Neb
Smash Lord
THE ART OF MOUTHING.
An Uair Mini Guide (18+)!
2 Do list
+Any Suggestions
Updates
+A better Title, by Esc (Hopefully Permanent)
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THE LOW DOWN. An Uair Mini Guide (18+)!
2 Do list
+Any Suggestions
Updates
+A better Title, by Esc (Hopefully Permanent)
_______________________________________________
Execution: Jump, hold “Up”, and press “A” during a jump to fire two large spurts of air.
In the action of performing uair, Game and Watch pulls out a horn that is aimed vertically, inhales a sum of air, and discharges two air drafts that fan adversaries upward in a jet stream. Anything caught inside the breeze will be affected by significantly reduced gravity.
WHAT’S HE REALLY DOING?
The original concept came from one of GaW’s many mini games, this one by the name of “Spitball Sparky”, where you blow on a globe to cause it to knock out blocks. So essentially, Game is using his mouth. Many people have mistaken the bell-shaped lips for a horn, pump, etc, though that is just a misconception, Game and Watch just has very nice lips, lol. In lack of better judgment, I’ll be using many of uair’s nicknames throughout the guide.
LIP ACTION. [Hitbox Stats]
Damage: 7-16%
Knock back: Low-to-High
This move has a very interesting (and seemingly useless) feature. If the move doesn't connect, it will push your opponent upwards with its HUGE hitbox. At first glance, Uair seems silly, but it is a great way to ensure that your opponent cannot punish you even if you miss the attack. Overall, it’s not the best air attack, damage wise, but it’s a good attack when the opponent is overhead.
Trumpets hitbox is very odd; it has some less than obvious features. The authentic hitbox lies around and above G&W’s mouth, this area can produce decent damage if landing both impacts, foes are still pushed upwards if hit with the damaging portion.
Phantom Hitbox
Aside from the normal damage zone, uair has a twin, this one being the air itself. The waft has a box that acts as a regular attack, so when you stall something like a dair, you’re actually, in a way clashing, without the fuss. That invisible region can stale your opponents technique when delayed, this is where you get the refreshing of your own attacks. So you want to net aerials with a good stall, or a drawn out juggle, so you’re less prone to being punished from them in the future, two, you're very light. Many a character do not have this ability, so take advantage of it.
Note: Hitbox passes through solid objects.
Refreshing
Uair has yet another unique quality, it refreshes your moves! This is tool that can make a difference in a battle. While your staling your opponents moves (if they hit the air), you're also refreshing your own, giving you a fresh fair, dair or usmash (for instance) to put the icing on your KO. You’ve flattened foes with box and hammer all battle long, your moves are exhausted, and your opponent won’t give; uthrow them into a juggle, stall them with the trumpet, then spring back with something that’ll blow them outta the water!
THE ART OF BLOWING. [Performance]
How to put the blow in your job you ask? Well of course there is a sensual side to “mouthing” your foes, not just running across the stage, tooting your horn. So lets get down to business, shall we?
The Jerk.
Jerking is basically the motion most GaW players make when juggling, which is essential performing a circular DI throughout the animation of an uair. This in short, creates a carpet of low gravity below your foe that you can drift in any way you choose, like a current.
Vertical.
To produce a more powerful burst of air you should uair at the same time your foe jumps, which will usually send them in the bubble zone off screen. In order to maintain a good juggle session, you should stay in rhythm while also being unpredictable; staying on beat makes way for a timed DI/air-dodge escape. The best way to fix this is to play with your foes descending time, if there high, you have more than enough time to execute your puffs at different periods.
Things you must learn/know.
+SH Uair
TECHNIQUES/USES
+Stalling
+Refreshing
+Staling
+Gimping
+Edgehog Guard: Waft enemies away from the ledge for a safe recovery, could also be a potential edgehog/Drop KO set-up.
+******: Uair juggling often forces foes to waste their jumps in a panic to escape set-up.
+Projectile Canceling
· Mario & Luigi: Fireball
· Link & TL: Arrow, Boomerang, Bomb (Air Bazooka)
· Samus: Missiles, Charged Shot (Uncharged)
· Pikachu: Thunderbolt
· Diddy: Peanut
· Pit: Arrows
· PT: Ivysaur- Razorleaf, Charizard: Rock Smash, Flamethrower
· Snake: Grenades (Goodbye!), Grenade Launcher (Hitbox Only), Nikita (Pushes away), Proxy Mines (From Beneath)
· Peach: Turnip
· Yoshi: Egg
· D3: Waddle D’s (Flings)
· Lucario: Aura Sphere
· Ness & Lucas: PKT, PKT2 (Gimps), PK Fire (Ness- Puffs away pillar)
· Wario: Bike/parts
· R.O.B: Gyro
· Olimar: Pikmin (Blast Off)
· Zelda: Dins Fire (Hitbox only)
Note: Trumpet is best against single-hit, airborne projectiles. The chart catalogs all the projectiles performed in the air and what uair shields against. The spot in which objects are canceled can be at two points, G&W’s body, or the wall of fanned air above him. The negation zone forms when he first beeps, so time it accurately. The horn actually floats projectiles, sending them high-up. With practice you can push bombs, turnips, grenades, etc back up at airborne opponents, just make sure they don’t come tumbling back down on you.
Trumpet: Mid-to-High Altitude Air Defense
MAKING THE MOVE. [Setting Up]
+Ground Punish Setup: The best way to pull this off is to catch your opponent in their up-b, and drift them to the stage where they are stuck in their falling animation, all set for all types of punishment.
+Uthrow -> Juggle
+Shield Break: This is a pretty interesting set-up. When you shield break an opponent, uair them while they are hurled into the air, you keep them in an animation that they cannot escape, they can't even DI! If you uair correctly, you can drift them off the stage for a cool drop KO! Even if your enemy hits land, they still remain in the unconscious animation, completely vulnerable.
More to come, any suggestions would be appreciated…
FINISHING THE JOB. [STAR KO’ING]
Believe it or not, Uair can spawn such a violent upsurge in altitude, that it may trigger a Star KO! The trumpets strength multiplies an opponents momentum, so if you can seize them right as they have a huge shift in speed, your foe has a chance of being KO’d off-screen. They’re getting the full brunt of the attack, and in response, they're blown sky high, a very flashy K.O.
Note:
+You may have to take higher ground to produce the effect.
+ Damage doesn’t matter.
+ Works better on lighter characters.
Execution Videos.
1. 00:26
2. 00:33
3. 2:02
Pseudo Omingay
Akin to the original Omnigay, this one requires your challenger to be wielding a timed explosive; someone like Snake, Link, or TL will do just fine. As they double jump, catch them with uair, and see them disappear from site, then blast themselves into a Star KO.
Stage Abuse
Another good way to set-up a Star KO is to take advantage of a stage pick. Some maps scroll, which opens up an opportunity for you to waft people off-screen as the playing field speeds up vertically, while others are just built at high altitude, milk this to no end. All you need to do is get good height, and as your opponent goes to jump, use uair up under there derriere, and send-them on a fast track to the Moon!
Stages this works great on are...
1. Delphino Plaza
2. Rumble Falls
3. New Pork City (High Ground)
4. Shadow Moses (High Ground)
5. Flat Zone 1 and 2 (High Ground)
6. Rainbow Cruise