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The Power of the Wizard's Foot

Ilucamy

Smash Journeyman
Joined
Mar 20, 2008
Messages
469
Location
San Diego, California
I know you already know the lag cancels on the wizard's foot, but just today, I found some useful applications for it while messing around with Ganon.

For the off-stage lag cancel (the one where you end up off the stage and have no lag whatsoever) if you can space yourself correctly, you can wiz-foot someone off the stage and immediately dair them at low %'s causing instantaneous death for anyone without a godly recovery. It's not a true combo, and it's extremely situational, but it catches people off guard since it's so fast.

For the on-stage lag cancel (where you start at the edge of the stage and when the foot ends, you do a sort of roll) you can do a jump at the end with an auto-canceled aerial. It's very similar to Pikachu's QUACK if any of you main him.

I probably didn't explain that well, but I'm sleepy, so if nobody understands, can someone reiterate what I just wrote?

Also, Dair and Up-B combo XD.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Eh, better "combo". Trust me I'll have a vid up of this one.

Down-B -> U-air. Really good gimp, trust me. You basically Down-B to chase your opponent far off the stage, and then U-air them where they will likely die since they are close to the blastzone.
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
Sometimes I feel broken using this. When you see the pwnage levels associated with this sequence you'll automaticaly grow a mustache....trust and believe.
 

Mike87

Smash Ace
Joined
Oct 23, 2007
Messages
604
Location
Miami,FL
immediately dair them at low %'s causing instantaneous death for anyone without a godly recovery. It's not a true combo, and it's extremely situational, but it catches people off guard since it's so fast.
Cant someone just air dodge that spike after the Wizard's foot, granted that would be hard to avoid but it can be done.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Wouldn't the Down-B kill you in the process? Plus wouldn't the U-air hit them upwards if you're not careful?
You do a ground Down-B from the stage, which sends you horizontally farther than jumping if I recall. THEN then you U-air them, it sends them diagonally towards the blastzone. The trick is you hit your opponent when he is physically closer to the blastzone so that it's easier to KO him.
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
You have too press x and upair at the same time. Dair works too but it is not as consistent. If you hit your opponent in the right spot with the wizards foot they'll be knocked back infront of you making the upair and easy kill/ edgeguard, if they airdodge imediately the dair is possible.Thanks A2zomg.
 

weinner

Smash Apprentice
Joined
Sep 14, 2008
Messages
115
Location
California
I've done this and it's pretty effective. It can gimp Ike's Aether recovery simply using Wizard's Foot at the end of a stage. The Uair right after is risky though.
 

deadpoe7

Smash Apprentice
Joined
Mar 21, 2008
Messages
179
Location
Gainesville, FL
Wow, Finns7. I've gotta say, that's some awesome thunderstompin'. And I never knew the U-air could be used that way.
 

hyperstation

Smash Lord
Joined
Jun 24, 2008
Messages
1,009
Location
Brooklyn
There's a lot to be added to this.

First, yes, Finns7 video does a good job of showing how you might use uair out of a wizards foot, but there are so many options out of a canceled wizard kick and that's just one of them. It's good to know and practice all the options you have because your enemy won't always be in good position to use uair.

You can use:

  1. Uair
  2. Rising Uair (see Finns7' video)
  3. Dair
  4. Rising Dair
  5. Fair
  6. Rising Fair
  7. Reverse Bair (I believe)
  8. Nair
  9. Rising Nair

It's important to know that regardless of the move you choose, you have exactly the following: time for one aerial, one jump, and one recovery. I suppose one might be able to do a uair, jumping second uair in the direction of the platform, and still sweetspot the edge with up+B, but I don't think that you can do two aerials with any other move and still make it back...maybe Nair.

In general, the "rising" moves are much better, because your opponent will almost always be sent at an upwards angle. A really disgusting move is to jump back towards the stage out of the wiz cancel and do a fair while moving towards the stage, but fairing away from the stage. Up+B to recover after smashing face with the fair. And as we all know, fair covers a nice bit of range as your rising/falling.

At lower percentages you might consider a well timed rising dair, as your opponent will have significantly less knock back which means you might be able to get over them. With a big guy like Bowser or DK, you can put that disjointed hitbox to work.

Rising Nair is a great option generally because it sets up a "wall" of sorts. That is, it covers a lot of vertical real estate and stays out for a long time, so if you land one hit, you might be able to sweetspot the ledge with an up+B and get off the ledge in time to finish the job before your opponent is back on the stage. Or maybe you just edge hog.

Okay, I'm sure it's becoming obvious at this point that there are a seemingly infinite number of options that you can do here. As I said - and it bears repeating - you need to know all of them, the ground they can cover, and the situations in which they are especially salient. Furthermore, you need to know how to read the knockback of your opponent so you can make the right choice. 9/10 times you'll miss the hit if you wiz kick thinking "alright, all I gotta do is uair outta this and...s***, he spiked me."

Here's the order of priority in doing this "sequence" (we'll call it sequence as it's not really a combo).

  1. Land the wizard foot and watch for the roll out animation to begin
  2. While waiting for the roll out, note the knockback trajectory of your opponent.
  3. Once you've read your opponents flight, and the roll out animation begins, buffer it with a SMART choice to either: jump, jump towards the stage, or fall towards the stage
  4. Now that you're flying (or falling) in one of 3 directions, make your move. The most important move is: "survive". That means, if you're going to get spiked trying to meteor smash someone, reassess what you're doing, and make the right choice. Remember air-dodging? Use it if you have to. Bail out if you have to. Defense comes first, landing a follow-up hit plays second fiddle. If you're a good ganon, you'll never be short of KO opportunities...never force a single one.
  5. If at this point you think you can get that hit, DO IT. Don't hesitate, just do it, and make them pay! And love every moment of it because they're probably dead.
  6. Sweetspot the ledge. ALWAYS sweetspot the ledge (as a general rule of thumb, not just in this sequence).

Got it? When you're over the ledge you should be thinking first and foremost: stay focused, this one isn't a shoe-in. Don't be stupid, don't die. All of the thinking I wrote in the list above has to happen over about a second and a half, maybe 2 seconds...so obviously, you have to get a feel for this process. You'll eventually know what works and what doesn't...so just practice. As always with Ganon, don't burn yourself by being reckless...wait for it and punish. You're a nasty M f***er. You know that, now make them know it.
 
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