Wiley
Dreamer
As is true with many multi-hit attacks, once you connect, the enemy's momentum follows the move until completion or it leaves the hit box from snapping out (this is how I assume it works.) This means connecting moves like D3's Uair offers some really solid control. You just need to have them snap out of the final frames of the attack which launches them, so they keep the fast fall momentum you gave them but never get truly knocked away from it.
(see Sheik Uair, Falco Fair, Kirby Dair, etc. as well)
This leads to potential chain grabs by:
Dthrow - short hop Uair + fast fall.
which puts the opponent back into grab position (unless it's Megaman or other floaty characters or quick reactions, this is no guarenteed chain,) which I first learned with Sheik, who I don't play, but it applies here as well lol.
but also something really devious as seen soon enough >:D
I have a capture card for the Wii U but I really felt like sharing this so I did the average Joe's "video the screen" routine. It's just short and fun and one more reason the true king of the float has always made me happy to play.
Just showcasing a fun moment I had in For Glory today, and sharing the information to anyone who doesn't know yet.
(see Sheik Uair, Falco Fair, Kirby Dair, etc. as well)
This leads to potential chain grabs by:
Dthrow - short hop Uair + fast fall.
which puts the opponent back into grab position (unless it's Megaman or other floaty characters or quick reactions, this is no guarenteed chain,) which I first learned with Sheik, who I don't play, but it applies here as well lol.
but also something really devious as seen soon enough >:D
I have a capture card for the Wii U but I really felt like sharing this so I did the average Joe's "video the screen" routine. It's just short and fun and one more reason the true king of the float has always made me happy to play.
Just showcasing a fun moment I had in For Glory today, and sharing the information to anyone who doesn't know yet.
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