So I've been playing around with WF vs WDK for a little bit in training mode to get more of a feel for what @
Ray_Kalm
has been talking about regarding not being safe on hit early. My conclusion is that WF and WDK are both unsafe on hit at low %, but overall I think WDK is actually safer on hit earlier.
When I tested Ganon vs Ganon, I was able to punish his WF on hit from about 0-25%. At 0% WF is punishable on hit unless you get hit with the 12% damage hit. When hit by the 12% hit at 0%, if I DI'd up I could still punish it on hit by not being forced to tech. Unless I was hit by the later half of the kick, I could punish WF on hit until about 25%.
The same testing Ganon vs Ganon, I was only able to punish WDK on hit from about 0-11%. At 0% WDK is punishable on hit, but instead of being safer when close like WF (due to hitting with the stronger hit) it is safer from a distance. When hitting at max distance, only grab was fast enough to punish WDK at 0%. Once I got to the point where it induced tumble on the weak hit (11%), I was unable to punish WDK on hit anymore.
WDK having less endlag more than makes up for the fact that it has less knockback/hitstun as far as being safe on hit is concerned. I think in situations where you'd want to scare people with decent startup, straight hitbox, and punish spotdodges/rolls you can just flame choke or dash attack. Both are safer on hit at low%, safer on block, and do/lead to more damage. The only upside WF has on them is edge-canceling and distance, which WDK has too.
The best part about WF is the beast aerial knockback, but I think aerial WDK is also useful, just in different situations. Instead of baiting people below you into eating a truck, it lets you edgeguard from another angle. The mostly horizontal launch angle is nice for gimps, and the spike from WF is mostly outclassed by Dair/tipman.
Personally I would only use WF against short characters with a weak or non-existent projectile game. Otherwise the recovery and anti-projectile properties of WDK are too good to pass up on imo.
TL;DR Don't wizkick at 0%.
When I tested Ganon vs Ganon, I was able to punish his WF on hit from about 0-25%. At 0% WF is punishable on hit unless you get hit with the 12% damage hit. When hit by the 12% hit at 0%, if I DI'd up I could still punish it on hit by not being forced to tech. Unless I was hit by the later half of the kick, I could punish WF on hit until about 25%.
The same testing Ganon vs Ganon, I was only able to punish WDK on hit from about 0-11%. At 0% WDK is punishable on hit, but instead of being safer when close like WF (due to hitting with the stronger hit) it is safer from a distance. When hitting at max distance, only grab was fast enough to punish WDK at 0%. Once I got to the point where it induced tumble on the weak hit (11%), I was unable to punish WDK on hit anymore.
WDK having less endlag more than makes up for the fact that it has less knockback/hitstun as far as being safe on hit is concerned. I think in situations where you'd want to scare people with decent startup, straight hitbox, and punish spotdodges/rolls you can just flame choke or dash attack. Both are safer on hit at low%, safer on block, and do/lead to more damage. The only upside WF has on them is edge-canceling and distance, which WDK has too.
The best part about WF is the beast aerial knockback, but I think aerial WDK is also useful, just in different situations. Instead of baiting people below you into eating a truck, it lets you edgeguard from another angle. The mostly horizontal launch angle is nice for gimps, and the spike from WF is mostly outclassed by Dair/tipman.
Personally I would only use WF against short characters with a weak or non-existent projectile game. Otherwise the recovery and anti-projectile properties of WDK are too good to pass up on imo.
TL;DR Don't wizkick at 0%.