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Head Over Heels: A Side-B Supplement Guide

⑨ball

Smash Ace
Joined
Oct 6, 2014
Messages
819
Alright guys, we've been dancing around this thread for some time now with bits here and there, so here it is finally. The compiled list of all the practical header trickshots we have, how to do them, and some ideas for when they may be applicable.



Header Control

About as base as you can get. All you do is press side b, tapping again for a faster hit and higher angle. Some regurgitated info for those who never saw the first header thread: The ball generates on frame 1 when possible, the earliest hitbox comes out on frame 16, the latest comes out on 31. It has FAF frames of 41(fastest input) and 56(no input). It's a two part attack, the spike (15%) and the projectile (Velocity Dependent %) if they hit together they usually do 23%. The ball will never stale and hitting it or with it counts towards your stale moves counter. Header has a weird type of RCO lag, that forces lag even after you've recovered.

Because the ball is velocity dependent, it will do more damage the faster it goes and less the slower it goes. This concept is the basis for a few other header trick shots so keep it in mind.

It's a bit unreliable in close range zoning due to startup and cooldown, but makes a great mid-long range pressure tool. Use it to cover landings and force options from a safe distance as a projectile or as one of it's many traps/combo extenders as a normal attack.
You can see similar speed/damages changes by using header against damage dealing projectiles that lack knockback like G&W's dtilt, Fox's lasers, and Bayonetta's Bullet Arts.


Short Hop header is performed by doing a short hop and then immediately pressing side-b twice. This results in you not incurring header's weird rco lag letting you move as soon as you land. Pretty much your go-to long range projectile when you plan on approaching immediately after, or space controller for air shenanigans. It hits a bit too high to threaten shorthop aerials aside from the occasional trade , so up close, you'll find it best used as a landing trap or to threaten fullhops against SS.

The Channel Header (because canceled header header sounds stupid) is a combination of the shorthop header and a header cancel to get a down angled projectile with no lag so you can approach and put on pressure. It's uses are pretty self explanatory. To perform it, simply cancel a header towards your opponent, and then hit it with a short hop header.

The Lakuto Cancel Header takes advantage of the header canceled direction glitch and the sh header to bring in some mixups. As the ball will always fly in whatever direction you canceled, you can use this to both have an early start on your approach after a sh header, or a projectile on your retreat. Simply cancel in your desired direction and then hit the ball again with side b to send it flying in that direction.



Tilt Headers

On platformed stages and while juggling, utilt header shines it's best. Particularly when uthrow>uair stops being a threat. While it isn't huge damage or knockback, it's good damage and space control while you remain on the ground where the threat of usmash and sh uair are very potent. Because it doesn't get sent flying very fast, it's hitbox may die out when trying to catch opponents too high up or far away. That said it does a great job of threatening space in the area where opponents decide whether to jump or fast fall. Used higher it can function as a feint to bait airdodges. Execution is simple, just cancel, fast fall and utilt for a more vertical-diagonal angle, and drop the fast fall or wait, for a more horizontal-diagonal angle.

Dtilt header can leave a lot desired. What with it being our slowest tilt header on startup and recovery, it won't be the forefront of many offenses. It's arc is much too high for grounded play, much too low for juggling, and is outclassed by plenty other trick shots as a landing trap. So while it works as a trickshot, it's real use imo is as a hitbox extender for dtilt so you can two frame recoveries easier. Performed by header canceling and either drifting behind it or turning around after the cancel, waiting, and then dtilting. For what it's worth dtilt header's hitbox lasts a long time and can serve as setup into SS from about half a stage away, meaning you might catch an opponent standing from the ledge with luck and convert into the kill.

Where R-Ftilt won't catch , ftilt will usually do the job. Hits hard(
for header :') ), moves fast and arc's low. These qualities make it good particularly when looking out for characters with really good disadvantaged states. It's also not bad as a follow up when you knock opponents far offstage towards the corners and don't expect a high recovery. Just header cancel, fast fall ftilt to use it.

If utilt header is a call out on fast falling , r-ftilt is a call out on jumping away. It travels much further and faster with a hitbox for much longer than util header making it ideal for catching those who are fine with taking their time getting back to the ground or trying to throw off your timing. Similarly, you'll find it's best uses during juggle situations. To use it header cancel in the direction you want, fast fall and then ftilt in the opposite direction.
(may require a half second pause before ftilt.)


Smash Headers

Fsmash

Usmash

Dsmash

Special Headers


Sun Header


Wind Header

Hoop Header



 
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⑨ball

Smash Ace
Joined
Oct 6, 2014
Messages
819
Jab Headers

Jab 0




Jab 1



Jab 2

High Jab 2


Я-Jab


Aerial Headers

Uair


Dair


Soft Dair



Soft Bair


Fair


Soft Fair

Я-Fair


Soft Я-Fair



Half Nair


Nair

 
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⑨ball

Smash Ace
Joined
Oct 6, 2014
Messages
819
Misc and Unfeatured Header Tech



Spike Only Header

Sweet Bair Header

Soft Nair Header

Getup Attack Header

Frametrap Header

Air Landing

Dead Ball

Jab 3 Header

Jab Pummel

Reverse Jab 1/2 Header

Full Sun Header

Ledge-Play

Custom Stuff


[The original header thread]


If I'm missing something or you'd like examples of something I can do consistently, let me know~
 
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Lakuto

Smash Apprentice
Joined
Aug 3, 2015
Messages
131
Location
Belgium
NNID
Lakutos
Looking clean so far. Having all the options setup nicely will help getting things clear in the head.

Maybe you could add Header ledge options. Like, ledge trumping header and options you can do with the ball once the ball is above you while on the ledge. (https://gifs.com/gif/rknpEk) I'm still researching myself though.
 
Last edited:

⑨ball

Smash Ace
Joined
Oct 6, 2014
Messages
819
Looking clean so far. Having all the options setup nicely will help getting things clear in the head.

Maybe you could add Header ledge options. Like, ledge trumping header and options you can do with the ball once the ball is above you while on the ledge. (https://gifs.com/gif/rknpEk) I'm still researching myself though.
Thanks and will do. I'll drop a notification in the general when it's done.
 

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
From my experience using Header Cancels in competitive play, these are the moves you're going to be using the most to hit the ball after a cancel, depending on the situation:

Jab 1 (front hit, shoulder), Jab 1 (back hit), Utilt, Dsmash, Fair/Dair
.
.
.
.
.
Jab 1 (front hit, shoulder)
- Keep in mind that this is the only move where you need to fall in a special way after the cancel in order to properly space yourself away from the ball. For all other Header Cancel tricks, you can just fall straight down after the cancel, but not this one. If you hit the ball with your hand, it will not have a hitbox for its entire flight, so be careful.
- You can prepare this from a full stage length away from the opponent, and then you'll have a super slow moving projectile that you can approach with to provide some serious pressure.
- You can prepare this a set length away from the ledge against a recovering opponent or an opponent hanging on the ledge. By having the ball fall off the stage and pass by the edge, you can force ledge options from the opponent while retaining an absolute frame advantage. Try performing this, followed by Sun Salutation to cover multiple options!
- Alternative move: Jab 2 will cause the ball to travel in a similar trajectory while retaining its hitbox. However, it will travel slightly faster, and Jab 2 has more cooldown, so you won't be able to follow behind it as effectively (you still can, to a degree). The benefit of Jab 2 is that you don't have to space yourself relative to the ball. You can just fall straight down after the Header Cancel and it will work.

Jab 1 (back hit)
- You can use the ball's high speed and shallow upwards angle to pressure opponents who are standing on soft platforms far away from you.
- You can use the same trajectory to edgeguard opponents who are slightly above you in vertical height, but very far away from you in terms of horizontal distance.
- Alternative move: Ftilt can send the ball at a higher speed and a slightly higher angle to cover different space and options. I do not recommend using this too often though, because Ftilt is an important tool in our moveset compared to the back hit of our Jab 1, and we really shouldn't be staling it on a cheap shot like this.

Utilt
- You can use this high-flying ball to intercept opponents who are trying to recover high. The timing is a little tricky, but can be worth it if you can stop a Sheik or a Diddy Kong from getting back onto the stage.
- The ball will only retain its hitbox for about half of its flight.
- Alternative move: Usmash will send the ball straight up with a hitbox for a much longer time, so you may find opportunities to edgeguard more efficiently. Of course, Usmash has a lot of cooldown compared to Utilt, so be wary of when you decide to use it.

Dsmash
- You can use this supremely low angled ball to pressure opponents on the same vertical plane as you, from a distance.
- Alternative move: Using another Header after the cancel, can send the ball at a similar low angle. Performing a Channel Header as mentioned by the OP seems ideal if you're looking to minimize lag. I would say to be careful about this, because if the opponent randomly decides they want to approach when you start up that second Header, they might just sneak under the attack and get you.

Dair/Fair
- I just refer to the usage of either of these two moves on the ball as Spike Header, as their uses are nearly identical.
- Dair sends the ball down at a very steep angle, while Fair will send it at a noticeable angle (and a bit slower). However, both are very good for edgeguarding opponents who are recovering low. If it connects, it'll knock them away from the stage again, allowing you to pile on the pressure.
- The hitbox for the ball will not last the entire flight if you hit it with Fair.
- If you hit the opponent with a Spike Header at mid/high percents, you can combo it into Sun Salutation! Be ready for that chance!
 

sam☆jam

Smash Apprentice
Joined
Jan 9, 2015
Messages
106
NNID
MiracleJeanacle
3DS FC
1032-1249-3789
just wanted to share that it's possible to extend USmash's hitbox without platforms. The input is similar to jab1 header, except you must move directly under the ball, fastfall and usmash immediately (I use c-stick for smashes to make the inputs cleaner). When trying to catch a landing, there's still a slight chance of the ball hitting if attack whiffs. :>

 
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