In an attempt to move this turtle team in a direction that actually improves our understanding I thought I'd set up a thread to allow people to discuss what sorts of set ups and interesting properties we've all figured out about this new Aquajet (hereby referred to as AJ), namely it's set ups, kill power and any other little tricks you can pull off. I might as well start of with some simple setups
The Good:
Uthrow; It's simple, effective and I *think* you can pretty much land it on reaction to any DI, works at most percents and weights.
Utilt; ditto Uthrow on pretty much every point,with the added reminder you can usually land 2 before you AJ
Dsmash; Certainly less consistent than the above but it's potentially easier to set up for and achieves largely the same result.
Uair; A very powerful kill option though it will stop working after a certain percent, making the window of opportunity you get to actually kill like this fairly small.
Dtilt; This one looks to be DI dependent so I wouldn't go into the move looking to follow up with AJ, but if you opponent sets you up for it then it's an easy thing to land on reaction.
Ftilt; Ditto Dtilt
The Bad:
Shell Shift; It follows through so perfectly and looks like a match made in heaven... but the reality is USmash kills earlier, deals more damage and probably combos easier at lower percents too. Unless I'm missing something I see no reason to use it over Hydroplane Usmash.
Crawl Attack; Same rules apply here as for SS but with the added problem that it's a lot harder to land, it is fairly consistent once you can do it but I see no reason to use it over Usmash here, just do Crawl attack -> Utilt -> AJ here instead.
SideB; this don't usually link together properly unless your at below kill percent, in which case there are better followups, Withdraw -> Uair -> AJ is legit though.
The Ballsy:
reverse Uair; Reverse your Uair so as to hit with the sourspot at the back and you've set yourself up for an AJ finisher, works at all realistic percents.
Deep edge guard; Ok, this one is purely for style points and probably loses to bubble as an edgeguard option in every single way but... the endlag of AJ still has a ledge grab box, it sends your opponent at a terrible trajectory for edgeguarding but on certain stages with certain DI your poor enemy might stage spike himself in surprise.
Please correct me on any errors you find with my reasoning.
The Good:
Uthrow; It's simple, effective and I *think* you can pretty much land it on reaction to any DI, works at most percents and weights.
Utilt; ditto Uthrow on pretty much every point,with the added reminder you can usually land 2 before you AJ
Dsmash; Certainly less consistent than the above but it's potentially easier to set up for and achieves largely the same result.
Uair; A very powerful kill option though it will stop working after a certain percent, making the window of opportunity you get to actually kill like this fairly small.
Dtilt; This one looks to be DI dependent so I wouldn't go into the move looking to follow up with AJ, but if you opponent sets you up for it then it's an easy thing to land on reaction.
Ftilt; Ditto Dtilt
The Bad:
Shell Shift; It follows through so perfectly and looks like a match made in heaven... but the reality is USmash kills earlier, deals more damage and probably combos easier at lower percents too. Unless I'm missing something I see no reason to use it over Hydroplane Usmash.
Crawl Attack; Same rules apply here as for SS but with the added problem that it's a lot harder to land, it is fairly consistent once you can do it but I see no reason to use it over Usmash here, just do Crawl attack -> Utilt -> AJ here instead.
SideB; this don't usually link together properly unless your at below kill percent, in which case there are better followups, Withdraw -> Uair -> AJ is legit though.
The Ballsy:
reverse Uair; Reverse your Uair so as to hit with the sourspot at the back and you've set yourself up for an AJ finisher, works at all realistic percents.
Deep edge guard; Ok, this one is purely for style points and probably loses to bubble as an edgeguard option in every single way but... the endlag of AJ still has a ledge grab box, it sends your opponent at a terrible trajectory for edgeguarding but on certain stages with certain DI your poor enemy might stage spike himself in surprise.
Please correct me on any errors you find with my reasoning.
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