Tayman
Smash Apprentice
Source spot nair into waft or half fair into waft ,sourspot fair into waft,footstools into waft
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Yep. It's 20 extra frames. Pretty significant amount.So because you go in freeze frame when you hit the bike with the waft, the hitbox stays out longer and you can use it near the ledge? Is this what that's about? I've never actually learnt this tech.
What about the first few hits of dair into waft and falling up air into waft? And are all of the combos you listed true at all percents, or only low-mid percents?Source spot nair into waft or half fair into waft ,sourspot fair into waft,footstools into waft
I just did this thing with the bike on battle field where I did a fast bike at the edge and did the turnaround animation in midair and then hit the ledge and my bike fell off (like when you normally hit bike on the side of the stage.) Can anyone explain how to do this?
even with fair it wont always connect, shorthop dair OoS however will connect on any character in the game even if they are crouching. Only drawback to dair OoS is that its about 4 frames slower to start up which can actually make a differnce in certain situations.Is forward air out of shield better than nair on shorter characters?
Tayman , I personally feel his run turnaround cancel is very useful in some match-ups, but I find the dash dance which requires you to quickly mash back and forth on the A-stick to be completely useless due to it's negligible distance covered. That and Wario's options out of that ground wise is very limited.
If you are talking about sour-spot up-tilt combos, they are extremely practical.Yeah sorry the message box did not show up and I found a way to convert up till into waft /upsmash but you have to hit them with the the last few frames of uptill so not very pratical in a real match
mb i guess i got it confusedTayman I tried what you said and it did not work. Mario's subsequent u-tilts always send you higher, so if you can't shield the first you're not going to shield the others. Could you be a little more specific as to what you meant?
Are there any situations where SH Airdodge->DJ->aerial/special is more beneficial than FH airdodging other than trying to footstool ?I feel like full hop airdodge allows you to disengage from you opponent if an opening doesn't present itself better than SH. i just overall FH airdodge approach more than short hop so I'm wondering if I'm missing out on utilizing short hop AD.First off, WAH! I'm Michael, a Georgia Smasher who was Top 5 in GA with Wario in Brawl. I initially dropped Wario in Smash 4 but recently have seen the error of my ways and am fully back to supporting the lovably stinky fat man.
With that out of the way, I was pouring through Wario's frame data and labbing a bit and was sad to see he has no aerial options out of a SHAD. But then I realized, he does! He has Double Jump.
I realized today though that this information was already discovered but somewhat hidden among Reflex's Footstool entry in the Mad Scienstein: Combos, Concepts and Creativity thread. I just wanted to write it out a bit more obviously.
Here we go. Wario has a potentially useful SHAD option in SHAD > DJ which can be used to perform:
SHAD > DJ > Rising Aerial
SHAD > Footstool > Dair/Waft
There is also the very useful option, pointed out by Zionaze below, of:
SHAD > Bite
The Rising Dair option is easiest to perform on taller characters but VERY difficult to impossible to perform on medium to small characters. It does NOT require a footstool. The rising Fair/Nair options are mostly to punish characters who FH/SH'd during your SHAD and when using Nair, can end in a FF Nair > Combo.
Reflex has a comprehensive list of characters which can and cannot be Footstool > Dair/Waft which is found in the aforementioned thread.
This tech is pretty nifty and I encourage more Wah-rio's to sporadically and intelligently utilize it in their matches to punish people who think they can get away with repetitive or telegraphed spacing options.