Vesne
Smash Cadet
- Joined
- Nov 9, 2008
- Messages
- 35
After watching this video from 2009 which shows off how Fox is capable or preforming a reverse walljump on his target test stage I spent some time and used melee's debug menu and save states to research reverse walljumps and found some interesting information that lets you use reverse walljumps on tournament legal stages with every character that is capable of using walljumps.
However people thought this was limited to stages with two walls connected with a floor in between to walk across to avoid jumping and losing the walljump, this is not true. The game doesn't update every time you are airborne only when in certain freefall states. There are a variety of movement options for every character that do not lose the walljump letting you now navigate to another wall and preform a reverse walljump on other stages.
Every character can use airdodges, get up from ledge options (except jump from ledge), and certain B moves without losing their stored walljump, even though you enter freefall from most Up-B's this is considered a SpecialFreefall and the game does not check if you are hugging a wall in SpecialFreefall. It is actually possible to use full hops and short hops by inputting an aerial or special on the final frame of jumpsquat so that the moment you are airborne you are in an aerial attack state and not in the standard freestate where the game will update if you are hugging a wall. Many aerials have an IASA frames that allow for larger frame windows to input a 2nd aerial or a grapple to continue stalling entering freefall and losing your stored walljump. For whatever reason you are capable of entering freefall for a single frame without losing your stored walljump if you walk or slide off a stage. This lets characters like Mario who can't use his Up-B to grab the ledge from on stage get to a ledge with a wavedash back into a frame perfect airdodge up.
You can use any of these movement options to store the walljump as well, simply jump or fall into a wall with a decent amount of momentum (roughly Ganon's walking speed) and you can use an airdodge or most character's up-b to grab the ledge or land back on stage where once grounded the game stops updating if you are hugging a wall. Now you can use your special moves or well timed attacks out of jumpsquat to get to the wall on the other side of the stage. Now when your aerial or special attacks end and you enter freefall you won't lose your reverse walljump as you are still hugging a wall. Once in freefall and hugging the wall let the analog stick rest in neutral (or anywhere except towards the wall) on one frame and the next frame press analog into the wall and you will activate a reverse walljump. Since the reverse walljump sends you toward the wall you can walljump back away from the stage, you also still have an unused doublejump to extend even further off stage.
Just like how a regular walljump can be reversed a Doraki ledge walljump can be reversed as well allowing some characters to preform a reverse ledge walljump. The characters capable of preforming this are Fox, Falco, Mario, Samus, Young Link, and Sheik. Captain Falcon and Pichu are unable to preform a reverse walljump likely due to their ECB (environmental collision bubble) shifting too far backwards when dropping from the ledge. If you are hugging a wall and your ECB shifts too far in one direction horizontally it will remove the ability to walljump in the opposite direction for the rest of the time you are hugging the wall, making it impossible for Falcon or Pichu to drop from the ledge and walljump towards the stage. Unfortunately Sheik and Samus require a longer flat wall to reverse walljump from than are on any of the legal stages, with the exception of Pokemon Stadium's rock transformation. Fox, Falco, Mario, and Young Link can all preform a reverse ledge walljump on Final Destination. Mario is also capable of doing this on FoD and Pokemon Stadium since his ECB is much higher than average once dropping from ledge. Since pressing the analog stick into the stage will trigger a stand from ledge you will need to drop and quickly input the analog input right after falling. To avoid fastfalling or drifting too far from the ledge it is easiest to drop by pressing the C-stick down or away.
There is nothing stopping you using the above methods and information to store a walljump for the same side of the wall you wish to walljump off of. This will allow you to walljump without the required starting momentum when you first collide with the fall which could certainly be useful for heavier characters like Fox who are not capable of walljumping by simply drifting into the wall from a fullhop. My post isn't about direct application of the tech in certain matchups or situations I just want to let everyone know about reverse walljumps and storing walljumps and let players find potential uses and discuss its utility.
That is all of the basic information needed to understand how to preform a reverse walljump and why it works. Now you just need to know what special moves your character can use that don't lose the stored walljump. I will also list the IASA frames for your characters aerials as they can be used to activate a 2nd aerial or grapple to continue delaying entering freefall. If you use an aerial without IASA or a special move and you want to use a 2nd midair attack you must time it frame perfect to avoid entering freefall. All of this information is listed below by character so that you can read about the characters that interest you.
Each character will also have different methods to preform a reverse walljump if they start on the ground as some characters ECB immediately shift away from a wall as soon as they are airborne which will lose the stored walljump. These characters have to use use a buffered walljump input during jumpsquat so they can use the ECB of the jumpsquat which was hugging the wall instead of the airborne ECB that isn't touching the wall. Some characters also need to be walking before entering jumpsquat so they slide up closer to the wall during jumpsquat. Smash analog inputs can be buffered a maximum of 2 frames before the walljump frame (the analog input must be held until the walljump is activated). All walljumps also require the analog stick to be in neutral (or anywhere except the direction you wish to walljump) the frame directly before your analog input.
Fox
Grounded Reverse Walljump Method: Fox preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Final Destination, Rock Transformation Cliff Ledge
Aerial's Interrupt As Soon As Frames:
Nair from 41 - 49
Fair from 52 - 59
Bair from 37 - 39
Uair from 35 - 39
Specials That Store Walljump:
To quickly grab a ledge with a walljump stored run towards the ledge and shortly before you would fall up start an Up-B. You will continue drifting off stage as the firefox starts up letting you recover to the ledge.
Falco
Grounded Reverse Walljump Method: Falco preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Rock Transformation Cliff Ledge (oddly can't preform a normal Doraki ledge walljump), Rock Transformation
Aerial's Interrupt As Soon As Frames:
Nair from 41 - 49
Fair from 52 - 59
Bair from 37 - 39
Uair from 35 - 39
Specials That Store Walljump:
To quickly grab a ledge with a walljump stored run towards the ledge and shortly before you would fall up start an Up-B. You will continue drifting off stage as the firebird starts up letting you recover to the ledge. This requires a tighter timing than Fox's due to Falco's slower run speed but should still be easy with practice. Falco's is very unsafe to do except after killing your opponent as Falco does not drift far out from the stage at all.
Sheik
Grounded Reverse Walljump Method: Sheik preforms a reverse wall jump by either hugging a wall and starting a backflip or walking into a wall and starting a jump and pressing into the wall during the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Rock Transformation Cliff Ledge (requires to drop with the analog slightly below the forward down notch so that you release the ledge with maximum forward momentum)
Aerial's Interrupt As Soon As Frames:
Nair from 41 - 48
Uair from 36 - 39
Specials That Store Walljump:
Grounded Reverse Walljump Method: Captain Falcon preforms a reverse wall jump by walking up to a wall starting a jump facing either way and pressing into the wall during the last two frames of jumpsquat (must have analog neutral the frame before you press in). Captain Falcon can gain 2 additional frames to input walljump if he preforms a neutral jump and a total of 4 additional frames if he uses a forward jump.
Reverse Ledge Walljump Stages: None (not capable)
Aerial's Interrupt As Soon As Frames:
Fair from 35 - 39
Bair from 28 - 35
Uair from 29 - 33
Dair from 37 - 44
Specials That Store Walljump:
Grounded Reverse Walljump Method: Samus preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Rock Transformation Cliff Ledge
Aerial's Interrupt As Soon As Frames:
Nair from 39 - 49
Fair from 40 - 55
Bair from 36 - 39
Uair from 38 - 39
Dair from 48 - 54
Specials That Store Walljump:
When Samus is launched by a bomb explosion she will stay in morphball for 53 frames but is capable of using an aerial, special, airdodge, or grapple at any time. This lets samus easily navigate offstage and into an aerial or special without needing to use frame perfec tinputs to avoid entering freefall. A 2nd bomb can be used offstage but since you are not being launched by the bomb simply placing it you can not act out of it. The 2nd bomb will also last 53 frames and on the 54th frame you will enter freefall so you must be hugging the wall before that frame to keep your stored walljump. Here is a slow motion GFY of the frame data for exiting morphball. The number in the top right is the number of frames your character has been in that state. Once it resets to 0 that is when you will lose your walljump if you aren't already hugging a wall.
Here all of the current bomb reverse walljump setups I found
Yoshi's Story High (Easy)
Yoshi's Story Low (Medium)
Final Destination and Dreamland (Easy)
FoD and Pokemon Stadium (Hard)
Samus is capable of reverse walljumping from grapple but it requires a lot of practice to understand the timing. Samus's grapple will pull in horizontal at the start and shift to primarily vertical movement later on. If you bump into thee wall and bounce away you will lose the ability to reverse walljump. If you hang fully below a ledge and pull up Samus will be shifted back once you reach the tip of your grapple shifting you back and also causing you to lose your walljump. Pulling in too soon on the grapple makes Samus exit the grapple animation before hugging a wall which will also lose the stored walljump. This means to successfully reverse walljump out of grapple you need to start a grapple and pull in at this sweetspot distance that results in you finish your horizontal movement right before you touch the wall so the vertical movement smoothly brings you up across the wall without bouncing off. The window to reverse walljump is usually a single frame but it can be buffered up to 2 frames early by smashing and holding the analog towards the wall. If you have access to the Debug Menu and put it in DEVELOP mode you can use R + Dpad Down to view your ECB which can be useful in learning the required angles and timings. The high upwards momentum from a succesful grapple will cause your ECB from previous frames to be significantly disjointed so a properly spaced and timed grapple will typically result in your light orange ECB being above your orange ECB and your blue ECB being below that.
Here are some GFY's of Samus using reverse walljumps out of grapple to hopefully help you learn the timing.
Pokemon Stadium
Yoshi's Story (uses the slighty raised bump)
FoD
(I have some additional footage I could upload it is requested)
Mario
Grounded Reverse Walljump Method: Mario preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Final Destination, FoD, Pokemon Stadium, Rock Transformation Cliff Ledge
Aerial's Interrupt As Soon As Frames:
Fair from 59 - 74
Uair from 29 - 33
Dair from 37 - 38
Specials That Store Walljump:
Grounded Reverse Walljump Method: Young Link preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Final Destination
Aerial's Interrupt As Soon As Frames:
Nair from 35 - 39
Bair from 29 - 39
Fair from 46 - 55
Uair from 59 - 69
Dair from 79 - 89
Specials That Store Walljump:
Young Link's hookshot into reverse walljump is much easier to execute than Samus's. Young Link's grapple if pulled before it you get near fully hanging will cause Young Link to enter freefall without hugging the wall so it is best to wait to pull in slightly before you fully hang or just after you are fully hanging. Avoid waiting too long as once hanging in place a half second Young Link's grapple pull in too last shorter than usual which will kill the reverse walljump. The window to reverse walljump is usually a single frame but it can be buffered up to 2 frames early by smashing and holding the analog towards the wall.
Here are some GFY's of Young Link using reverse walljumps out of grapple to hopefully help you learn the timing.
FoD
Yoshi's Story (uses the slighty raised bump)
Pokemon Stadium (with frame advance and debug mode showing walls/floor)
Pichu
Grounded Reverse Walljump Method: Pichu preforms a reverse wall jump by walking into a wall and starting a jump and pressing into the wall during the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: None (not capable)
Aerial's Interrupt As Soon As Frames:
Dair from 47 - 57
Specials That Store Walljump:
TL:DR
1) Hug a wall so that you are capable of walljumping
2) Use airdodge or up-b to get to ledge or stage
3) Use specific movement options so you only enter freefall when hugging a wall facing the opposite direction (or ledges for some characters)
4) Press analog in to the wall (frame before have analog neutral
5) Successful reverse walljump! (You can regular walljump right afterwards too!)
Cool Gfycats Of Reverse Jumps.
Falco showing off on Yoshi's
Mario ridiculous FoD recovery (frame perfect specials to store walljump, reverse walljump + regular walljump & super jump punch walljump)
All possible reverse ledge walljumps on FD
Samus doesn't even need an Up-B to recover from under FoD (Bomb launch canceled into Nair, Grapple out of Nair IASA window)
Falcon deep edgeguards with double walljumps (Reverse to regular walljump)
Fox setting up a double walljump with a laser
One of Samus's many bomb into reverse walljump setups (with debug menu showing Yoshi's exact wall features)
Young Link using two bombs to setup a double walljump form hookshot on FoD
Samus using grapple beam to recover off of Pokemon Stadiums base
Sheik showing the most over powered use of double walljump
New: Fox showing the two optimal methods to store a walljump and get to the opposite ledge on FD
I rewrote most of this post multiple times as I discovered new information and I mainly worked on this post late at night so I apologize for the awkwardly orangized post and any errors it may contain. If you spot any incorrect information or spelling/grammar issues let me know so I can clean it up. If you have any questions about reverse walljumps feel free to ask I'd be glad to answer whatever I can.
In the reply right below this I will have these additional pieces of information that I didn't include in the main post:
If you do not want to read this wall of text I have a TL:DR and gfycats showing off the new tech at the bottom of the post. If you want to know how it works and required information to use it for your character continue reading.
The reasons the reverse walljump shown in dashdancedan's video works is by using the same trick that the Doraki ledge walljump uses. If you are hugging a wall one frame and the next frame you land or grab a ledge the game does not update to see if you are still hugging a wall instead it updates only once you are airborne, so as long as the next time you go airborne you are still hugging a wall you can instantly walljump. The game does not check if the wall you are hugging is still a left facing or right facing wall so when Fox jumps into the left facing wall and lands then walks over to the right facing wall and jumps if you press analog into the wall it will still preform a rightward facing walljump that the game was still storing from the left wall. This is not new information but is useful to understand how the glitch works.
However people thought this was limited to stages with two walls connected with a floor in between to walk across to avoid jumping and losing the walljump, this is not true. The game doesn't update every time you are airborne only when in certain freefall states. There are a variety of movement options for every character that do not lose the walljump letting you now navigate to another wall and preform a reverse walljump on other stages.
Every character can use airdodges, get up from ledge options (except jump from ledge), and certain B moves without losing their stored walljump, even though you enter freefall from most Up-B's this is considered a SpecialFreefall and the game does not check if you are hugging a wall in SpecialFreefall. It is actually possible to use full hops and short hops by inputting an aerial or special on the final frame of jumpsquat so that the moment you are airborne you are in an aerial attack state and not in the standard freestate where the game will update if you are hugging a wall. Many aerials have an IASA frames that allow for larger frame windows to input a 2nd aerial or a grapple to continue stalling entering freefall and losing your stored walljump. For whatever reason you are capable of entering freefall for a single frame without losing your stored walljump if you walk or slide off a stage. This lets characters like Mario who can't use his Up-B to grab the ledge from on stage get to a ledge with a wavedash back into a frame perfect airdodge up.
You can use any of these movement options to store the walljump as well, simply jump or fall into a wall with a decent amount of momentum (roughly Ganon's walking speed) and you can use an airdodge or most character's up-b to grab the ledge or land back on stage where once grounded the game stops updating if you are hugging a wall. Now you can use your special moves or well timed attacks out of jumpsquat to get to the wall on the other side of the stage. Now when your aerial or special attacks end and you enter freefall you won't lose your reverse walljump as you are still hugging a wall. Once in freefall and hugging the wall let the analog stick rest in neutral (or anywhere except towards the wall) on one frame and the next frame press analog into the wall and you will activate a reverse walljump. Since the reverse walljump sends you toward the wall you can walljump back away from the stage, you also still have an unused doublejump to extend even further off stage.
Just like how a regular walljump can be reversed a Doraki ledge walljump can be reversed as well allowing some characters to preform a reverse ledge walljump. The characters capable of preforming this are Fox, Falco, Mario, Samus, Young Link, and Sheik. Captain Falcon and Pichu are unable to preform a reverse walljump likely due to their ECB (environmental collision bubble) shifting too far backwards when dropping from the ledge. If you are hugging a wall and your ECB shifts too far in one direction horizontally it will remove the ability to walljump in the opposite direction for the rest of the time you are hugging the wall, making it impossible for Falcon or Pichu to drop from the ledge and walljump towards the stage. Unfortunately Sheik and Samus require a longer flat wall to reverse walljump from than are on any of the legal stages, with the exception of Pokemon Stadium's rock transformation. Fox, Falco, Mario, and Young Link can all preform a reverse ledge walljump on Final Destination. Mario is also capable of doing this on FoD and Pokemon Stadium since his ECB is much higher than average once dropping from ledge. Since pressing the analog stick into the stage will trigger a stand from ledge you will need to drop and quickly input the analog input right after falling. To avoid fastfalling or drifting too far from the ledge it is easiest to drop by pressing the C-stick down or away.
There is nothing stopping you using the above methods and information to store a walljump for the same side of the wall you wish to walljump off of. This will allow you to walljump without the required starting momentum when you first collide with the fall which could certainly be useful for heavier characters like Fox who are not capable of walljumping by simply drifting into the wall from a fullhop. My post isn't about direct application of the tech in certain matchups or situations I just want to let everyone know about reverse walljumps and storing walljumps and let players find potential uses and discuss its utility.
That is all of the basic information needed to understand how to preform a reverse walljump and why it works. Now you just need to know what special moves your character can use that don't lose the stored walljump. I will also list the IASA frames for your characters aerials as they can be used to activate a 2nd aerial or grapple to continue delaying entering freefall. If you use an aerial without IASA or a special move and you want to use a 2nd midair attack you must time it frame perfect to avoid entering freefall. All of this information is listed below by character so that you can read about the characters that interest you.
Each character will also have different methods to preform a reverse walljump if they start on the ground as some characters ECB immediately shift away from a wall as soon as they are airborne which will lose the stored walljump. These characters have to use use a buffered walljump input during jumpsquat so they can use the ECB of the jumpsquat which was hugging the wall instead of the airborne ECB that isn't touching the wall. Some characters also need to be walking before entering jumpsquat so they slide up closer to the wall during jumpsquat. Smash analog inputs can be buffered a maximum of 2 frames before the walljump frame (the analog input must be held until the walljump is activated). All walljumps also require the analog stick to be in neutral (or anywhere except the direction you wish to walljump) the frame directly before your analog input.
Fox
Grounded Reverse Walljump Method: Fox preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Final Destination, Rock Transformation Cliff Ledge
Aerial's Interrupt As Soon As Frames:
Nair from 41 - 49
Fair from 52 - 59
Bair from 37 - 39
Uair from 35 - 39
Specials That Store Walljump:
- Up-B
- Side-B, grounded and aerial
- Down-B, can be started on a platform and then fastfall to drop through
- Neutral-B, can repeat laser shots
To quickly grab a ledge with a walljump stored run towards the ledge and shortly before you would fall up start an Up-B. You will continue drifting off stage as the firefox starts up letting you recover to the ledge.
Falco
Grounded Reverse Walljump Method: Falco preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Rock Transformation Cliff Ledge (oddly can't preform a normal Doraki ledge walljump), Rock Transformation
Aerial's Interrupt As Soon As Frames:
Nair from 41 - 49
Fair from 52 - 59
Bair from 37 - 39
Uair from 35 - 39
Specials That Store Walljump:
- Up-B
- Side-B, grounded and aerial
- Down-B, can be started on a platform and then fastfall to drop through
- Neutral-B, can repeat laser shot
To quickly grab a ledge with a walljump stored run towards the ledge and shortly before you would fall up start an Up-B. You will continue drifting off stage as the firebird starts up letting you recover to the ledge. This requires a tighter timing than Fox's due to Falco's slower run speed but should still be easy with practice. Falco's is very unsafe to do except after killing your opponent as Falco does not drift far out from the stage at all.
Sheik
Grounded Reverse Walljump Method: Sheik preforms a reverse wall jump by either hugging a wall and starting a backflip or walking into a wall and starting a jump and pressing into the wall during the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Rock Transformation Cliff Ledge (requires to drop with the analog slightly below the forward down notch so that you release the ledge with maximum forward momentum)
Aerial's Interrupt As Soon As Frames:
Nair from 41 - 48
Uair from 36 - 39
Specials That Store Walljump:
- Up-B
- Side-B
- Neutral-B, can charge and cancel needles
Grounded Reverse Walljump Method: Captain Falcon preforms a reverse wall jump by walking up to a wall starting a jump facing either way and pressing into the wall during the last two frames of jumpsquat (must have analog neutral the frame before you press in). Captain Falcon can gain 2 additional frames to input walljump if he preforms a neutral jump and a total of 4 additional frames if he uses a forward jump.
Reverse Ledge Walljump Stages: None (not capable)
Aerial's Interrupt As Soon As Frames:
Fair from 35 - 39
Bair from 28 - 35
Uair from 29 - 33
Dair from 37 - 44
Specials That Store Walljump:
- Up-B
- Side-B, grounded and aerial
- Down-B, grounded and aerial, can kick off a wall with it if you land on a platform before you begin to fall
- Neutral-B
Grounded Reverse Walljump Method: Samus preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Rock Transformation Cliff Ledge
Aerial's Interrupt As Soon As Frames:
Nair from 39 - 49
Fair from 40 - 55
Bair from 36 - 39
Uair from 38 - 39
Dair from 48 - 54
Specials That Store Walljump:
- Up-B
- Side-B
- Down-B,
- Neutral-B
- Z-air, Samus can grapple and pull in before fulling hanging and reverse walljump.
When Samus is launched by a bomb explosion she will stay in morphball for 53 frames but is capable of using an aerial, special, airdodge, or grapple at any time. This lets samus easily navigate offstage and into an aerial or special without needing to use frame perfec tinputs to avoid entering freefall. A 2nd bomb can be used offstage but since you are not being launched by the bomb simply placing it you can not act out of it. The 2nd bomb will also last 53 frames and on the 54th frame you will enter freefall so you must be hugging the wall before that frame to keep your stored walljump. Here is a slow motion GFY of the frame data for exiting morphball. The number in the top right is the number of frames your character has been in that state. Once it resets to 0 that is when you will lose your walljump if you aren't already hugging a wall.
Here all of the current bomb reverse walljump setups I found
Yoshi's Story High (Easy)
Yoshi's Story Low (Medium)
Final Destination and Dreamland (Easy)
FoD and Pokemon Stadium (Hard)
Samus is capable of reverse walljumping from grapple but it requires a lot of practice to understand the timing. Samus's grapple will pull in horizontal at the start and shift to primarily vertical movement later on. If you bump into thee wall and bounce away you will lose the ability to reverse walljump. If you hang fully below a ledge and pull up Samus will be shifted back once you reach the tip of your grapple shifting you back and also causing you to lose your walljump. Pulling in too soon on the grapple makes Samus exit the grapple animation before hugging a wall which will also lose the stored walljump. This means to successfully reverse walljump out of grapple you need to start a grapple and pull in at this sweetspot distance that results in you finish your horizontal movement right before you touch the wall so the vertical movement smoothly brings you up across the wall without bouncing off. The window to reverse walljump is usually a single frame but it can be buffered up to 2 frames early by smashing and holding the analog towards the wall. If you have access to the Debug Menu and put it in DEVELOP mode you can use R + Dpad Down to view your ECB which can be useful in learning the required angles and timings. The high upwards momentum from a succesful grapple will cause your ECB from previous frames to be significantly disjointed so a properly spaced and timed grapple will typically result in your light orange ECB being above your orange ECB and your blue ECB being below that.
Here are some GFY's of Samus using reverse walljumps out of grapple to hopefully help you learn the timing.
Pokemon Stadium
Yoshi's Story (uses the slighty raised bump)
FoD
(I have some additional footage I could upload it is requested)
Mario
Grounded Reverse Walljump Method: Mario preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Final Destination, FoD, Pokemon Stadium, Rock Transformation Cliff Ledge
Aerial's Interrupt As Soon As Frames:
Fair from 59 - 74
Uair from 29 - 33
Dair from 37 - 38
Specials That Store Walljump:
- Down-B
- Neutral-B
- Up-B does not immediately lose walljump and can be used to grab ledges, the walljump is likely lost during the frames that you can walljump out of Up-B (Yes, you can reverse walljump out of Up-B)
Grounded Reverse Walljump Method: Young Link preforms a reverse wall jump by hugging a wall starting a jump and pressing analog into the wall during or after the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: Final Destination
Aerial's Interrupt As Soon As Frames:
Nair from 35 - 39
Bair from 29 - 39
Fair from 46 - 55
Uair from 59 - 69
Dair from 79 - 89
Specials That Store Walljump:
- Up-B
- Side-B
- Down-B, Young Link can down throw his bomb while DI-ing up and Up-B or airdodge and use grapple afterwards
- Neutral-B
- Z-air, Young Link can grapple and pull in after fully hanging or slightly before and reverse walljump
Young Link's hookshot into reverse walljump is much easier to execute than Samus's. Young Link's grapple if pulled before it you get near fully hanging will cause Young Link to enter freefall without hugging the wall so it is best to wait to pull in slightly before you fully hang or just after you are fully hanging. Avoid waiting too long as once hanging in place a half second Young Link's grapple pull in too last shorter than usual which will kill the reverse walljump. The window to reverse walljump is usually a single frame but it can be buffered up to 2 frames early by smashing and holding the analog towards the wall.
Here are some GFY's of Young Link using reverse walljumps out of grapple to hopefully help you learn the timing.
FoD
Yoshi's Story (uses the slighty raised bump)
Pokemon Stadium (with frame advance and debug mode showing walls/floor)
Pichu
Grounded Reverse Walljump Method: Pichu preforms a reverse wall jump by walking into a wall and starting a jump and pressing into the wall during the last two frames of jumpsquat (must have analog neutral the frame before you press in).
Reverse Ledge Walljump Stages: None (not capable)
Aerial's Interrupt As Soon As Frames:
Dair from 47 - 57
Specials That Store Walljump:
- Up-B
- Side-B
- Down-B
- Neutral-B
TL:DR
1) Hug a wall so that you are capable of walljumping
2) Use airdodge or up-b to get to ledge or stage
3) Use specific movement options so you only enter freefall when hugging a wall facing the opposite direction (or ledges for some characters)
4) Press analog in to the wall (frame before have analog neutral
5) Successful reverse walljump! (You can regular walljump right afterwards too!)
Cool Gfycats Of Reverse Jumps.
Falco showing off on Yoshi's
Mario ridiculous FoD recovery (frame perfect specials to store walljump, reverse walljump + regular walljump & super jump punch walljump)
All possible reverse ledge walljumps on FD
Samus doesn't even need an Up-B to recover from under FoD (Bomb launch canceled into Nair, Grapple out of Nair IASA window)
Falcon deep edgeguards with double walljumps (Reverse to regular walljump)
Fox setting up a double walljump with a laser
One of Samus's many bomb into reverse walljump setups (with debug menu showing Yoshi's exact wall features)
Young Link using two bombs to setup a double walljump form hookshot on FoD
Samus using grapple beam to recover off of Pokemon Stadiums base
Sheik showing the most over powered use of double walljump
New: Fox showing the two optimal methods to store a walljump and get to the opposite ledge on FD
I rewrote most of this post multiple times as I discovered new information and I mainly worked on this post late at night so I apologize for the awkwardly orangized post and any errors it may contain. If you spot any incorrect information or spelling/grammar issues let me know so I can clean it up. If you have any questions about reverse walljumps feel free to ask I'd be glad to answer whatever I can.
In the reply right below this I will have these additional pieces of information that I didn't include in the main post:
- Setups to reverse walljump off of Randall on the right and left for every character
- Which walls in Pokemon Stadiums's rock and fire transformation each character can reverse walljump off of (without using a frame perfect attack out of jumpsquat)
- Additional actions that can be used without losing the stored walljump
- Additional walljump information including ECB positioning and frame data for walljumps
- Areas worth exploring for potential future discoveries with walljumps
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