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- May 3, 2009
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What is an Airwalk?
Airwalk [Certain Characters] - Certain characters have traits or moves that allow them to briefly go offstage, then drift back. The most common traits that allow this are floatiness and aerial mobility. When performed through a move, the move is usually cancelled when the character crosses the ledge. Not to be confused with Lucario's Altered Momentum DownAir, whose popular name is also "the Airwalk".
What is neccessary for a move to be able to airwalk?
Specifications for an airwalk:
Put simply, a move cannot compromise your momentum to a single direction THE WHOLE DURATION OF THE MOVE. This is why Wings of Icarus can airwalk. If it does, as in Ike's Quickdraw, then it must have startup lag that can conserve momentum, and enough of it. This is why Yoshi's Eggroll cannot airwalk. Although you can control your aerial direction a bit, it isn't enough, and apart from that, even though it has startup lag, it does not conserve momentum, it cancels it. It also explains why sometimes I would impact the lip of Battlefield when trying to airwalk with Eggroll.
--
Key-
[R]: Reversed; reverse momentum special
[AC]: Aftercanceled; indicates that a move is canceled either because of landing back onstage, and putting you in your landing lag animation, or in the case of Shiek's needle charge, you cancel it as soon as you airwalk back by pressing your shield button
[CASAD]: Canceled as soon as drift; the special is completelly canceled, i.e. puts you in your idle falling animation, and enables you to drift back onstage
[D]: Drift; in the case of moves, drift means when you go offstage facing one direction, then direct your way back to the stage while in the move in a way that you are left facing the same direction; in the case of Wario, indicates that you can simply tap off the ldge then drift back simply with aerial mobility
[DD]: Dash Dance; only applies to the Ice Climbers; means that because of dashdancing near the edge, the secondary Climber falls off but airwalks back to rejoin the primary Climber
[collapse=list of compatible characters/moves]Mario: [R]Fireball, [AC]Cape
Luigi: [R]Fireball, [R]Tornado
Donkey Kong: [R]Headbutt, [D]Kong Spin
Yoshi: [R]Egg Lay, [R]Egg Throw
R.O.B.: [R]Laser, [R]Robocopter, [R]Gyro Charge/Shot, [D]DownAir
Snake: [R]Grenade, [R]Nikita, [R]C4, [AC]C4
Captain Falcon: n/a*(1)
Kirby: [D]/[AC]Hammer
Lucas: [R]PK Freeze, [AC]PK Fire *(2)
Ness: [R]PK Flash, [CASAD]PK Fire, [AC]PK Fire *(2)
Mr. Game and Watch: [R]Chef, [R]Judge
Wario: [D]Aerial Mobility, [D]/[AC]ForwardAir, [D]/[AC]BackwardAir, [D]/[AC]UpAir
Pit: [D]Wings of Icarus, *(3)[R]Angel Ring, [R]Arrow, [R]Shield
Ice Climbers: [DD]Secondary Climber, [R]Squall Hammer, [R]Blizzard, [CASAD]Ice Block
Pikachu: [R]Thunder
King DDD: [R]Minion Throw
Samus: [CASAD]Missile, [R]Bomb *(4)
Jigglypuff: [R]Pound
Link: [R]Arrow, [R]Gale Boomerang, [CASAD]Spin Attack Charge
Toon Link: [R]Arrow, [R]Boomerang, [CASAD]Spin Attack Charge
Lucario: [R] Force Palm, [R]Aura Sphere Charge, [R]Aura Sphere Shot
Wolf: [R]Laser
Zelda: [R]Nayru's Love, [R]Din's Fire
Shiek: [R]Needle Charge, [AC]Needle Charge, [R]Needle Shot
Marth: [R]Shield Breaker
Ivysaur: [R]Razor Leaf
Ike: [R]Quickdraw
Zero Suit Samus: [R]Stunner, [R]Vertical Whip*(5)
Olimar: [R]Pikmin Toss *(6), [R]Whistle
[/collapse]
Characters not listed have no airwalks
Notes:
*(1)- I'm thinking that Captain Falcon has the capacity to airwalk, albeit under more specific conditions. On Yoshi's Island: Brawl, you can grounded Falcon Kick while in the center of the "trapezoid" to the left/right of the center dent, so that as the move ends, it is botched in a way by the outer downward incline so that you are left falling close to the ledge. Try it out for yourself to get a better idea of what it looks like. I'm confident that this opens up a way for Captain Falcon to airwalk.
*(2)- Things that I didn't know about the PK Kids' PK Fires and second jumps, and found out while testing(READ: NOT NECCESSARILY NEW): Both kids have three sparkles in their jumps. For Ness, if PK Fire is input before the first sparkle, his second jump's height is reduced. If input during the first sparkle to during the second sparkle, his second jump's momentum is canceled. If input after the second sparkle, he retains whatever momentum is left over. For Lucas, if PK Fire is input simultaneously with his second jump, a Zap Jump occurs. If input before the first to before the second sparkle, his second jump's height is reduced. If input during the second sparkle, his second jump's momentum is cancelled. If input after the second sparkle, he retains whatever momentum was left over. However, and this applies for both kids, if you buffer a double jump during landing lag a la ISJR, then input a PK Fire shortly thereafter, it will completelly cancel the jump, resulting in the kid entering another landing lag animation as soon as the first one is finished, without leaving the ground.
*(3)- A weird gimmick happened when I was testing with Wings of Icarus. It can be canceled when you slide off the edge with it before you begin ascending. So when I tried it with B-Sticking, Pit automatically uses his second jump after the cancel. When I did this and drifted to the left, towards the right platform(Battlefield), Pit sort of tripped, but in a wierd way, and pratfell. It was really unusual, and it hasn't happened again yet.
*(4)- Samus can do a "roll stop" with her bombs on the lege. Basically you dash, bomb lay as you go off, but slam the analog stick backwards and down. What should happen is that Samus does her morph ball roll in place. Not sure if this is some kind of airwalk, because before the roll in place, Samus twitches a bit in the direction offstage.
*(5)- When reversing ZSSamus's vertical whip to airwalk, I found out that it has three sound effects, arranged in a priority list. They are "silent", i.e., no sound when the move is performed, "whip whoosh", and "whip whistle", in that order. That is, you can perform a silent whip airwalk, a whip whoosh airwalk, and a full sound effect airwalk.
*(6)- New to me: If you pluck as you go off the edge, you can pluck almost animationless. This looks cool when you have no Pikmin then "Quick Pluck" off a platform to an instant Pikmin throw.
--
How to Perform:
-Wario: Flick the control stick to go offstage, then drift back onstage.
-Through a move: Run, then in the move's specific window, input the move so that you conserve momentum and slide off the ledge, then either drift back, or reverse your momentum to get back.
Examples-[collapse=~Missile Ledge Cancel(?) (Samus)]- Used in reference to dashing with Samus, then, at a certain point in the dash, inputting a missile so that you slide off the stage and the missile is cancelled. Samus is then left hanging in the air right next to ledge in which there is a window large enough to airwalk. Also useful for edgeguarding, as it puts Samus right in front of the ledge.[/collapse]
[collapse=~C4 Aiwalk(?) (Snake)]- Used in reference to dashing, then as you go offstage, pressing DownB to begin planting a C4, then hitting the analog stick back. There are two variations of this. One is where when you get back onstage, Snake still plants his C4. The other is where you perform the reverse late enough so that the animation is canceled when you drift back.[/collapse]
~~~~
What is a SCAC?
SCAC (Special Charge Airdodge Cancel) [Certain Characters] - Certain characters have windows in their aerial specials in which they can be cancelled by inputting an airdodge. Depending on the timing, the special will either be cancelled into a normal fall or into an actual airdodge.
--
Key-
[AD]: Airdodge; when canceled, puts you into an airdodge
[IF]: Idle Fall; puts you into an idle fall
[AE]: Animation End; only applies to Snake
(A): Always; always puts you in the following action
(TD): Timing Dependent; followed by timings
[collapse=list of compatible characters/moves]Donkey Kong: Giant Punch(TD);[AD]input airdodge during charging sparkle [IF]input airdodge between sparkles
Diddy Kong: Peanut Popgun(A)[AD]
R.O.B.: Gyro(TD); [IF]input airdodge during opening frames [AD]input airdodge after opening frames
Shiek: Needles(A)[IF]
Mario: FLUDD(A)[AD]
Lucario: Aura Sphere(A)[AD]
Squirtle: Water Gun(A)[AD]
Snake: Nikita(A)[AE][/collapse]
How to Perform: Input a cancellable special while in the air, then input an airdodge in the desired effect's window.
Examples-[collapse=~Gyro Cancelling (R.O.B.)] - The popular name used when refering to cancelling R.O.B.'s aerial Gyro Charge. Usually refers to the more optimal cancel which leads to a normal fall.[/collapse]
[collapse=~Giant Punch Cancel (Donkey Kong)] - The popular name used to refer to cancelling Donkey Kong's aerial Giant Punch charge. When an airdodge is input during a sparkle effect, an airdodge occurs. When an airdodge is input between sparkle effects, a normal fall is induced.[/collapse]
~~~~
What is an ALFC?
ALFC (Attack Land Fall Cancel) [Certain Characters] - Certain characters have attacks that, when spaced correctly, will automatically cancel into a fall upon reaching the edge. Some will sweetspot the ledge, while others will give you enough time to pull out a quick aerial similar to CASAed specials.
What is neccessary for a move to be able to be ALFCed?
Specifications for an ALFC:
So far, all that seems neccessary for a move to be ALFCed compatible is that it does compromise your momentum and direction to the x-axis, to some degree, and that it lift the character's frame off the ground.
--
Key-
[F]: Fall; puts your character into a normal fall. When fall is possible, ledgesnap is always implied as well
[SF]: Special Fall; puts your character into helpless
[LS]: Ledgesnap; auto ledgesnaps the ledge
[DF]: Delayed Fall; puts your character into fall, but does not allow extra inputs instantly. When delayed fall is possible, ledgesnap is implied as well, unless it is a DFNS
[DFNS]: Delayed Fall No Snap; puts your character into delayed fall, but too far away to make a ledgesnap possible
[DE]: Desynch; only applies to the Ice Climbers on slanted edges. Desynchs them
[SFS]: Special Fall Snap; only applies to the Ice Climbers on flat edges. Puts them into a special fall but then autosnaps the ledge.
[OS]: Onstage; makes your character fall onstage. Never allows an extra input to be completed.
[collapse=Flat Edge ALFCancels]Captain Falcon: Falcon Kick[F]
Ganondorf: Wizard's Foot[F]
Metaknight: Drill Rush[F]
Pikachu: Skull Bash[LS]
Ice Climbers: Squall Hammer[SFS]
Luigi: Green Missile[DF]
Bowser: Flying Fortress[SF]
Donkey Kong: Kong Spin[SF]
Squirtle: Rapid Spin[F]*(1)
Peach: Peach Bomber[DFNS]
Shiek: Vanish[SF]/[LS]*(2)
Zelda: Farore's Wind[F][/collapse]
[collapse=Slanted Edge ALFCancels]Pikachu: Quick Attack[F(OS)]*(3), Skull Bash[DFNS]
Ice Climbers: Squall Hammer[SF]/[DE]*(3)
Ganondorf: Wizard's Foot[F]
Captain Falcon: Falcon Kick[F]
Squirtle: Rapid Spin[F]
Metaknight: Drill Rush[F]
Luigi: Green Missile[DF]
Donkey Kong: Kong Spin[SF]
Bowser: Flying Fortress[SF]
Fox: Fire Fox[OS]
Falco: Fire Falcon[OS]
Wolf: Flying Wolf[OS]
Diddy Kong: Monkey Flip[F]
Zelda: Farore's wind[F]
Shiek: Vanish[SF]/[LS][/collapse]
Notes:
*(1)- A certain spacing of this will cause Squirtle to be boosted up a considerable amount before ending the move offstage.
*(2)- It seems that if you input a Forward Aerial at the time when you would ledgesnap with Shiek, you instead ignore the ledge and go into Special Fall.
*(3)- Depending on your spacing, you will either fall onstage with Skullbash/Desynch with Squall Hammer, or go into delayed/special fall. Also, Desynch is in fact the effect of Squall Hammer causing an onstage landing.
--
Tags are sexy.
Airwalk [Certain Characters] - Certain characters have traits or moves that allow them to briefly go offstage, then drift back. The most common traits that allow this are floatiness and aerial mobility. When performed through a move, the move is usually cancelled when the character crosses the ledge. Not to be confused with Lucario's Altered Momentum DownAir, whose popular name is also "the Airwalk".
What is neccessary for a move to be able to airwalk?
Specifications for an airwalk:
Put simply, a move cannot compromise your momentum to a single direction THE WHOLE DURATION OF THE MOVE. This is why Wings of Icarus can airwalk. If it does, as in Ike's Quickdraw, then it must have startup lag that can conserve momentum, and enough of it. This is why Yoshi's Eggroll cannot airwalk. Although you can control your aerial direction a bit, it isn't enough, and apart from that, even though it has startup lag, it does not conserve momentum, it cancels it. It also explains why sometimes I would impact the lip of Battlefield when trying to airwalk with Eggroll.
--
Key-
[R]: Reversed; reverse momentum special
[AC]: Aftercanceled; indicates that a move is canceled either because of landing back onstage, and putting you in your landing lag animation, or in the case of Shiek's needle charge, you cancel it as soon as you airwalk back by pressing your shield button
[CASAD]: Canceled as soon as drift; the special is completelly canceled, i.e. puts you in your idle falling animation, and enables you to drift back onstage
[D]: Drift; in the case of moves, drift means when you go offstage facing one direction, then direct your way back to the stage while in the move in a way that you are left facing the same direction; in the case of Wario, indicates that you can simply tap off the ldge then drift back simply with aerial mobility
[DD]: Dash Dance; only applies to the Ice Climbers; means that because of dashdancing near the edge, the secondary Climber falls off but airwalks back to rejoin the primary Climber
[collapse=list of compatible characters/moves]Mario: [R]Fireball, [AC]Cape
Luigi: [R]Fireball, [R]Tornado
Donkey Kong: [R]Headbutt, [D]Kong Spin
Yoshi: [R]Egg Lay, [R]Egg Throw
R.O.B.: [R]Laser, [R]Robocopter, [R]Gyro Charge/Shot, [D]DownAir
Snake: [R]Grenade, [R]Nikita, [R]C4, [AC]C4
Captain Falcon: n/a*(1)
Kirby: [D]/[AC]Hammer
Lucas: [R]PK Freeze, [AC]PK Fire *(2)
Ness: [R]PK Flash, [CASAD]PK Fire, [AC]PK Fire *(2)
Mr. Game and Watch: [R]Chef, [R]Judge
Wario: [D]Aerial Mobility, [D]/[AC]ForwardAir, [D]/[AC]BackwardAir, [D]/[AC]UpAir
Pit: [D]Wings of Icarus, *(3)[R]Angel Ring, [R]Arrow, [R]Shield
Ice Climbers: [DD]Secondary Climber, [R]Squall Hammer, [R]Blizzard, [CASAD]Ice Block
Pikachu: [R]Thunder
King DDD: [R]Minion Throw
Samus: [CASAD]Missile, [R]Bomb *(4)
Jigglypuff: [R]Pound
Link: [R]Arrow, [R]Gale Boomerang, [CASAD]Spin Attack Charge
Toon Link: [R]Arrow, [R]Boomerang, [CASAD]Spin Attack Charge
Lucario: [R] Force Palm, [R]Aura Sphere Charge, [R]Aura Sphere Shot
Wolf: [R]Laser
Zelda: [R]Nayru's Love, [R]Din's Fire
Shiek: [R]Needle Charge, [AC]Needle Charge, [R]Needle Shot
Marth: [R]Shield Breaker
Ivysaur: [R]Razor Leaf
Ike: [R]Quickdraw
Zero Suit Samus: [R]Stunner, [R]Vertical Whip*(5)
Olimar: [R]Pikmin Toss *(6), [R]Whistle
[/collapse]
Characters not listed have no airwalks
Notes:
*(1)- I'm thinking that Captain Falcon has the capacity to airwalk, albeit under more specific conditions. On Yoshi's Island: Brawl, you can grounded Falcon Kick while in the center of the "trapezoid" to the left/right of the center dent, so that as the move ends, it is botched in a way by the outer downward incline so that you are left falling close to the ledge. Try it out for yourself to get a better idea of what it looks like. I'm confident that this opens up a way for Captain Falcon to airwalk.
*(2)- Things that I didn't know about the PK Kids' PK Fires and second jumps, and found out while testing(READ: NOT NECCESSARILY NEW): Both kids have three sparkles in their jumps. For Ness, if PK Fire is input before the first sparkle, his second jump's height is reduced. If input during the first sparkle to during the second sparkle, his second jump's momentum is canceled. If input after the second sparkle, he retains whatever momentum is left over. For Lucas, if PK Fire is input simultaneously with his second jump, a Zap Jump occurs. If input before the first to before the second sparkle, his second jump's height is reduced. If input during the second sparkle, his second jump's momentum is cancelled. If input after the second sparkle, he retains whatever momentum was left over. However, and this applies for both kids, if you buffer a double jump during landing lag a la ISJR, then input a PK Fire shortly thereafter, it will completelly cancel the jump, resulting in the kid entering another landing lag animation as soon as the first one is finished, without leaving the ground.
*(3)- A weird gimmick happened when I was testing with Wings of Icarus. It can be canceled when you slide off the edge with it before you begin ascending. So when I tried it with B-Sticking, Pit automatically uses his second jump after the cancel. When I did this and drifted to the left, towards the right platform(Battlefield), Pit sort of tripped, but in a wierd way, and pratfell. It was really unusual, and it hasn't happened again yet.
*(4)- Samus can do a "roll stop" with her bombs on the lege. Basically you dash, bomb lay as you go off, but slam the analog stick backwards and down. What should happen is that Samus does her morph ball roll in place. Not sure if this is some kind of airwalk, because before the roll in place, Samus twitches a bit in the direction offstage.
*(5)- When reversing ZSSamus's vertical whip to airwalk, I found out that it has three sound effects, arranged in a priority list. They are "silent", i.e., no sound when the move is performed, "whip whoosh", and "whip whistle", in that order. That is, you can perform a silent whip airwalk, a whip whoosh airwalk, and a full sound effect airwalk.
*(6)- New to me: If you pluck as you go off the edge, you can pluck almost animationless. This looks cool when you have no Pikmin then "Quick Pluck" off a platform to an instant Pikmin throw.
--
How to Perform:
-Wario: Flick the control stick to go offstage, then drift back onstage.
-Through a move: Run, then in the move's specific window, input the move so that you conserve momentum and slide off the ledge, then either drift back, or reverse your momentum to get back.
Examples-[collapse=~Missile Ledge Cancel(?) (Samus)]- Used in reference to dashing with Samus, then, at a certain point in the dash, inputting a missile so that you slide off the stage and the missile is cancelled. Samus is then left hanging in the air right next to ledge in which there is a window large enough to airwalk. Also useful for edgeguarding, as it puts Samus right in front of the ledge.[/collapse]
[collapse=~C4 Aiwalk(?) (Snake)]- Used in reference to dashing, then as you go offstage, pressing DownB to begin planting a C4, then hitting the analog stick back. There are two variations of this. One is where when you get back onstage, Snake still plants his C4. The other is where you perform the reverse late enough so that the animation is canceled when you drift back.[/collapse]
~~~~
What is a SCAC?
SCAC (Special Charge Airdodge Cancel) [Certain Characters] - Certain characters have windows in their aerial specials in which they can be cancelled by inputting an airdodge. Depending on the timing, the special will either be cancelled into a normal fall or into an actual airdodge.
--
Key-
[AD]: Airdodge; when canceled, puts you into an airdodge
[IF]: Idle Fall; puts you into an idle fall
[AE]: Animation End; only applies to Snake
(A): Always; always puts you in the following action
(TD): Timing Dependent; followed by timings
[collapse=list of compatible characters/moves]Donkey Kong: Giant Punch(TD);[AD]input airdodge during charging sparkle [IF]input airdodge between sparkles
Diddy Kong: Peanut Popgun(A)[AD]
R.O.B.: Gyro(TD); [IF]input airdodge during opening frames [AD]input airdodge after opening frames
Shiek: Needles(A)[IF]
Mario: FLUDD(A)[AD]
Lucario: Aura Sphere(A)[AD]
Squirtle: Water Gun(A)[AD]
Snake: Nikita(A)[AE][/collapse]
How to Perform: Input a cancellable special while in the air, then input an airdodge in the desired effect's window.
Examples-[collapse=~Gyro Cancelling (R.O.B.)] - The popular name used when refering to cancelling R.O.B.'s aerial Gyro Charge. Usually refers to the more optimal cancel which leads to a normal fall.[/collapse]
[collapse=~Giant Punch Cancel (Donkey Kong)] - The popular name used to refer to cancelling Donkey Kong's aerial Giant Punch charge. When an airdodge is input during a sparkle effect, an airdodge occurs. When an airdodge is input between sparkle effects, a normal fall is induced.[/collapse]
~~~~
What is an ALFC?
ALFC (Attack Land Fall Cancel) [Certain Characters] - Certain characters have attacks that, when spaced correctly, will automatically cancel into a fall upon reaching the edge. Some will sweetspot the ledge, while others will give you enough time to pull out a quick aerial similar to CASAed specials.
What is neccessary for a move to be able to be ALFCed?
Specifications for an ALFC:
So far, all that seems neccessary for a move to be ALFCed compatible is that it does compromise your momentum and direction to the x-axis, to some degree, and that it lift the character's frame off the ground.
--
Key-
[F]: Fall; puts your character into a normal fall. When fall is possible, ledgesnap is always implied as well
[SF]: Special Fall; puts your character into helpless
[LS]: Ledgesnap; auto ledgesnaps the ledge
[DF]: Delayed Fall; puts your character into fall, but does not allow extra inputs instantly. When delayed fall is possible, ledgesnap is implied as well, unless it is a DFNS
[DFNS]: Delayed Fall No Snap; puts your character into delayed fall, but too far away to make a ledgesnap possible
[DE]: Desynch; only applies to the Ice Climbers on slanted edges. Desynchs them
[SFS]: Special Fall Snap; only applies to the Ice Climbers on flat edges. Puts them into a special fall but then autosnaps the ledge.
[OS]: Onstage; makes your character fall onstage. Never allows an extra input to be completed.
[collapse=Flat Edge ALFCancels]Captain Falcon: Falcon Kick[F]
Ganondorf: Wizard's Foot[F]
Metaknight: Drill Rush[F]
Pikachu: Skull Bash[LS]
Ice Climbers: Squall Hammer[SFS]
Luigi: Green Missile[DF]
Bowser: Flying Fortress[SF]
Donkey Kong: Kong Spin[SF]
Squirtle: Rapid Spin[F]*(1)
Peach: Peach Bomber[DFNS]
Shiek: Vanish[SF]/[LS]*(2)
Zelda: Farore's Wind[F][/collapse]
[collapse=Slanted Edge ALFCancels]Pikachu: Quick Attack[F(OS)]*(3), Skull Bash[DFNS]
Ice Climbers: Squall Hammer[SF]/[DE]*(3)
Ganondorf: Wizard's Foot[F]
Captain Falcon: Falcon Kick[F]
Squirtle: Rapid Spin[F]
Metaknight: Drill Rush[F]
Luigi: Green Missile[DF]
Donkey Kong: Kong Spin[SF]
Bowser: Flying Fortress[SF]
Fox: Fire Fox[OS]
Falco: Fire Falcon[OS]
Wolf: Flying Wolf[OS]
Diddy Kong: Monkey Flip[F]
Zelda: Farore's wind[F]
Shiek: Vanish[SF]/[LS][/collapse]
Notes:
*(1)- A certain spacing of this will cause Squirtle to be boosted up a considerable amount before ending the move offstage.
*(2)- It seems that if you input a Forward Aerial at the time when you would ledgesnap with Shiek, you instead ignore the ledge and go into Special Fall.
*(3)- Depending on your spacing, you will either fall onstage with Skullbash/Desynch with Squall Hammer, or go into delayed/special fall. Also, Desynch is in fact the effect of Squall Hammer causing an onstage landing.
--
Tags are sexy.