here is where things get interesting. With this you can easily kill an opponent if you start the combo at 50% or whenever the hitstun changes to type 2. After doing the third dair, it is basically a dair>rest. The timing is a bit different. You may have to fast fall to land on the ground at the correct time etc. You might have to figure it out on your own. This combo will do a maximum of 59% (not including the flower). (Vid)
Infinites:
The double jab lock: This lock has a very small window to pull off, but can easily get you a 0 to death combo. This infinite consists of FSing an opponent in the air but very close to the ground, then dropping down with a sourspotted areal, and then hitting them with jabs across the stage, then finishing them off with a move of your choice. It works because FS is not techable. There are different set-ups for this move like utilt and character specific ones (wario), but I will only explain the most feasible one. If you set up in a different way, steps 2-4 remain the same.
How to do:
1) First, you need get the opponent into the air a short way off the ground. While the opponent is standing on the ground and at 0% (3-5% may work too), short hop and do a rising pound into them. The pound actually has different ways to set up this infinite. One way (I believe it is the standard) consists of being close enough that the opponent will be hit almost immediately by the pound as it is still rising. The opponent should rise slightly over you. Then short hop FS jump off of them. Tap the button twice or so during the jump to make it more likely that you will land the FS. The closer they are to the ground when you FS jump the better. The other way would be timing the pound so that the end of the move hits the opponent. You FS them as before, but the timing is different.
2) After your opponent has hit the ground, fast fall a nair or a fair (fair works better) so that you hit the opponent with the sourspot. This is important, because they will not be trapped if you hit them with a sweetspoted aerial.
3) Land and quickly do a double jab (neutral a, neutral a) on their body. Take a step to get closer to them (don’t run) and either double jab again, or just single jab (I find single jabs easier). When the opponent is hit, he/she should bounce on their back. While they are doing this, they are trapped. Keep on stepping closer and hitting them until you want to end it or you reach the end of the stage.
4) FINSH THEM! They should have some good damage by now. The most classic option is dair to rest for the kill. Awesome. Other good options include Fsmash and Dsmash. You might be able to charge them a bit without them being able to recover (I’m not sure).
Since the infinite starts at 0 and can cost the opponent a stock or at least give them massive damage, this can turn the tide of a match or guarantee a victory, and especially demoralize the other player. I suggest going in for a pound and trying to set up the combo at the start of an opponent’s stock at least a few times in a set, if not, look for it at the start of each stock. Obviously, you need to learn it first, but I’m just saying. (Vid)
Section VI: Incorporating Footstool and Footstool Mindset
Alright guys, here is the most important part of the thread. In this section I will try to convince you to actually use this stuff and actually FS in matches rather than you guys looking at this thread, thinking it’s cool, and going back to play as before with FSing being accidents only. This part will be mostly motivational and psychological rather than technical.
Here is the main reason why we don’t FS: it wasn’t in Melee. It is a completely new game mechanic that wasn’t changed from something else but just added. From the transition from Melee to Brawl, things changed, and it is irrelevant to this topic weather it was good or bad, but we got used to things. Air dodging was different, planking was different, heck, even entire movesets were different. That’s just it though, they were different and we eventually adapted. FSing was not like anything we’d seen before, and it didn’t come up often, so there wasn’t any reason we set out to us it. It became something in the backs of our minds.
However, we as Jiggs players are starting to see that FSing could be an extremely useful tool, and although we don’t really think about it, there is no reason we can’t learn to think about it. We can learn, just like we learnt spot dodging, teching, and even sideB moves.
When I first learnt that rest was actually an attack with Jigglypuff, I couldn’t use it at all. It was new and foreign to me, so came up with a method to learn it. First I practiced on a standing opponent is training mode. Once I got the basic timing down, I went to Hyrule Temple and battles three level 3 Donkey Kongs on a team and battled them by only using rest. This is how I learnt, and I like the method, so I’ve devised a similar method, only for footstooling.
1) Go to training mode against a few different characters of different general body types like Large animalistic (DK, Bowser) , medium humanoid (space animals, pit) and small puffball things (Kirby, MK) etc that will be slightly different to FS. Try to FS each while they are both standing and jumping. Practice doing both short hops and full hops off of your opponent.
2) Once you have mastered FSing easy targets, play against a team of 3 level 3 computers (Friendly fire off) of the same character on Rainbow road and fight them only by FSing. Do this for each body type until you feel comfortable with it and you win at least once .
3) Now that you are actually good at FSing, you must face the final test: a team of 3 level 3 computers on rainbow road as before, but this time each computer will be a character from the different body types. After you feel comfortable with this, you have mastered FSing. Congratulations!
So then I urge you all to incorporate FSing into your gameplay. Even if you only use it as a spike, I will be satisfied. I can guarantee that you will find it rewarding.
Section VII: Lists and Data
Here is where I hope to put various lists like points of FSing for each character, the number of FS jumps each character can do before touching the ground etc.
Alright then, there are a few excellent reasons why players should footstool in general and reasons why Jigglypuff can do it better than anyone else. These will all be addressed in this thread, and the discussion will center on Jigglypuff for obvious reasons.
Table of Contents:
I) Preface and Updates
II) General Footstool Information
III) Footstool Properties
IV) Footstooling offstage
V) Footstool combos and infinites
VI) Incorporating Footstool and Footstool Mindset
VII) Lists and data
Section I: Preface and Updates
Updates:
01/12/09 Version 1.0: initial posting of the thread
Alright, so my thread is up. Cool beans. Despite what you guys might think however, this isn’t the end. I plan on updating this baby, and you’re going to help me. If any of my information is incorrect, incomplete or outdated then mention it. This thread is going to get better only if you guys help. I’ve marked places where I was almost certain the info was correct, but still not sure. It would be most helpful if you guys confirmed them for me, but only if you already know or you know how to test easily.
Also, I’ve noticed places where I plan to upload video aids. These will come very shortly, since I have most of the replays and just need to send them off to Alex who is kind enough to make them into videos that you can actually watch. I might be adding colour and formatting a little later. Lastly, this section will be constantly updated to tell you guys what is happening/needed/tres sexi. Hope you all enjoy the thread, and comment honestly. This thread is brought to you by Terri's chocolate Orange and the Banjo-Kazooie soundtrack.
Section II: General Footstool Information
First of all, for anyone who is unaware, a Footstool (which will be now referred to as simply “FS”) occurs when a character does a jump directly over another character’s head. The jumping character will perform a higher-than-normal jump, while the other character will be stunned and unable to move if they are standing on the ground, or they will plummet to the ground if they are in the air.
Why is this useful?
Why would you even ask me that? Do you have no imagination at all? Are you seriously that narrow minded? Seriously, just leave this thread right now. I won’t continue with this thread until you leave. Oh, you were serious? Oh, well...that’s kinda awkward...Oops. Well never mind then, I apologise. No, really, you can sit back down. Look, I said I was sorry, don’t cry, man! Look, I’ll make it up to you. I know, I’ll tell you all about a certain topic that is not widely used? How about...Footstooling. Ya, I’ll do that.
Alright so, there are many reasons that make FSing useful. On the ground it puts the opponent in a significant amount of hitstun while you are very close to him/her, which allows for many TRUE combos. Also, a couple of infinites are based on FSing an opponent a short way off the ground. Also, you can spike an opponent or use them to recover by FSing them while off the stage. Why is this useful for Jigglypuff? Well it just is. Jigglypuff, as you should know, has six separate jumps, and it is possible to footstool with all of them. Her areal control coupled with the multiple jumps means that she has the most potential with FSing than any other character in the game.
Section III: Footstool Properties
This section will be in point form for easy navigation and updates
•The hitsun caused by a FS is the same no matter how much damage a character has. This includes on the ground and in the air.
•The falling animation that a FS causes is exactly like when a character drifts back down after being hit upwards. This includes the amount of back and forth control while falling, the inability to speed up or slow down, and the animation used. The only difference is there is a set amount of time before a character can jump or us a move.
•When a character performs a footstool on another character repeatedly, the jump height starts to get smaller. Each character can therefore only FS a certain amount before touching the ground. If the character tries to FS after this limit runs out on a different character, even if they land from the same height as before, it won’t work. The number of times Jigglypuff can FS in without touching the ground is only 2.
•A FS can be preformed when a character has no jumps left and does not count towards the total jumps of a character. You can even do a FS during your jump animation, and therefore pressing the jump button a few times during the same jump increases the chance you will FS. Performing a FS might even cancel lag in other attacks (I don’t know).
•The spot where a character can be FSed actually varies from character to character; it is not necessarily the head. For example, Yoshi gets FSed on his back, near the saddle. I believe that this point is in the middle of the character. I would like to get a complete list for each character up later.
•When a character is FSed while performing a move, the character performing the FS still jumps upwards, but nothing happens to the character being FSed. I’ve seen this called “Pogoing,” but if you guys come up with a better name, we can call it that instead. This applies to every ground and areal move, I believe every special move (needs to be confirmed), and even shielding. However, this doesn’t work on dodges and taunts are interrupted. This doesn’t have much use against an opponent directly, but it does mean you can FS your way back to the stage if an opponent is using a move. This may have some application in doubles while helping your opponent recover without damaging either character. (Vid)
•A character being FSed in the air while over the stage will hit the stage (if they don’t break free before hitting the stage). This fall is not teachable (I believe), which leads to the possibility of certain infinites.
•FSing an opponent does give them their upB move back if they had used it already. I was hoping it didn’t, because that would be absolute ****.
•FSing someone before they die, even if they don’t ever get damage, will count as your kill.
Section IV; Footstooling offstage
Alright, this is where playing Jiggs really pays off; being offstage. As a Jigglypuff player, I can proudly say I feel just as comfortable offstage as I do onstage (unless its online and lagging). Actually this transfers to all my seconds including Bowser. This is why I don’t play Olimar anymore. Jigglypuff is an excellent aerial warrior for reasons I shouldn’t have to explain here. However, her moveset is missing something that would make her a complete tank; a move that can spike. However, if a Jigglypuff player used FS offstage as a spike, then her gimping power would increase tenfold. In fact, if FSing became a Jiggs staple and everyone used it, FS spiking alone has the potential to bring her up a few notches on the tier list.
FS as a spike is different than a regular spike. Obviously a real spike at 100% would most likely kill a character, even with insane DI. At 100%, or even at 999%, a FS spike is only as good as a FS spike at 0%. However, this also means that you can use FS spiking effectively at very low percents opening up the possibility of consistently being able to Gimp opponents under 30%. Also, you can FS spike twice before your opponent recovers/dies. Another thing to mention, after a FS spike the opponent should be low enough that if you hit him with bair/fair/nair towards the stage so that he will hit the underside of the stage for the ultimate stage spike (Vid).
The problem with all this is that as players we don’t think about using FS during a match. When it happens in a match, we have a moment where we go “Oh, ya. Footstooling, I remember that now,” but we quickly forget about it. Reasons why we don’t remember FSing and ways to learn how to use it are discussed in a later section.
Section V: Footstool Combos and Infinites
Right now I only know of one combo and one infinite for Jigglypuff and their variations. This section will be updated when new combos are found.
Combos:
GFSDair combo: Stands for Grounded Footstool Down air combo. This combo consists of dairing and opponent 3 times by using grounded footstools to stop them from escaping in between dairs. The base of this combo does 44% damage if the dair was fresh to start with and all the hits land. It is more likely to work at higher percentages when the hitstun changes type (the specifics of this are fairly technical and do not really need to be in this thread). It should switch at a specific percent for dair which I do not know.
How to do:
1) While near an opponent who is on the ground, do a full jump and dair (not a short hop like with dair>rest). While doing the dair, position yourself so you are near your opponent’s FS spot (usually the head).
2) Once the first dair is done, do a barrel roll short hop FS (by tapping jump, not holding it) off of your opponent and dair a second time. On lighter weight characters, only the first few dair hits will land because of the height of the jump. This allows some characters to escape, but they might not if they weren’t expecting a FS.
3) After the second dair finishes, do another FS short hop and dair for a third time. The FS jump will be shorter than the first, which means (unless you screw it up) the third dair should be able to hit with all of its hits on any character (correct me if there are exeptions).
4) Follow it up with another move to finish the combo. Examples will be given below, and I will add more if I am told about them. You can’t FS a third time, and therefore can’t continue the combo. Why can’t you FS a third time? Because Sakuri hates Jigglypuff. Other characters get, like 5. Then again, this combo wouldn’t be possible if the FS launched her too high. Well, we still know Sakuri hates Jigglypuff for other reasons.
Follow ups:
Utilt – While doing the third dair, position yourself so that you will land with your back facing the opponent. When you land, use utilt. Landing it is tricky, and may require you to ff the dair a bit in order to land right. I’m pretty sure the utilt is a true combo. If you don’t have your back facing him it will still hit, but it will take too long to hit to be considered a combo. This can do a maximum of 53% damage. (Vid)
Rest – Here is where things get interesting. With this you can easily kill an opponent if you start the combo at 50% or whenever the hitstun changes to type 2. After doing the third dair, it is basically a dair>rest. The timing is a bit different. You may have to fast fall to land on the ground at the correct time etc. You might have to figure it out on your own. This combo will do a maximum of 59% (not including the flower). (Vid)
Infinites:
The double jab lock: This lock has a very small window to pull off, but can easily get you a 0 to death combo. This infinite consists of FSing an opponent in the air but very close to the ground, then dropping down with a sourspotted areal, and then hitting them with jabs across the stage, then finishing them off with a move of your choice. It works because FS is not techable. There are different set-ups for this move like utilt and character specific ones (wario), but I will only explain the most feasible one. If you set up in a different way, steps 2-4 remain the same.
How to do:
1) First, you need get the opponent into the air a short way off the ground. While the opponent is standing on the ground and at 0% (3-5% may work too), short hop and do a rising pound into them. The pound actually has different ways to set up this infinite. One way (I believe it is the standard) consists of being close enough that the opponent will be hit almost immediately by the pound as it is still rising. The opponent should rise slightly over you. Then short hop FS jump off of them. Tap the button twice or so during the jump to make it more likely that you will land the FS. The closer they are to the ground when you FS jump the better. The other way would be timing the pound so that the end of the move hits the opponent. You FS them as before, but the timing is different.
2) After your opponent has hit the ground, fast fall a nair or a fair (fair works better) so that you hit the opponent with the sourspot. This is important, because they will not be trapped if you hit them with a sweetspoted aerial.
3) Land and quickly do a double jab (neutral a, neutral a) on their body. Take a step to get closer to them (don’t run) and either double jab again, or just single jab (I find single jabs easier). When the opponent is hit, he/she should bounce on their back. While they are doing this, they are trapped. Keep on stepping closer and hitting them until you want to end it or you reach the end of the stage.
4) FINSH THEM! They should have some good damage by now. The most classic option is dair to rest for the kill. Awesome. Other good options include Fsmash and Dsmash. You might be able to charge them a bit without them being able to recover (I’m not sure).
Since the infinite starts at 0 and can cost the opponent a stock or at least give them massive damage, this can turn the tide of a match or guarantee a victory, and especially demoralize the other player. I suggest going in for a pound and trying to set up the combo at the start of an opponent’s stock at least a few times in a set, if not, look for it at the start of each stock. Obviously, you need to learn it first, but I’m just saying. (Vid)
Section VI: Incorporating Footstool and Footstool Mindset
Alright guys, here is the most important part of the thread. In this section I will try to convince you to actually use this stuff and actually FS in matches rather than you guys looking at this thread, thinking it’s cool, and going back to play as before with FSing being accidents only. This part will be mostly motivational and psychological rather than technical.
Here is the main reason why we don’t FS: it wasn’t in Melee. It is a completely new game mechanic that wasn’t changed from something else but just added. From the transition from Melee to Brawl, things changed, and it is irrelevant to this topic weather it was good or bad, but we got used to things. Air dodging was different, planking was different, heck, even entire movesets were different. That’s just it though, they were different and we eventually adapted. FSing was not like anything we’d seen before, and it didn’t come up often, so there wasn’t any reason we set out to us it. It became something in the backs of our minds.
However, we as Jiggs players are starting to see that FSing could be an extremely useful tool, and although we don’t really think about it, there is no reason we can’t learn to think about it. We can learn, just like we learnt spot dodging, teching, and even sideB moves.
When I first learnt that rest was actually an attack with Jigglypuff, I couldn’t use it at all. It was new and foreign to me, so came up with a method to learn it. First I practiced on a standing opponent is training mode. Once I got the basic timing down, I went to Hyrule Temple and battles three level 3 Donkey Kongs on a team and battled them by only using rest. This is how I learnt, and I like the method, so I’ve devised a similar method, only for footstooling.
1) Go to training mode against a few different characters of different general body types like Large animalistic (DK, Bowser) , medium humanoid (space animals, pit) and small puffball things (Kirby, MK) etc that will be slightly different to FS. Try to FS each while they are both standing and jumping. Practice doing both short hops and full hops off of your opponent.
2) Once you have mastered FSing easy targets, play against a team of 3 level 3 computers (Friendly fire off) of the same character on Rainbow road and fight them only by FSing. Do this for each body type until you feel comfortable with it and you win at least once .
3) Now that you are actually good at FSing, you must face the final test: a team of 3 level 3 computers on rainbow road as before, but this time each computer will be a character from the different body types. After you feel comfortable with this, you have mastered FSing. Congratulations!
So then I urge you all to incorporate FSing into your gameplay. Even if you only use it as a spike, I will be satisfied. I can guarantee that you will find it rewarding.
Section VII: Lists and Data
Here is where I hope to put various lists like points of FSing for each character, the number of FS jumps each character can do before touching the ground etc.