ChivalRuse
Smash Hero
Anti making WFT look not so bad. https://www.youtube.com/watch?v=BCpPq9rdmq8
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Ally, Anti, basically the same.Ally making WFT look not so bad. https://www.youtube.com/watch?v=BCpPq9rdmq8
This. She is essentially an awful Palutena smash wise and Jigglypuff tilt wise. So work with that.To be honest it just sounds like people need to work on their fundamentals first instead of complaining about her.
I keep debating whether or not to comment on your posts because I gathered from our last exchange that it's pretty much leading a horse to water, and that's fine since you made it very clear you're happy with your level of play but it's a bit irksome when you keep dropping these "advice" posts that make it clear you don't understand this character very well.-snip-
*shruguu*I keep debating whether or not to comment on your posts because I gathered from our last exchange that it's pretty much leading a horse to water, and that's fine since you made it very clear you're happy with your level of play but it's a bit irksome when you keep dropping these "advice" posts that make it clear you don't understand this character very well.
The only reason I keep saying anything to you is that your "personal observations" are wrong with a tremendous amount of evidence against them and yet you keep sharing them, and often in threads where players who want to get better are venting about their short comings. It comes across like you're trying to get people to accept your perception of a character despite clearly not knowing much about her and it's really toxic. I especially dislike how you keep discrediting other players with this "EZ army" crap, as if they don't have to work for their wins the same way everyone else does.*shruguu*
It's not advice as much as it is just a personal observation of the character. I do quite well with WFT. Howeveeeer, convincing the masses that WFT isn't borderline garbaje (ie: not just convincing me) is a good place to start. On the plus side, WFT still ain't Brawl Zeldoo/Ganondork.
I find that her damage output is quite high. If I land a Nair on my opponent, I can typically set up a string of attacks that leads to damage ranging in the 30s or 40s. Her Nair does about 14% w/o the use of her deep breathing which is quite high for an aerial.The only argument for her being mid tier rather than low tier is her fast and insanely damaging Sun Salutation. Header's pretty good too, but not borderline broken like Sun Salutation.
?> multiply damage for all of your normals including pummel
> can extend your active frames on all your hitboxes or your opponents
How the HELL do you hit with ball AND the dash attack at the same TIME?! I've tried everything I can think of to do what you're describing and it just seems like nonsense as I just do not see waht you mean in this...it sounds awesome but....is there like a video in your guide or something?Indeed. Good thing we've got both header and SS. SH header to SS is pretty much bops any other camping game that doesn't have a reflect.
As for those points, they were in my header guide.
When your attacks overlap with header and your opponent(or any other hurtbox) you will hit your opponent, then the ball, then the ball will hit your opponent, doing AT LEAST double what you would have normally. For example, normal dash attack does 6%. Sounds about right for it's speed, yeah? Jab header into dash attack can do as much as 16%. That's more than Ganon gets at 3x the speed. It also does ridiculous shield damage and I'm certain that if I can land a reverse fair we'll have access to an instant shield breaker.
You'll also notice that while you are hitting anything, your active frames will be extended which can make for an extremely powerful option against the [get up] ledge option which has a very small amount of vulnerable frames or as a landing trap.
Because your active frames are longer, you recover later as well, which isn't a big deal to WFT since her best moves to use in tandem with it are fairly punishable anyway, but on other characters who rely on speedy attacks to control space, this can leave them hanging in their animation longer than they'd have liked, setting them up for punishes that might not have been possible otherwise.
OHHH thats what you meant by dask attacking with header...and yeah,....I do USE FTilt more to punish due to being quicker...Im just not that good at reads and doing TRUE combos like the rrest of you....do you think you could add me and we could spar?No videos yet, friends. I'm still trying to get setup without neglecting my other responsibilities, but I plan to do a complete WFT guide that covers her normals, specials, movement options, counter play and ATs once I can.
@ Shinuto , your're not wrong about her smashes being laggy. It's most likely an attempt to try and balance all of the other great things WFT has going for her.
>Her hitbubbles are small, but they all have some really interesting properties that will see a lot more use once we get some way to actually view them. This is on top of having appropriate range for her character model width and height.
For example Fsmash actually has really good reach horizontally and hits much further than other lunging characters like Mario.
>general lack of power?
This certainly isn't true. While Dsmash is fairly weak imo and has only ok range for her model, it's real utility is in it's kb angle as it's almost strictly horizontal which can gimp several character far before you might kill them and otherwise put them into a really bad position. Even without Deep Breathing I'm pretty sure sweet spotted Usmash is the strongest smash in the game, but if not certainly with it. Fsmash is a mix of both range and power on a speedy character with a thin frame that has great projectiles so it's a little understandable that she'd have some weaknesses somewhere to offset her strengths. Even still, if you do a little research and comparison you should find that in most cases if WFT doesn't kill earlier with her Fsmash she'll out range them. If she doesn't out range them, she'll recover faster. And in the rare cases where she doesn't do either, there will be some huge character weakness to offset it that she doesn't suffer from.
ex: Fox kills later with his Fsmash but has really good range on it, with the distance affecting it's sweetspot however.
ex: Mario can kill about 5-10% early with his Fsmash depending on the angle, but he's lacking in range.
ex: Bowser hits way further and harder but is much more punishable.
ex: Little Mac hits harder and recovers faster but has the worst recovery in the game.
>Bigger radius of attack
We already touched on her range above so I'll assume this is in reference to her issue with hitting low characters and animations. It's a weakness for sure, but not one that's insurmountable thanks to tilts and SS. It's also one I prefer over something like not having a recovery or being combo fodder.
>Starting and Ending faster
Mostly covered above, but just to assure you, you're not seeing them wrong. However you might not be using them as best you could so I'll offer a few suggestions to help you with them:
>Header plus Dash attack
- Are you stutterstepping your Fsmashes? You can outrange Fsmashes like Pit and ZSS if you do.
- Dsmash lowers your hitbox considerably and can be used as a devastating landing trap occasionally, experiment with it.
- Usmash has true combos into it and has invincibility making it a really strong anti air.
- Have you considered using Ftilt to punish instead? It's not as strong or as ranged as fsmash, but comes out quicker, recovers faster, still hits both sides, works just as well out of dash pivots, can hit low with it's reverse side and has enough power that it will clank with other really strong fsmashes like Villager's.
No videos yet, but I'll walk you through it step by step. It's really easy once you get the hang of it and is my favorite approach against ******* like Olimar and Kirby.
1.Side B
2. Cancel with shield and fast fall by pressing down.
3. Jab the header while it's in the air
4. Follow after the header and dash attack
It's no where near as useful as Diddy's banana but we can get quite a bit of damage out of it and it's pressure on the approach besides that can bait out shields and rolls for punishing as well.
@ ぱみゅ
Nice avatar. I'm pretty sure that's from RWBY, but I forget her name.
That was some excellent WFT play.Anti making WFT look not so bad. https://www.youtube.com/watch?v=BCpPq9rdmq8
The timing can be a little harder to get because doing jump into up + attack can cause what's called a jump canceled usmash. Both are pretty practical in their own right as WFT's uair auto cancels from short hop creating some powerful landing traps. Jump canceled usmash is really good for hard punishes and reads as well as a fine alternative to the hyphen usmash when attempting her best kill combo setup.So I tried setting a to jump on gcn, and x to standard attack. It's letting me do shorthopped reverse SS almost flawlessly. However, now every single time I try to sh hair, it skips jumping and does an upsmash instead. Anyone else play around with this?
Update: I just changed my controls back and I'm having the same problem... Control practice Mario is telling me jump is being input, but it's not being pressed long enough to jump before attacking. Gonna try my other controller I guess. I've never had this problem.
Apparently I've never tried doing shorthopped uairs before. I told my brother about this and he had the same thing happen. If you slide your finger from jump to attack while holding up on the joystick, it does a smash attack instead of a sh uair or utilt. I guess it's just never practical to do one over other sh attacks...
Velvet Scarlatina
I kinda forgot actually...sorry.Theres a thread in competitive right now that covers attacks that whiff when they shouldnt, so WFT isnt alone
Anyway havent you already made a thread for complaining about her flaws? Why make another?
I merged them, don't worry c:I kinda forgot actually...sorry.