KiteSC
Smash Cadet
So I did promise a database-ish of what moves (mostly projectiles) that WFT's crouch state can make whiff. So I collected most of the data. But before we go in, here are some conditions that I had to set so the data didn't become meaningless.
1. All projectiles were done on equal level ground. This makes sense since all we are trying to achieve is if WFT's vertical hitbox really does become ridiculously small. Being uneven in ground level would defeat this purpose. However, some stage specifics would be good for players to know, which is out of my research area at the moment.
2. All move that can be angled, it was not. If move is angle-able I stated it. However, there are moves that can track, but are not versatile in this regard to be heavily effected such as Link's arrow. This aspect is also mentioned.
3. Bouncing projectiles, linke Pikachu and Mario's, were totally neglected. While some of them are dodge-able during crouch, I think most characters can say that as well. And the real factor for success dodging these projectiles is your horizontal positioning rather than elevation.
4. Most non-projectile moves were originally skimmed through. However, it came into light that WFT's crouch has interesting aspects in this area as well. But nothing heavy was done for the aerials for this data. The difference that short hopping and quick falling had too much for me to do it personally. Any talk of aerials are all credited to others. It wasn't me.
---------------------------------------------------------
Let's first talk about crouch. WFT's crouch is a very low profile state where he/she goes into a push-up position. During crouch, WFT's hurtbox reflects this low profile state. WFT is able to make many moves completely whiff, which is usually more ideal than blocking for a punish. Also, unlike some other super low profile crouch that exists in this game, WFT's super low crouch is quite unique (maybe with Sheik's) in that her crouch is extra low to the ground and her usual standing height is very high and becomes a huge comparison. Her crouch position even threatens characters with known small hurtbox.
If idle enough, WFT will actually do some push-ups. During this state WFT's hurtbox actually gets bigger, to the point of about the average character's crouch state. In this study, this state was not taken into consideration as it is very easy to avoid being in this state.
WFT can move during crouch, which can be very helpful in certain match-ups against heavy projectile zoning. While moving in crouch, WFT's bounces slightly. However, this did not seem to effect the overall vertical hurtbox of WFT. Or at least not significantly enough against most projectiles. There are, however, handful of projectiles that CAN hit you if you move. Those were listed as such.
So generally speaking, WFT's crawl can be used to approach against projectiles. But generally, it is very slow in comparison to guard cancelled runs or jump in. Also, the fact that you can't cancel a run into a crouch state makes this option not as appealing. So the applicability of crouch might be just a match-up specific for WFT.
===========================================
How to use the following chart:
-All non-bouncing and firebreath projectiles are listed regardless of either they hit or whiff.
-All projectiles, if certain conditions makes the move hit or whiff, have these characteristics in the parenthesis next to them
-All non-projectiles listed whiff in someway. A move that will always hit or whiff only if angled up are not listed.
-All listed non-projectiles, if certain conditions makes the move hit, have these characteristics in the parenthesis next to them. Only if the condition makes them hit.
-All aerials listed are works of someone else. Thus, aerials not listed might actually whiff but wasn't test can exist.
-Move names were not fully checked with the wikia page. Don't go autistic on me because of the move names. I will apologize here before hand.
-Thank Diabolique, RedBeanPorridge, and 9Ball for contributing many of the knowledge here as well.
1. All projectiles were done on equal level ground. This makes sense since all we are trying to achieve is if WFT's vertical hitbox really does become ridiculously small. Being uneven in ground level would defeat this purpose. However, some stage specifics would be good for players to know, which is out of my research area at the moment.
2. All move that can be angled, it was not. If move is angle-able I stated it. However, there are moves that can track, but are not versatile in this regard to be heavily effected such as Link's arrow. This aspect is also mentioned.
3. Bouncing projectiles, linke Pikachu and Mario's, were totally neglected. While some of them are dodge-able during crouch, I think most characters can say that as well. And the real factor for success dodging these projectiles is your horizontal positioning rather than elevation.
4. Most non-projectile moves were originally skimmed through. However, it came into light that WFT's crouch has interesting aspects in this area as well. But nothing heavy was done for the aerials for this data. The difference that short hopping and quick falling had too much for me to do it personally. Any talk of aerials are all credited to others. It wasn't me.
---------------------------------------------------------
Let's first talk about crouch. WFT's crouch is a very low profile state where he/she goes into a push-up position. During crouch, WFT's hurtbox reflects this low profile state. WFT is able to make many moves completely whiff, which is usually more ideal than blocking for a punish. Also, unlike some other super low profile crouch that exists in this game, WFT's super low crouch is quite unique (maybe with Sheik's) in that her crouch is extra low to the ground and her usual standing height is very high and becomes a huge comparison. Her crouch position even threatens characters with known small hurtbox.
If idle enough, WFT will actually do some push-ups. During this state WFT's hurtbox actually gets bigger, to the point of about the average character's crouch state. In this study, this state was not taken into consideration as it is very easy to avoid being in this state.
WFT can move during crouch, which can be very helpful in certain match-ups against heavy projectile zoning. While moving in crouch, WFT's bounces slightly. However, this did not seem to effect the overall vertical hurtbox of WFT. Or at least not significantly enough against most projectiles. There are, however, handful of projectiles that CAN hit you if you move. Those were listed as such.
So generally speaking, WFT's crawl can be used to approach against projectiles. But generally, it is very slow in comparison to guard cancelled runs or jump in. Also, the fact that you can't cancel a run into a crouch state makes this option not as appealing. So the applicability of crouch might be just a match-up specific for WFT.
===========================================
How to use the following chart:
-All non-bouncing and firebreath projectiles are listed regardless of either they hit or whiff.
-All projectiles, if certain conditions makes the move hit or whiff, have these characteristics in the parenthesis next to them
-All non-projectiles listed whiff in someway. A move that will always hit or whiff only if angled up are not listed.
-All listed non-projectiles, if certain conditions makes the move hit, have these characteristics in the parenthesis next to them. Only if the condition makes them hit.
-All aerials listed are works of someone else. Thus, aerials not listed might actually whiff but wasn't test can exist.
-Move names were not fully checked with the wikia page. Don't go autistic on me because of the move names. I will apologize here before hand.
-Thank Diabolique, RedBeanPorridge, and 9Ball for contributing many of the knowledge here as well.
Last edited: