I made a vid of a few cool ways to combo using bouncing and forced rising/forced get up.
How and when it works:
It starts with an Utilt at very low %'s
If you Utilt a grounded Pikachu at 0 to 5% he will stay grounded, but as soon as he reaches 6%+ he will bounce up a little. (Jiggly starts bouncing up at 5% and Bowser at 11%)
When the opponent hits the ground again you quickly Jab or Ftilt him which will cause him to bounce and then force him to rise up.
(Down angeled Ftilt works better than normal Ftilt against some characters)
You can also Ftilt them after the jab bounce for yet another bounce.
(It can be escaped by airdoging while falling from the Utilt, or tech'd when hitting the ground.)
But the window is pretty small at low %'s.
_______________________
Possible combos:
* represents the bouncing animation.
^ represents forced rise up. (This is where you want to hit them in the get up lag.)
I use uncharged Fsmash & down angeled Ftilt for the damage calculations below
Utilt * Jab *^ Fsmash --- 29%
Utilt * Ftilt *^ Fsmash --- 36%
Utilt * Jab * Ftilt *^ Fsmash --- 39%
Utilt * Jab * Ftilt *^ Jab cancel -> Dtilt --- 43%
Utilt * Jab * Ftilt *^ Charge shot (fully charged)--- 51%
Utilt * Jab * Ftilt *^ Utilt -> Up+B --- 51%
Utilt * Jab * Ftilt *^ SHFF zair -> DA -> Up+B --- 52%
Utilt * Jab * Ftilt *^ SH Dair -> Jab cancel -> Dtilt --- 58%
(These are just a few, and they work on ALL characters)
Jab lock:
Also some characters can be jab locked using only jab cancel.
(However the lock gets less effective at higer %'s and at very high %'s it won't work at all.)
Jab lock works on:
easy
easy
easy
easy
easy
easy
easy
easy
easy
easy
easy
easy
Medium
Medium
hard
hard
hard
____________________________
Video:
< Samus bouncing combos >
____________________________
More setups
How and when it works:
It starts with an Utilt at very low %'s
If you Utilt a grounded Pikachu at 0 to 5% he will stay grounded, but as soon as he reaches 6%+ he will bounce up a little. (Jiggly starts bouncing up at 5% and Bowser at 11%)
When the opponent hits the ground again you quickly Jab or Ftilt him which will cause him to bounce and then force him to rise up.
(Down angeled Ftilt works better than normal Ftilt against some characters)
You can also Ftilt them after the jab bounce for yet another bounce.
(It can be escaped by airdoging while falling from the Utilt, or tech'd when hitting the ground.)
But the window is pretty small at low %'s.
_______________________
Possible combos:
* represents the bouncing animation.
^ represents forced rise up. (This is where you want to hit them in the get up lag.)
I use uncharged Fsmash & down angeled Ftilt for the damage calculations below
Utilt * Jab *^ Fsmash --- 29%
Utilt * Ftilt *^ Fsmash --- 36%
Utilt * Jab * Ftilt *^ Fsmash --- 39%
Utilt * Jab * Ftilt *^ Jab cancel -> Dtilt --- 43%
Utilt * Jab * Ftilt *^ Charge shot (fully charged)--- 51%
Utilt * Jab * Ftilt *^ Utilt -> Up+B --- 51%
Utilt * Jab * Ftilt *^ SHFF zair -> DA -> Up+B --- 52%
Utilt * Jab * Ftilt *^ SH Dair -> Jab cancel -> Dtilt --- 58%
(These are just a few, and they work on ALL characters)
Jab lock:
Also some characters can be jab locked using only jab cancel.
(However the lock gets less effective at higer %'s and at very high %'s it won't work at all.)
Jab lock works on:
easy
easy
easy
easy
easy
easy
easy
easy
easy
easy
easy
easy
Medium
Medium
hard
hard
hard
____________________________
Video:
< Samus bouncing combos >
____________________________
More setups
utilt at low % (this thread's setup)
dair at mid %
nairing someone off platform at low %
homing missile someone off a platform at *any %
high % non-sweetspot zair