DRU192
Smash Apprentice
- Joined
- Sep 13, 2014
- Messages
- 92
- NNID
- DRU192
Recently I fell in love with WFT and decided I wanted to make her my main (previously I was was a Megaman main, he is now my secondary). I've heard a lot of people complain about her but I think she has bucket loads of potential once mastered. As a result of this I decided to share some of the things I do to get the most out of her quirky play style. Here is a link to a working document that acts as my personal WFT tech and strategy journal, share the love if you find anything here helpful:
https://docs.google.com/document/d/1lK3K8p50zStjP2tutEOHUO1h9_JLuPBN8QD-uHsAwdU/edit?usp=sharing
Here is the info from the my first draft (15/12/14):
(Yellow posts = techniques you guys have shared that I've found useful and added to my repertoire -Thanks guys!)
https://docs.google.com/document/d/1lK3K8p50zStjP2tutEOHUO1h9_JLuPBN8QD-uHsAwdU/edit?usp=sharing
Here is the info from the my first draft (15/12/14):
Wii Fit Trainer - “Keep Your Bottom Tucked In”
Useful moves, follow ups, techniques, tricks and general good practice:
- Pivot jab (1x Attack): This move is quick and causes a knockdown at around 45% which can be followed up with dash attack and aerials if you're lucky. This is a good whiff punish and can lead to nice damage.
- Sun Salutation spot dodge: Not an AT or anything, its just useful if you want to keep you position rather than back dashing or forward dashing out of SS. Simply shield quickly and spot dodge, if you do it fast enough you won’t even see the shield animation. Good for baiting opponents.
- Use of deep breathing: I recommend only using deep breathing when your opponent is at KO percent. This makes sure that when you need it you have access to it as quickly as possible.
- Use dash > pivot Ftilt: KOs vertically (great for midscreen KOs), quick and hard to punish.
- Use dash > Ftilt: KOs horizontally (great for edge KOs), quick and hard to punish.
- Pivot grab: Use this often as it makes WFTs limited grab range more useful.
- Sliding spot dodge: If you spot dodge while running WFT slides forward a little bit while remaining invincible. This is especially useful for getting close for a dash pivot Ftilt punish or pivot grab.
- Off stage header: A great tool against edge guard happy opponents, also give you time to think if you're being heavily rushed down. Also a cheeky trick to catch opponents unawares during sudden death.
- Use your three meteor smashes: Dair, Header and the foot of Fair all cause a meteor smash. Couple this with WFTs excellent off stage recovery and you may get some nice early KOs. Work on setups for these moves to get the most out of them. I quite like sending a sun salutation towards an off stage opponent to get them to recover low then going for a cheeky Dair.
- Start your match with a Sun Salutation: As WFT you want to have a charged Sun Salutation as often as possible, charging as soon as the match starts is great for the following reasons:
- You start the match with a charged SS, making you deadly right from the get go.
- It encourages your opponent to approach you, due to WFT lacking a little in the approach department, having your opponent approach you make your life that little bit easier.
- An overly aggressive opponent is easy to punish, SS spot dodge and get some nice damage.
- Up Special causes a stage spike: If you are underneath an opponent off stage and hit them with the startup of up special it can cause a stage spike. A nice technique to catch your opponent unawares for an early KO.
- Off stage Sun Salutation: If you get hit off stage by a move with lots of knock back and you opponent chooses not to pursue you use this opportunity to charge a sun salutation.
(Yellow posts = techniques you guys have shared that I've found useful and added to my repertoire -Thanks guys!)
- Up throw is your go to throw (Thanks GalaxyWaffles): Using up throw gives you the opportunity to rack up some nice damage (11% WFT’s highest damaging throw) and even more if you follow it up with WFT’s great aerials (Uair, Nair and Bair work well), another benefit is that it also gives you time to charge a SS.
- Jab combo follow-ups: The last hit of WFT’s jab combo buries her opponent and restricts them to only being able to recover vertically, use this to your advantage by chasing your opponent into the air with Uair, Fair, Nair or Bair for nice damage, once they think this is your go to punish stop jumping, wait for them air dodge then punish their landing. You also have the option of going for an Usmash for a cheeky KO. Jab combo > dtilt does a big 20%, if your opponent doesn't quick-rise rack up that damage! - Thanks SuaveChaser!
- Making full hop Header safer: Due to it’s landing lag Header can be a bit of a risky move to throw out if you’re facing a quick character. To make this move a bit safer I found the following technique quite useful. After a fullhop Header hold backwards, this allows you to drift backwards putting a nice bit of distance between you and an opponent who wants to dash attack punish you. I also like to throw out an uncharged SS or Nair while drifting backwards to minimise landing lag and maybe catch an opponent by surprise.
- Make good use of WFT’s crouch (Thanks GalaxyWaffles): I tested this out against a FOX who wanted to spam me with laser. The resulting surprise of him finding his strategy useless caused him to lose the will to live lol (see: http://youtu.be/fJJ-1TY1y68). Crouch is an essential technique in this match up. I’m curious to test this out against ZSS as well.
- Edgeguarding with Ftilt: If you are facing an opponent that likes to attack recover from the ledge, simply shield and punish with pivot Ftilt. Because this move hits from both sides they are either going to get launched upwards (KO’d at high %) or launched back across the stage. If they get wise to this and decide to roll-recover back dash and throw out another Ftilt.
- Using Header to ledge drop (Thanks Complete_Dweeb): If you use header near enough to the ledge you can quickly ledge drop (use back instead of down) and fire off a sneaky header, it's a great technique for catching your opponent by surprise. Finally got around to mastering this and it's a really useful technique!
- Turnaround-B Sun Salutations (Thanks xx99): Adding Turnaround-B Sun Salutations to your mix-up game is a great way to keep your opponent on their toes and score some damage. Turnaround-Bs can be performed by "Flicking the control stick in the direction you want to turn, let it return to neutral, and press B immediately afterward." - xx99! For more info: http://smashboards.com/threads/turnaround-bs-b-reverses-and-wavebounces-know-the-difference.334389/
- Sun Salutation into instant roll: This is a basic yet criminally overlooked technique that has proven quite useful in my mix-up and movement game. If you perform a SS in the air you have the option to roll forwards or backwards the instant you land. The mix-ups this allows is fantastic. One example is that you can run in one direction jump and SS then roll behind your opponent and attack, it's also great for baiting your opponents laggy moves. This technique is hard to read because of the following options you have upon landing and is great against aggressive opponents:Land normally and Shield
- Roll behind your opponent
- Roll forwards just out of attack range
- Pivot Sun Salutation shot (to catch them by surprise)
- Quickly shield then spot dodge
- Half charged SSs are your friend: One mistake I made early on was putting too much emphasis on having a fully charged SS on me at all times. The result of this is that my play-style became very predictable. I decided to switch things up and use half charged SSs and feel they are a better tool on the lead up to KO percents for the following reasons:
- They are much faster to charge (meaning better pressure, less likely to be punished)
- You have access to air "Sun Salutation Instant Roll" (as it only works while charging an SS)
- You don't lose that much damage (around 4%)
- You can transition into a fully charged SS (at KO%s much more easily and safely)
- It confuses your opponent (They will be waiting for a full SS)
- You're less likely to be KO'd by a reflected SS (this has happened more times than I'd like to admit lol)
- Deep Breathing Air Dodge Cancel (Thanks Salad Bowl!): As we established earlier mixups are the key to getting the upper hand with WFT and DBADC is definitely one way to achieve this. This technique involves using Deep Breathing whilst in the air to affect your momentum. If you use this well you can bait your opponent to use laggy attacks that you can punish. Definitely a useful mixup tool.
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