CommanderVimes
Smash Apprentice
So I have been looking at a recent popular tech video, dodge cancelling, and how it applies to WFT: http://youtu.be/VmDkNkNPWYY
Honestly, I don’t see dodge cancelling helping too much, since WFT’s can already do a buffered SH dodge and land without any lag. S/he can also go right from SH dodge into a bair, but we’ve known that since day 1.
But it DID get me thinking about possible mixups and setups I can do out of SH Dodge (it’s the SFxT player in me), and I came up with quite a lot. Sorry if everyone knew about these/they don’t work competitively, but I wanted to get some ideas out to contribute and help.
1) SH forward dodge through an opponent
-Cancel bair, comes out quickly and seems to punish D/Fsmashes not expertly timed
-Shield.
-Immediately roll away or through them on landing, seems safe unless rolls have startup frames. Can SS after roll if you baited a smash.
-Throw.
-Maybe crouch/dtilt to avoid some moves? Seems unnecessarily risky.
2)Starting forward, then retreating SH dodge: Might generally bait if you’ve moved through them a few times or they expect an aerial.
-counterpoke: SS, dtilt/smash.
-RCG (my favorite since no one expects a grab from WFT at this distance)
-Bair (have to be facing away at start).
If these two things can work, it’s really hard to tell just in training, then maybe they can make an opponent testy and it will be easier to hit those SH FF nairs from the front to start those big combos. I also think given WFT's non-initiative style, these might work even better on an approaching opponent than one standing still, as we have lots of invincibility and options to work with on these. Not to mention at least my level upclose fighting=rollfests everywhere, and WFT is one of the best at punishing these by finding the right spot and ftilt/smashing both directions.
Don't have a lot of time this week and my execution is kinda bleh compared to others here, but if anyone could try incorporating these a little in their games and let me know if they work/are totally useless, I'd feel like a million bucks.
Honestly, I don’t see dodge cancelling helping too much, since WFT’s can already do a buffered SH dodge and land without any lag. S/he can also go right from SH dodge into a bair, but we’ve known that since day 1.
But it DID get me thinking about possible mixups and setups I can do out of SH Dodge (it’s the SFxT player in me), and I came up with quite a lot. Sorry if everyone knew about these/they don’t work competitively, but I wanted to get some ideas out to contribute and help.
1) SH forward dodge through an opponent
-Cancel bair, comes out quickly and seems to punish D/Fsmashes not expertly timed
-Shield.
-Immediately roll away or through them on landing, seems safe unless rolls have startup frames. Can SS after roll if you baited a smash.
-Throw.
-Maybe crouch/dtilt to avoid some moves? Seems unnecessarily risky.
2)Starting forward, then retreating SH dodge: Might generally bait if you’ve moved through them a few times or they expect an aerial.
-counterpoke: SS, dtilt/smash.
-RCG (my favorite since no one expects a grab from WFT at this distance)
-Bair (have to be facing away at start).
If these two things can work, it’s really hard to tell just in training, then maybe they can make an opponent testy and it will be easier to hit those SH FF nairs from the front to start those big combos. I also think given WFT's non-initiative style, these might work even better on an approaching opponent than one standing still, as we have lots of invincibility and options to work with on these. Not to mention at least my level upclose fighting=rollfests everywhere, and WFT is one of the best at punishing these by finding the right spot and ftilt/smashing both directions.
Don't have a lot of time this week and my execution is kinda bleh compared to others here, but if anyone could try incorporating these a little in their games and let me know if they work/are totally useless, I'd feel like a million bucks.
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