How Pit actually can have a recovery sometimes! - Sky Jumping
Recently I was shown this gif and asked how it worked and if it's reproducable.
After some labbing in the labbing discord, I worked out the conditions for it.
A couple demonstration gifs after working out how to reproduce it:
To do this pit has to have been hit so that he was knocked downwards (must have downwards vertical component of knockback), and then jump and pull an arrow within 4 frames of when the knockback dissipates entirely.
Usually these out of hitstun things just require the action to be done while knockback still exists, but this actually requires timing it for the end of all knockback, so is much less consistent to hit.
The requirement of the knockback is one of the weirder requirements for this. All semispikes and lower can trigger this, and since it's the direction of the actual knockback that's required, this means that DIing up on semispikes can make this impossible, and DIing down on slightly upwards hits can make it possible.
The jump does not require any timing, you can jump as soon as hitstun ends or the frame before you pull the arrow, but I think the closer to the arrow the better the height gain. It doesn't seem to matter much which jump you use, but likely first aerial jump is still better.
For pulling the arrow it must be your first use in that airtime, since it's the only one that has this stall property that seems to cause this. The arrow must be pulled in time so that knockback disappears entirely on one of the first 4 frames of the arrow. Knockback lasts past when hitstun ends and the stronger the hit, the longer after hitstun this happens, so timing the arrow is very weird to get down
In my opinion this is something that you would be unlikely to get super consistently, but it can be used to recover when usually pit would be entirely dead, so you might as well try it as a last resort.
Here's a final example gif where the pit would 100% be dead from the combo without the Sky Jump: https://streamable.com/4jcay
On a final note, no other examples of moves with this property have been found, not even Kirby's copy of the move can do it. If anyone knows of a move that slightly stalls the user without resetting their momentum entirely maybe tell me, coz it may possible to do this with others in specific cases.
Posted Jul 22, 2018, 8:24 PM UTC · edited