Several weeks ago I was messing around on some stages, and I noticed something useful which works on many CP stages, exspecially on one.
You know, if you use UpB in direction to the ground out of the air, you will bounce on the ground, won't be able to move for a short time and you will have much landing lag.
But if the falling animation after you hit the ground with UpB is shortened, there won't be any landing lag and, well, you aren't as long in the air without being able to move, so it's very quick.
And there are 4 different ways to shorten that falling animation:
1. On rises or steps (but not those small steps) - only possible with Wolf:
Steer the UpB diagonally to the Wall of a little rise and bounce onto it (understandable?).
This is possible on following stages:
-Delfino: On the right and the left of the insignia tower (is that the correct name? xD), left part of the stage with that two umbrellas and the on the stage with the small indentation on the left
-Rainbow Cruise: Right part of the ship, and some another places, but I don't know how to explain
-Pictochat
-Luigi's Mansion: The two deep platforms in the middle of the house
2. On skew levels - posslible with Fox, Falco and Wolf:
Steer the UpB horizontally onto a skew level and bounce up to a higher place of the skew level.
This is possible on following stages:
-Distant Planet: On the left
-Yoshi's Island 1: On the left and the right
3. Grounded on raising levels - possible with Fox, Falco and Wolf:
Use UpB horizontally onto a raising level. You have to start on a normal level and when your direction is changed by a skew level you will bounce. It only works if you start about half of the range of Wolf's UpB away from the place where the degree of the level is changed, otherwise Wolf doesn't bounce.
This is possible on following stages:
-Green Hill Zone: In the middle
-Yoshi's Island: On the left and the right
-Corneria: In the middle
- Pokemon Stadium 1: On the right side of the ground stage
4. Distant Planet - possible with Fox, Falco and Wolf:
The grass part on the right of the stage has an interesting ability: It absorbs the shock of UpB, so you won't bounce that high and the lag is cancelled. Btw: It's wayne in which direction you hit the part of the stage.
This is possible on following stages:
-Distant Planet
![Chuckle :chuckle: :chuckle:](/styles/default/xenforo/smilies/chuckle.gif)
I think this technique is most useful with Wolf, because he can perform every kind of Fire Bouncing, and the startup lag of his UpB is much shorter than Fox' and Falco's. But Fox and Falco still have advantages towards Wolf: They don't bounce as high as Wolf, so there fire bouncing is even quicker, but that's why they can't perform the first kind of Fire Bouncing - they don't reach most of the rises/steps. And there is another very interesting thing: Having permormed fire bouncing Fox and Falco glide a bit on the ground.
I use this technique often, and most of the time it works very well. Most of the opponents do not except that exspecially without any landing lag. My favourite follow ups are jab, Dsmash, Fsmash and shine. It's nice to hit with some week hits of the UpB and follow UpB with an attack as well, maybe that's even a true combo?
One stage profits pretty well by this technique, Distant Planet.
You can perform it almost everywhere there, and nowhere else you can use it so adaptably. Wolf can recover very easy, he can stall on the edges, can reflect the flower projectile and has some tricks with SideB there.
Maybe a new very good choice for CPing with Wolf?
What do you think about that little AT? Do you have any questions? Is my description understandable? (I don't think so =S) Do you have some additional information? Is this actually new? Do you think Fire Bouncing is a good name? xD
You know, if you use UpB in direction to the ground out of the air, you will bounce on the ground, won't be able to move for a short time and you will have much landing lag.
But if the falling animation after you hit the ground with UpB is shortened, there won't be any landing lag and, well, you aren't as long in the air without being able to move, so it's very quick.
And there are 4 different ways to shorten that falling animation:
1. On rises or steps (but not those small steps) - only possible with Wolf:
Steer the UpB diagonally to the Wall of a little rise and bounce onto it (understandable?).
This is possible on following stages:
-Delfino: On the right and the left of the insignia tower (is that the correct name? xD), left part of the stage with that two umbrellas and the on the stage with the small indentation on the left
-Rainbow Cruise: Right part of the ship, and some another places, but I don't know how to explain
-Pictochat
-Luigi's Mansion: The two deep platforms in the middle of the house
2. On skew levels - posslible with Fox, Falco and Wolf:
Steer the UpB horizontally onto a skew level and bounce up to a higher place of the skew level.
This is possible on following stages:
-Distant Planet: On the left
-Yoshi's Island 1: On the left and the right
3. Grounded on raising levels - possible with Fox, Falco and Wolf:
Use UpB horizontally onto a raising level. You have to start on a normal level and when your direction is changed by a skew level you will bounce. It only works if you start about half of the range of Wolf's UpB away from the place where the degree of the level is changed, otherwise Wolf doesn't bounce.
This is possible on following stages:
-Green Hill Zone: In the middle
-Yoshi's Island: On the left and the right
-Corneria: In the middle
- Pokemon Stadium 1: On the right side of the ground stage
4. Distant Planet - possible with Fox, Falco and Wolf:
The grass part on the right of the stage has an interesting ability: It absorbs the shock of UpB, so you won't bounce that high and the lag is cancelled. Btw: It's wayne in which direction you hit the part of the stage.
This is possible on following stages:
-Distant Planet
![Chuckle :chuckle: :chuckle:](/styles/default/xenforo/smilies/chuckle.gif)
I think this technique is most useful with Wolf, because he can perform every kind of Fire Bouncing, and the startup lag of his UpB is much shorter than Fox' and Falco's. But Fox and Falco still have advantages towards Wolf: They don't bounce as high as Wolf, so there fire bouncing is even quicker, but that's why they can't perform the first kind of Fire Bouncing - they don't reach most of the rises/steps. And there is another very interesting thing: Having permormed fire bouncing Fox and Falco glide a bit on the ground.
I use this technique often, and most of the time it works very well. Most of the opponents do not except that exspecially without any landing lag. My favourite follow ups are jab, Dsmash, Fsmash and shine. It's nice to hit with some week hits of the UpB and follow UpB with an attack as well, maybe that's even a true combo?
One stage profits pretty well by this technique, Distant Planet.
You can perform it almost everywhere there, and nowhere else you can use it so adaptably. Wolf can recover very easy, he can stall on the edges, can reflect the flower projectile and has some tricks with SideB there.
Maybe a new very good choice for CPing with Wolf?
What do you think about that little AT? Do you have any questions? Is my description understandable? (I don't think so =S) Do you have some additional information? Is this actually new? Do you think Fire Bouncing is a good name? xD