pizzacato
Smash Ace
Super Wave Dash Tech Directory
All of these techniques are ideal if momentum is in your favor, and is very risky to try and shift momentum with this alone. You can use these to follow up opponents knocked away by nair, missile cancel, etc.
SWD into Dash
Cancels the SWD and is a great tool to act out of SWD into another move.
SWD into Smash
-Using C-stick for this is better than A. Timing for some attacks are different so just get used to them.
-Dsmash is your best bet as it covers a large area of the stage. Won't register until the late end of the SWD. Decreases inertia.
-Fsmash Good to punish moves your opponent committed to since it. Decreases inertia if attacking in the direction you're traveling; cancels inertia if attacking in the opposite direction.
-Usmash is a good anti-air option if they are launched across the stage. Won't register until the late end of the SWD. Make sure to dash out of SWD into Usmash if you are going to end up too far.
SWD into Special
-Charge Shot too OP. Traveling backwards is your best bet. Won't register until the late end of the SWD.
-Going into bomb after a SWD can further pressure a shield to wear you may follow up with jab pressure. Slows momentum
-Screw Attack to beat out any potential trade. Cancels inertia.
-Missiles are ideal if you're not charged or don't want to waste a charge shot. Cancels inertia.
SWD B-Reverse Charge Shot
Completely reverses your inertia, and is great if your opponent ends up behind you after the initial dash.
Also comes in cancel-able, if not fully charged, to lead into other moves. This is prone to be punished since you must pass through your opponent. Use if your opponent is committed to a move and cannot punish your initial dash.
DoubleSWD into Charge Shot
Use this if your opponent is good at reading your dash. Some people are smart and will attack you out of SWD. Baits out an attack to punish your SWD, to allow a quick anti-punish follow up.
SWD / DSWD into Dash Attack
Exerts presence. Good for a quick hit and potential follow up.
SWD / DoubleSWD / Dash cancel into jab pressure
This is the only pressure I suggest when you're not in control of momentum, since you don't have to commit entirely.
-Double SWD baits out an attack as stated in the charge shot option.
-Dash cancel is slow but is a great first-time mix-up and has pressure being exerted behind them which is always uncomfortable.
SWD backwards off-stage holding shield
Great edgeguarding tool.
Drop a morph bomb near the ledge to keep your momentum off stage.
SWD from the ledge
Very situational, so use wisely and at your own risk. Good to approach campy players when recovering.
https://www.youtube.com/watch?v=YJcBikKUpys
The mixups are endless. #Broken
All of these techniques are ideal if momentum is in your favor, and is very risky to try and shift momentum with this alone. You can use these to follow up opponents knocked away by nair, missile cancel, etc.
SWD into Dash
Cancels the SWD and is a great tool to act out of SWD into another move.
SWD into Smash
-Using C-stick for this is better than A. Timing for some attacks are different so just get used to them.
-Dsmash is your best bet as it covers a large area of the stage. Won't register until the late end of the SWD. Decreases inertia.
-Fsmash Good to punish moves your opponent committed to since it. Decreases inertia if attacking in the direction you're traveling; cancels inertia if attacking in the opposite direction.
-Usmash is a good anti-air option if they are launched across the stage. Won't register until the late end of the SWD. Make sure to dash out of SWD into Usmash if you are going to end up too far.
SWD into Special
-Charge Shot too OP. Traveling backwards is your best bet. Won't register until the late end of the SWD.
-Going into bomb after a SWD can further pressure a shield to wear you may follow up with jab pressure. Slows momentum
-Screw Attack to beat out any potential trade. Cancels inertia.
-Missiles are ideal if you're not charged or don't want to waste a charge shot. Cancels inertia.
SWD B-Reverse Charge Shot
Completely reverses your inertia, and is great if your opponent ends up behind you after the initial dash.
Also comes in cancel-able, if not fully charged, to lead into other moves. This is prone to be punished since you must pass through your opponent. Use if your opponent is committed to a move and cannot punish your initial dash.
DoubleSWD into Charge Shot
Use this if your opponent is good at reading your dash. Some people are smart and will attack you out of SWD. Baits out an attack to punish your SWD, to allow a quick anti-punish follow up.
SWD / DSWD into Dash Attack
Exerts presence. Good for a quick hit and potential follow up.
SWD / DoubleSWD / Dash cancel into jab pressure
This is the only pressure I suggest when you're not in control of momentum, since you don't have to commit entirely.
-Double SWD baits out an attack as stated in the charge shot option.
-Dash cancel is slow but is a great first-time mix-up and has pressure being exerted behind them which is always uncomfortable.
SWD backwards off-stage holding shield
Great edgeguarding tool.
Drop a morph bomb near the ledge to keep your momentum off stage.
SWD from the ledge
Very situational, so use wisely and at your own risk. Good to approach campy players when recovering.
https://www.youtube.com/watch?v=YJcBikKUpys
The mixups are endless. #Broken
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