⑨ball
Smash Ace
- Joined
- Oct 6, 2014
- Messages
- 819
Alright guys, we've been dancing around this thread for some time now with bits here and there, so here it is finally. The compiled list of all the practical header trickshots we have, how to do them, and some ideas for when they may be applicable.
Header Control
About as base as you can get. All you do is press side b, tapping again for a faster hit and higher angle. Some regurgitated info for those who never saw the first header thread: The ball generates on frame 1 when possible, the earliest hitbox comes out on frame 16, the latest comes out on 31. It has FAF frames of 41(fastest input) and 56(no input). It's a two part attack, the spike (15%) and the projectile (Velocity Dependent %) if they hit together they usually do 23%. The ball will never stale and hitting it or with it counts towards your stale moves counter. Header has a weird type of RCO lag, that forces lag even after you've recovered.
Because the ball is velocity dependent, it will do more damage the faster it goes and less the slower it goes. This concept is the basis for a few other header trick shots so keep it in mind.
It's a bit unreliable in close range zoning due to startup and cooldown, but makes a great mid-long range pressure tool. Use it to cover landings and force options from a safe distance as a projectile or as one of it's many traps/combo extenders as a normal attack.
Short Hop header is performed by doing a short hop and then immediately pressing side-b twice. This results in you not incurring header's weird rco lag letting you move as soon as you land. Pretty much your go-to long range projectile when you plan on approaching immediately after, or space controller for air shenanigans. It hits a bit too high to threaten shorthop aerials aside from the occasional trade , so up close, you'll find it best used as a landing trap or to threaten fullhops against SS.
The Channel Header (because canceled header header sounds stupid) is a combination of the shorthop header and a header cancel to get a down angled projectile with no lag so you can approach and put on pressure. It's uses are pretty self explanatory. To perform it, simply cancel a header towards your opponent, and then hit it with a short hop header.
The Lakuto Cancel Header takes advantage of the header canceled direction glitch and the sh header to bring in some mixups. As the ball will always fly in whatever direction you canceled, you can use this to both have an early start on your approach after a sh header, or a projectile on your retreat. Simply cancel in your desired direction and then hit the ball again with side b to send it flying in that direction.
Tilt Headers
On platformed stages and while juggling, utilt header shines it's best. Particularly when uthrow>uair stops being a threat. While it isn't huge damage or knockback, it's good damage and space control while you remain on the ground where the threat of usmash and sh uair are very potent. Because it doesn't get sent flying very fast, it's hitbox may die out when trying to catch opponents too high up or far away. That said it does a great job of threatening space in the area where opponents decide whether to jump or fast fall. Used higher it can function as a feint to bait airdodges. Execution is simple, just cancel, fast fall and utilt for a more vertical-diagonal angle, and drop the fast fall or wait, for a more horizontal-diagonal angle.
Dtilt header can leave a lot desired. What with it being our slowest tilt header on startup and recovery, it won't be the forefront of many offenses. It's arc is much too high for grounded play, much too low for juggling, and is outclassed by plenty other trick shots as a landing trap. So while it works as a trickshot, it's real use imo is as a hitbox extender for dtilt so you can two frame recoveries easier. Performed by header canceling and either drifting behind it or turning around after the cancel, waiting, and then dtilting. For what it's worth dtilt header's hitbox lasts a long time and can serve as setup into SS from about half a stage away, meaning you might catch an opponent standing from the ledge with luck and convert into the kill.
Where R-Ftilt won't catch , ftilt will usually do the job. Hits hard(for header :') ), moves fast and arc's low. These qualities make it good particularly when looking out for characters with really good disadvantaged states. It's also not bad as a follow up when you knock opponents far offstage towards the corners and don't expect a high recovery. Just header cancel, fast fall ftilt to use it.
If utilt header is a call out on fast falling , r-ftilt is a call out on jumping away. It travels much further and faster with a hitbox for much longer than util header making it ideal for catching those who are fine with taking their time getting back to the ground or trying to throw off your timing. Similarly, you'll find it's best uses during juggle situations. To use it header cancel in the direction you want, fast fall and then ftilt in the opposite direction.(may require a half second pause before ftilt.)
Smash Headers
Fsmash
Usmash
Dsmash
Special Headers
Sun Header
Wind Header
Hoop Header
Header Control
Because the ball is velocity dependent, it will do more damage the faster it goes and less the slower it goes. This concept is the basis for a few other header trick shots so keep it in mind.
It's a bit unreliable in close range zoning due to startup and cooldown, but makes a great mid-long range pressure tool. Use it to cover landings and force options from a safe distance as a projectile or as one of it's many traps/combo extenders as a normal attack.
Tilt Headers
Smash Headers
Fsmash
Usmash
Dsmash
Special Headers
Sun Header
Wind Header
Hoop Header
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