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WHARRGARBL wall combos?

Earthbound360

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K I didnt invent the name, and I would vote on a name change, but I needed a point of reference. The WHARRGARBL animation is as follows.



It was originally posted in the tripping thread. The WHARRGARBL animation usually involves a characters feet leaving the round completely. Dedede hops a little, Wolf does a flip, and so does Jigglypuff.

Now as stated in the tripping thread, characters enter this animation of taking hits after certain percents with certain attacks. Ness' non tippered bat will make Wolf go into his WHARRGARBL animation.

Also stated in the tripping thread, characters that undergoe this animation will not bounce off of walls. They will be stuck there, and this allows King Dedede to do his infinite chaingrab.

Some attacks at lower percents will make opponents just slide around on the ground without making them WHARRGARBL at all. If they go through this animation, they WILL bounce off of walls and be unable to be comboed.

I was thinking one day, what other attacks would produce a similar effect on walls? So I experimented and got some stuff, but first of all, I want to know if this was thought of and looked through already.

So was it?

Also, one more note, a few characters can actually combo with the WHARRGARBL animation without a wall.
 

Crizthakidd

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so far you stated a whole bunch of things already in a thread. i like where you going so at least continue since there isnt too much info on this
 

Earthbound360

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Okay, well here's an example. Yoshi's dtilt will make Wolf flip (AKA WHARRGARBL, but Im just gonna call it flip from now on) at lower percents. If Yoshi hits with the strong part of his tail, you will make Wolf flip repeatedly with dtilts until about 40%. If you hit with the tip of his tail (the weak part), you can keep a Wolf locked up against a wall until about 55%.

So basically, Yoshi's dtilt by a wall keeps them locked there.

There are other onesalso. Try this, then see what you can find.
 

Tenki

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If I interpreted this right, it's the "stun" animation that characters go under.

Like if you get hit by the IC Nana F-air chaingrab at 0-20%, you slide on the floor (can't tech it) in pain, but you can get grabbed. Or if you get D-thrown by King Dedede, you just slide forward, but without enough momentum to get bounced off walls or to tech the floor.

I believe Sonic's D-tilt (tip) does this at low %'s too, but he moves forward, so it can't be used for a wall infinite x.x;
 

kainsword

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OH GOD!

Zelda dtilt locks Fox and I distinctly remember flipping and being unable to tech out. She did it on FD so there was no wall of course.
 

Earthbound360

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bump
I've been playing around with Ness. His jab combo combos like this until about 20ish percent, then his ftilt will start locking until 60% (best used if angled downwards because it weakens the ftilt).
 

mugwhump

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I was thinking one day, what other attacks would produce a similar effect on walls? So I experimented and got some stuff, but first of all, I want to know if this was thought of and looked through already.

So was it?

Also, one more note, a few characters can actually combo with the WHARRGARBL animation without a wall.
Almost all of the attacks in my thread will WHARRGARBL at one point, but there's definately plenty more that will WHARRGARBL but not HUARGH (I didn't bother writing those ones down). I'd be interested in knowing too, because these WHARRGARBL attacks would likely HUARGH (and thus trip) once decayed enough. :bee:

Also remember that you can WHARRGARBL airborne opponents (at the same percentage they WHARRGARBL on the ground).
 

KernelColonel

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The wall is the reason why PKMN Stadium 1 is now in the counterpick list (that and the tech-windmill but I digress), so don't expect to develop any groundbreakers any time soon...

I like the WHARRGARBL name though. Isn't it the very same position that Falco infinite-lasers with?
 

Uffe

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Why would you want to change the name? It's fantastic.
It's a mouth full. :laugh: Does this stand for something or is this a sound someone made up, seriously? I'll have to look more into this. If what thesage posted up is that mouth full, then I want to learn it.
 

BurningCrusader777

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It's not locking though; it's soft hitstun.

"Locking" is the effect achieved through things like Falco's Laser lock or various jab locks; this is when your opponent is stuck in that "bounce" animation from landing from a tech, and this forces them to stand up without attacking or rolling if the animation isn't reset.

Soft hitstun results from certain attacks, and it can't be teched, has very few DI frames, and unlike hard hitstun, it can't be broken by an airdodge or attack.


Some attacks with soft hitstun include Ike's nair (0- ~20), DeDeDe's dthrow (to 999?), Falco's dthrow (0- ~40), Lucario sB grab (0 - ~30), MK's dtilt (0- ~90), and others.

Not completely sure on what makes an attack lock someone in that bounce animation, but I think it probably has to do with soft hitstun.
 

Earthbound360

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^^^
Exactly

This type of hitstun can lead to some nasty combos against a wall, and even without one. Ness can double aerial shuffle 2 nairs that will connect guaranteed at certain percents because of this animation.
 
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