If Ganondorf guesses correctly, he will punish you for any action you take after his Forward-B lands.If Wario techs Ganondorf's side-B, will he have enough time to waft before Ganondorf can react?
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If Ganondorf guesses correctly, he will punish you for any action you take after his Forward-B lands.If Wario techs Ganondorf's side-B, will he have enough time to waft before Ganondorf can react?
Change it up between normal fall and fastfall. Use your Bike in advance so that you start moving forward a little after you land. B-Reversing your Neutral-B helps by making a space where it's not safe to be and by throwing off what happens, making it harder for them to react adequately.Hey Uh. What do I do against characters that can punish my jumps in neutral? Like a rob firing lasers or a megaman firing pellets? Diddys banana also falls into this category as he's just gonna toss it at me when I land. I seem to lose to anti air options like those all too often and it hurts.
A follow up question if you were to be so kind. What would I be doing in neutral? When I say this I mean should I outright run away and stay far away from my opponent, or should I camp but stay close enough to them to threaten space? What about against characters with strong camp games like like or villager, do I approach?Change it up between normal fall and fastfall. Use your Bike in advance so that you start moving forward a little after you land. B-Reversing your Neutral-B helps by making a space where it's not safe to be and by throwing off what happens, making it harder for them to react adequately.
So I shouldn't be approaching, but I should be pushing my space forward and gaining more space while not particularly looking to rack up damage? It's a stage control thing?There is no catch-all answer. The important part is to be unpredictable. Wario's mobility and options are good enough to make it so people have to guess when they come in on you, which is actually pretty daunting for many characters/opponents. Run turnaround cancel, jump backward, just try to make it so they're not prepared to defend when you move forward.
Against characters who cannot threaten you significantly when you run away (Rosalina, Villager), I'd recommend camping and running away more than normal in order to charge the Waft.
Throw it out when you can, it's pretty viable. I've been using Wario since Day 1 3DS and currently I think Up Air or Nair would follow up well.Dumb, quick questions. As Wario in general, when should I be using utilt?
It's actually a frame slower than U-smash. Some uses include punishing air-dodges when opponents air-dodge after u-air (or when they air-dodge while landing in general) or as a move that flat out beats some aerials the opponent might try to land with, like fox's d-air. I'd like to think that during the sweetspot of the move, the hitbox hits higher than u-smash.use u-tilt whenever someone is approaching from above since it sends them at a fair distance and it's much quicker than u-smash
I use uptilt primarily over upsmash at low percent to catch any characters trying to land into your shield with auto canceling aerial due to the fact that it lasts longer than upsmash (active frames). And just like upsmash, wario uptilt is invincible as wario has no hurtbox on his hands https://www.youtube.com/watch?v=eJIoS7p_c7sDumb, quick questions. As Wario in general, when should I be using utilt?
mario players are usually thoughtless
essentially.. at mlg ally did 7 upsmashes against reflex on battlefield and it was disgusting how unpunishable it was lol
You have to learn to respect a characters options or you don't get better. It's kind of BS that mario gets away with throwing out his kill moves left and right but when you can't beat a certain move just don't challenge it.essentially.. at mlg ally did 7 upsmashes against reflex on battlefield and it was disgusting how unpunishable it was lol
It's pretty character dependent. Percentage can vary from 20% to around 40. Not sure what you mean with your UAir question. There aren't any tricks with landing UAir.What are the percentages for nair to waft to connect? I mean the strong hit not the head butt. What are the best ways to connect up airs?
Sorry for asking multiple question I just really feel like I barely connect wafts in my matches.
For the nair sometimes I feel like I hit people at the right percent around 20-40 and they end up too far away. For the up air what I'm saying is I want to land fast fall up airs without me getting clobbered for landing right on top of them.It's pretty character dependent. Percentage can vary from 20% to around 40. Not sure what you mean with your UAir question. There aren't any tricks with landing UAir.
So I should run off the platform and do it? I just don't want to be obvious with my attempt as you pretty much have to land on them to hit them with it.Sneaky boy Nick When it comes to landing U-airs, practice is your best tool to gaining consistency.
I like practicing fast-falling U-airs from Lylat platforms. If I short hop, I personally input the u-air right before reaching the apex of my hop and then fast falling after reaching the apex. I don't really go for it too much on short characters unless they're fast fallers like fox. I've seen aMSa practice Full Hop Fast Fall fairs with greninja on kirby, probably because kirby is so short and it's a model to achieve perfection. Full hop air dodge + fast fall u-air is a good approach as well. It's a hard move to land, but I think it requires the right amount of skill when you consider the reward.
well yea i respect it... im just saying its dumb.... also at the top of this thread there is a table with all the percentage for nair to waft.. its always the 2nd hit of nair that combos into it never the first hitYou have to learn to respect a characters options or you don't get better. It's kind of BS that mario gets away with throwing out his kill moves left and right but when you can't beat a certain move just don't challenge it.
What are the percentages for nair to waft to connect? I mean the strong hit not the head butt. What are the best ways to connect up airs?
Sorry for asking multiple question I just really feel like I barely connect wafts in my matches.
Thanks. I'm usually one to admit my faults but I genuinely felt like wario couldn't punish it unless he hard committed to a read or something.Dash Attack is his best (and only) option in most cases. Rolls are stupid in this game.
remember you don't always have to attempt to punish every roll... you can look at them shadow boxing and patiently charge waft.. as you wait for another opportunity to poke or deal damageThanks. I'm usually one to admit my faults but I genuinely felt like wario couldn't punish it unless he hard committed to a read or something.
I guess the best thing to do just take the space they are giving you huh?
A few times I caught people but I had to preemptively run past were they currently were and if they chose to do anything else I'd get punished. Bike is too slow. warios aerials don't seem to get that far fast enough either. A lot of the time I end up right infront of my opponent while trying to nair their retreat so I'd eat an f-smash or something for punishing their bad habits.
When I sit down and analyze the game it really feels like burst range rules the game. things like metaknight dash attack most of all.
I'm sure there are more than this, but my favorite bait and punish comes from Wario's edge guards.Pretty Generic Question here - I've heard Wario described as a Bait and Punish character, so assuming that's true, what are some Baits? How do you even describe a bait in this game? Looking punishable while in fact having an option that covers "vulnerability?"
yea he doesnt get nearly as much frame adavantage as diddy does with his... its mad inconsistentWhat do yall think of down tilt down till roll behind grab I find this very effective against people who like to jab out of it maybe you even can down till after you roll behind then grab