Wiley
Dreamer
preferred trigger = jump
+ Side B lag cancel
Do the math, have some fun out there you speedy devils.
SHING...SHING!
It's essentially the same idea as Charizard's down b slide AT. Except you get amazing stage positioning and follow up with no lag. This absolutely wreaks havoc on slower big characters... You can either retreat illusion, continue forward illusion, Uptilt w/e it's just sexy. The same applies to the last frames before landing. Lag canceling is nothing new, but damn does trigger jumping make things easy for fox's illusion cancel.
the ideal scenario is finishing the illusion on the opponent when you can read a connection, this opens up Upair opportunities better than you'd think at higher % but at low % this is really just for positioning uptilts or better presence.
What's disgusting is chaining this into itself....... which, is pretty nasty for stopping momentum or killing time on invincibility after a kill. If you need air, this is the best free air you can get off the ground.
Also be aware of this same distance off the ground when recovering directly back on stage with illusion, you always want this move canceled for your own safety.
Not to mention if you do it the way you should, which is a frame off the ground it will appear punishable. Mix this up and expect the opponents best option on a grounded illusion and counter it. You will see profit. Just do not make this your bread and butter. It doesn't have enough damage and the trickiness wares off. Uptilts/nairs should still be the main focus in my books as their damage ratio is so worth how safe they are. But a well positioned illusion cancel can be just the ticket to start your left/right revolving uptilt play.
+ Side B lag cancel
Do the math, have some fun out there you speedy devils.
SHING...SHING!
It's essentially the same idea as Charizard's down b slide AT. Except you get amazing stage positioning and follow up with no lag. This absolutely wreaks havoc on slower big characters... You can either retreat illusion, continue forward illusion, Uptilt w/e it's just sexy. The same applies to the last frames before landing. Lag canceling is nothing new, but damn does trigger jumping make things easy for fox's illusion cancel.
the ideal scenario is finishing the illusion on the opponent when you can read a connection, this opens up Upair opportunities better than you'd think at higher % but at low % this is really just for positioning uptilts or better presence.
What's disgusting is chaining this into itself....... which, is pretty nasty for stopping momentum or killing time on invincibility after a kill. If you need air, this is the best free air you can get off the ground.
Also be aware of this same distance off the ground when recovering directly back on stage with illusion, you always want this move canceled for your own safety.
Not to mention if you do it the way you should, which is a frame off the ground it will appear punishable. Mix this up and expect the opponents best option on a grounded illusion and counter it. You will see profit. Just do not make this your bread and butter. It doesn't have enough damage and the trickiness wares off. Uptilts/nairs should still be the main focus in my books as their damage ratio is so worth how safe they are. But a well positioned illusion cancel can be just the ticket to start your left/right revolving uptilt play.
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