Ok forget about the old safe spike, just forget it. It's not realistic and no one recovers that slow.
Think of the safe spike as an idea. The main ingredients are the bomb, a certain amount of time, being able to use dair while holding a bomb and an opponent to spike. That's what was wrong with the first safe spike, I never actually tested it on an opponent. After much testing and time wasted (I had to write this whole post twice!!!!!, the internet cut out.) I came up with;
The Safe Spike 2.0
Ok I cannot stress how quick this whole move needs to be done. I mean there has to be no delay at any point otherwise you'll blow your head off before you can even spike. Other then that, it's quite simple.
First you need to get your opponent relatively near an edge then pull out a bomb and hold A, C-stick towards your opponent, quickly let go of the C-stick and tap A (we don't want any lag in the F-smash) then throw the bomb up (you may as well C-stick up to throw it) turn your back on your recovering opponent (bomb starts falling back down) jump up and catch it with bair (slight DI over the edge) instantly hit dair.
I've tested this on all the characters on Final destination and I have a list of the percentages that they need to be on before you start this move, for this move to connect with the spike and send them to an early death.
Note: If you only connect with the last stroke of the F-smash then you'll need to add on 10% to these percentages.
After some of the names I have put R2G. This just means Recovery Too Good. In other words this move won't work on them.
Please keep in mind that these percentages represent what percent the opponent has to be on before you even start the move.
If the percentages have a - between them this means that they can be anywhere between these two percents. If there is just one percentage this means that you need to get them as close as possible to that percentage in order for this to work.
Mario, 60-65%
Luigi, 45-60%
Bowser, 80%
Wario, 70-75%
Peach, R2G
Toon Link, 70%
Link, 60-75%
:shiek: Shiek, R2G
Zelda, R2G
Ganondorf, 55-65%
Fox, 55-60%. Fox and Falco have to be well timed. You need to actually spike their side-B or up-B recoverys. But because this is a safe spike, you may as well try.
Falco, 60%
Wolf, Wolf's recovery is too fast.
Squirtle, 55%
Ivysaur, R2G
Charizard, 65-75%
Pikachu, 60-65%
Lucario, 70%
Jigglypuff, R2G
Kirby, R2G
King Dedede, 50% if you spike him before he uses up-B
MetaKnight, R2G
Diddy Kong, 75% He's too unpredictable, so you'd be lucky to get him.
Donkey Kong, 80%
Zero Suit Samus, 60% if your insanely quick.
Samus, You can't hit Samus with both strokes of the F-smash if you do it quickly (which we need to) however if you only hit her with the second then this move will work on her if she starts on 90% (not that great).
Marth, 60-65%
Ike, 55%
Lucas, 65%
Ness, 55-70%
Sonic, With Sonic it depends if they do they're up-B early or late. If they do it late then this move will work on him if he starts on 60-75%. If they do it early punnish him.
Captain Falcon, 70-75%
Snake, 75-90%
ROB, R2G
Yoshi, R2G
Ice Climbers, 55%
Mr Game and Watch, R2G
Pit, R2G
Olimar, 65%
I'll keep trying to improve the safe spike to make it easier and more realistic. Any ideas are welcome.