Piman34
Smash Lord
So, I recently was around the PT forums for some reason, and some guy posted that you can get a super fire spin from charizard if you use his up special on a platform right as its rising, such as occurs in yoshi's island and delfino plaza...well long story short, I was practicing my QACing tonight, and there was a ramp. So i QAC on the ramp and I kinda did the same thing, not only was I able to get more of a movement boost in the upward direction of the ramp, but i was able to do another QAC at the top of the ramp, or jump...just something to keep in mind. I can't really think of an applicable use for this, but I thought it was interesting, nonetheless.
EDIT: So I was messing around with this (the first part), and if you QAC into the ramp either sideways or from above, and then use a special attack, such as thunder...it slides you just a little bit. This is extremely noticeable on Green Hill Zone, against one of the half-pipes. Again, don't know the usefulness just something to note; maybe it could be used similarly to the wavebouncing from platforms.
Secondly, I have been working on this one awhile, and while it may be known that you can wall jump on certain levels to avoid edgeguarding and save your 2nd jump, or recovery, I think I found another application of this. Basically if you hold on to the edge, and press downback (away from the stage) + jump + Attack, you get a very nicely timed ledgehopped Bair. But if you do it a different way with slightly a different input, you get a very nicely timed ledgehopped Fair, FACING AWAY FROM THE STAGE. Now this can be used as another edgeguarding trick, since you can DI back to the edge w/o having to recover, and the fifth hit of the fair has some nice knockback, and since its close to the side of the screen already, it would have more killing potential. Stealth and I did some testing for this, and we decided that it was a wall jump that allowed us to face the opposite direction, but the timing was so close that it was hard to tell. So far the only way I have found to consistently do this technique is to press back (away from the stage), and immediately press toward the stage and jump at the same time, to wall jump, then Attack to do the fair. The timing is almost synonymous with each other so the window is not very large. if you mess up you will just do a bair and can try again, so if you mess up its not a total loss.
We should call this the reverse or something, since you can just do an empty ledge drop, wall jump too, or have a pause and nair (good for killing too), as well as the fair. Uair and dair don't make that much difference as to which way you are facing, that's why I left them out. Initially, I could only find two places that this worked on: FD, and the waiting area for wi-fi, making it really only one. I hypothesized this was because FD has a little lip that allows wall jumping off of (the little slant right below the edge). Wi-fi makes this harder, even with minimal lag, but I was able to do it with both fair and nair.
Bunny and I did some testing, and we came up with a list of characters that can do this reverse (character size matters here, since if the character is too large, you grab the edge and cannot wall jump), as well as a list for stages this technique works on:
Characters:
: Average
: Average
: Excellent
: Excellent
Stages: Warioware, Distant Planet, Pictochat, Final Destination, New Pork City (except the bottom ledge and rightmost ledge), Frigate Orpheon, Bridge of Eldin, Green Greens, Hyrule (except the ledges on the extreme of each side), Port Town Aero Drive, Green Hill Zone (when part of the stage falls), and Delfino Plaza (only on the grass pillar transformation).
While I was practicing this, Bunny came up with an alternate version of this move. You ledge drop, fall a little ways, then wall jump, then 2nd jump away from stage and use a move, then recover. At first, this seemed like a more practical and much more use on other levels such as Yoshi's island, Delfino Plaza (certain parts), Corneria (the fin only as we were unable to wall jump off the engine at the rear), and levels in general with walls. After further testing the list was increased greatly, since by being able to do this variation, you must be able to do the reverse, so this list is including all of the previously mentioned stages, plus:
Shadow Moses Island, Battlefield, Castle Seige, Rainbow Cruise (you can wall jump off of the fin beneath the ship too), Summit, Pokemon Stadium 2 (the Ground transformation), Spear Pillar, Corneria, Onett, Brinstar (only when the platform is split in the middle), Pokemon Stadium 1 (a little spot below the edge is where you can wall jump in addition to the pillar in the center), Halberd (when you land on the actual ship, below the deck), and Delfino Plaza (every other transformation besides the transition where you are floating on the platform).
If stages aren't listed, it's because I could not find a way to wall jump / reverse, I tried to make sure I tested all of each stage's transformations.
We also did tests to see which characters were most effective at this. The results basically showed that the effectiveness was based on their recovery; the better the recovery, the better the effect. Each character that could wall jump (or wall hang / wall jump) was given an Excellent, Average, or a Bad. These are the same rating system as above.
Excellent (Being in the position way off stage helps set up for an easy k.o. or preventing the opponent from returning, and able to return to the stage with ease. Usually has a way to get the opponent off the stage with relative ease as well):
Average (While they can easily return to the stage, being extra far from the stage doesn't benefit them as much):
:shiek:
Bad (either angled recovery isn't that great, or just plain sucks):
I hope this information has proved useful, and please do some more testing, I will myself, and also I am trying to get a video up with in-combat uses, as well as a demonstration, with every character that can do it. If I missed any character that can wall jump, please also let me know.
Oh a side note, while testing this, I discovered that if you wall jump from one side of Shadow Moses Island, DI enough, then jump, more DI, and finally a Fair, you can actually attack the other side of the stage. Now tell me that isn't useless
EDIT: So I was messing around with this (the first part), and if you QAC into the ramp either sideways or from above, and then use a special attack, such as thunder...it slides you just a little bit. This is extremely noticeable on Green Hill Zone, against one of the half-pipes. Again, don't know the usefulness just something to note; maybe it could be used similarly to the wavebouncing from platforms.
Secondly, I have been working on this one awhile, and while it may be known that you can wall jump on certain levels to avoid edgeguarding and save your 2nd jump, or recovery, I think I found another application of this. Basically if you hold on to the edge, and press downback (away from the stage) + jump + Attack, you get a very nicely timed ledgehopped Bair. But if you do it a different way with slightly a different input, you get a very nicely timed ledgehopped Fair, FACING AWAY FROM THE STAGE. Now this can be used as another edgeguarding trick, since you can DI back to the edge w/o having to recover, and the fifth hit of the fair has some nice knockback, and since its close to the side of the screen already, it would have more killing potential. Stealth and I did some testing for this, and we decided that it was a wall jump that allowed us to face the opposite direction, but the timing was so close that it was hard to tell. So far the only way I have found to consistently do this technique is to press back (away from the stage), and immediately press toward the stage and jump at the same time, to wall jump, then Attack to do the fair. The timing is almost synonymous with each other so the window is not very large. if you mess up you will just do a bair and can try again, so if you mess up its not a total loss.
We should call this the reverse or something, since you can just do an empty ledge drop, wall jump too, or have a pause and nair (good for killing too), as well as the fair. Uair and dair don't make that much difference as to which way you are facing, that's why I left them out. Initially, I could only find two places that this worked on: FD, and the waiting area for wi-fi, making it really only one. I hypothesized this was because FD has a little lip that allows wall jumping off of (the little slant right below the edge). Wi-fi makes this harder, even with minimal lag, but I was able to do it with both fair and nair.
Bunny and I did some testing, and we came up with a list of characters that can do this reverse (character size matters here, since if the character is too large, you grab the edge and cannot wall jump), as well as a list for stages this technique works on:
Characters:
: Average
: Average
: Excellent
: Excellent
Stages: Warioware, Distant Planet, Pictochat, Final Destination, New Pork City (except the bottom ledge and rightmost ledge), Frigate Orpheon, Bridge of Eldin, Green Greens, Hyrule (except the ledges on the extreme of each side), Port Town Aero Drive, Green Hill Zone (when part of the stage falls), and Delfino Plaza (only on the grass pillar transformation).
While I was practicing this, Bunny came up with an alternate version of this move. You ledge drop, fall a little ways, then wall jump, then 2nd jump away from stage and use a move, then recover. At first, this seemed like a more practical and much more use on other levels such as Yoshi's island, Delfino Plaza (certain parts), Corneria (the fin only as we were unable to wall jump off the engine at the rear), and levels in general with walls. After further testing the list was increased greatly, since by being able to do this variation, you must be able to do the reverse, so this list is including all of the previously mentioned stages, plus:
Shadow Moses Island, Battlefield, Castle Seige, Rainbow Cruise (you can wall jump off of the fin beneath the ship too), Summit, Pokemon Stadium 2 (the Ground transformation), Spear Pillar, Corneria, Onett, Brinstar (only when the platform is split in the middle), Pokemon Stadium 1 (a little spot below the edge is where you can wall jump in addition to the pillar in the center), Halberd (when you land on the actual ship, below the deck), and Delfino Plaza (every other transformation besides the transition where you are floating on the platform).
If stages aren't listed, it's because I could not find a way to wall jump / reverse, I tried to make sure I tested all of each stage's transformations.
We also did tests to see which characters were most effective at this. The results basically showed that the effectiveness was based on their recovery; the better the recovery, the better the effect. Each character that could wall jump (or wall hang / wall jump) was given an Excellent, Average, or a Bad. These are the same rating system as above.
Excellent (Being in the position way off stage helps set up for an easy k.o. or preventing the opponent from returning, and able to return to the stage with ease. Usually has a way to get the opponent off the stage with relative ease as well):
Average (While they can easily return to the stage, being extra far from the stage doesn't benefit them as much):
:shiek:
Bad (either angled recovery isn't that great, or just plain sucks):
I hope this information has proved useful, and please do some more testing, I will myself, and also I am trying to get a video up with in-combat uses, as well as a demonstration, with every character that can do it. If I missed any character that can wall jump, please also let me know.
Oh a side note, while testing this, I discovered that if you wall jump from one side of Shadow Moses Island, DI enough, then jump, more DI, and finally a Fair, you can actually attack the other side of the stage. Now tell me that isn't useless