Wednesday, May 13, 2015

Spikestun Rest & Drill Rest


I’ve got two (2) rest setups off of drill to share.

There’s this animation that we’ll call “spikestun” that happens when a character is hit with almost enough force to make them bounce off the ground but not quite. It happens all the time at low %s with falco’s/marth’s dair. Spikestun manifests for the majority of the cast as a flipping animation that is both lengthy and conspicuous AKA HELLA RESTABLE and it turns out that you can reliably trigger spikestun with puff’s downair. 

Through my research I’ve determined that spikestun is triggered when the following conditions are met
a) the character must be in the appropriate % range. For most characters this is between 50-120%. There is a table attached below detailing the range for a single, unstaled hit of dair.
b) puff’s dair must connect with a character’s lowermost hurtbox.

Provided that you are spaced correctly, once they start spinning around you have ample frames to react and press down B.

While this is relatively straightforward, several common execution errors can prevent spikestun from being triggered.
1) your final hit must connect with only the lowermost hurtbox.
2) it is much easier to hit the lowermost hurtbox on some character than others. Marth = easy. Fox = freakin hard. Jiggs = unrealistic.
3) there is an empty frame in between each hit of puff’s dair. If you happen to pass over their lowermost hitbox during this time then you naturally will not connect with it.
4) If you do not land soon enough after triggering spikestun, an additional dair hit can knock them out of the animation.

* Aim for the feet.
* Fastfall.
* Crossups will oftentimes help you aim better, depending on the character’s stance (i.e. some characters hold one leg out behind them, easy target).
* Tall characters are very susceptible to being shieldpoked straight into spikestun.
* It's not strictly necessary but I personally found it more comfortable to muscle-memory jump into their center after the drill, then press down B on reaction to the spikestun as puff moves.
* Hitstun is unrelated to the animation. A character may shield/move after the duration of hitstun. You need to check in the puff data doc for exact %s but generally 45% is enough to confirm a rest and 80% is enough to confirm a jump rest (which also negates the need to confirm spikestun).

Table (% before single hit, unstaled drill):
55-160% Bowser* **
51-150% Captain Falcon
55-159% Donkey Kong* **
50-148% Dr. Mario* **
45-133% Falco* **
44-129% Fox* **
40-117% Game & Watch * **
53-154% Ganondorf
47-138% Ice Climbers * **
40-117% Jigglypuff * **
43-125% Kirby * **
51-140% Link
50-147% Luigi *
50-147% Mario *
47-139% Marth **
46-137% Mewtwo **
49-143% Ness *
48-140% Peach
50-114% Pichu *
49-132% Pikachu * **
46-136% Roy **
53-155% Samus **
48-140% Sheik
52-153% Yoshi * **
48-136% Young Link
48-140% Zelda


* characters with an asterisk have very low lowermost hurtboxes, so it will be difficult to trigger spikestun with high consistency.

** characters with a double asterisk have a normal flinching animation that is restable as early as 0% in addition to spikestun animation. This is dair ->rest setup number two.

2) DRILL REST (Proof of Concept)
Some characters’ low % flinch animations (hit with very low kb move) are conspicuous enough to rest. In order to rest it you’ll need to land wayyy up in their grill and be very quick about pressing down B after landing lag. As mentioned, every character with a restable flinch animation (that I noticed) is marked with a double asterisk in the above table.
Practice this setup in training mode with an eye on the combo meter.
This setup is generally not tournament viable because while the animations are (like spikestun) tied to which hurtbox was hit last, in this case they generally are not wide enough long enough to allow for a hit confirm. The majority of the time you have to guess.

Shouts out to Phanna AKA THE OG PUFF GOD for your initial (if woefully incomplete and misleading lol) research.

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