Ssbm_Jag
Smash Journeyman
- Joined
- May 4, 2015
- Messages
- 246
So I'm not sure how practical this is since literally 0% of Wario mains integrate footstool, including myself, into their play and probably never will. Aside from this, here's some info.
Wario's Nair and Bair leave Wario actionable on frame 50/53, putting Wario in a position to where he's 4 (50,51,52,53) frames above landing on the ground. As you might recall, Short hop air-dodge puts Wario 3 frames above ground. It might be worth noting that Wario's nair, near the end of its animation, still looks like a hitbox is out and that Wario looks like he has to land, so who knows, someone might try to grab. Point is, you can buffer jump and footstool from full hop nair and bair, and for cancelling nair, it looks like Wario immediately goes from being inflated to normal; its pretty weird.
This also works with full hop D-air (which puts Wario in a position to footstool opponents 6 frames before landing (works on Rosalina). It, too, doesn't look quite right from an animation standpoint. This puts Wario a little higher than Full hop nair/dair and I'm too lazy to lab every character to see who it does and doesn't work on, but I'd assume most*, since sh airdodge's main issue is being too low against some characters.
Everything you've just read can be done out of short hop on Battlefield mid-level platforms to characters on the ground level of the stage. So you could sh-dair to cover the grounded opponent jumping, then footstool if they remain in shield and you think they're foolish enough to grab (although better players usually don't shield grab unless they know their opponent isn't good/doesn't play safe).
This next part is mostly just a gateway to conversation, not anything I actually think is very practical.
One idea I had was that one could short hop d-air from a platform, and then double jump+air-dodge (making sure not to align Wario in a way that might cause him to footstool), and because the time for Wario's air dodge is similar to standing grab, if they're late on the standing/shield grab or they just have a really laggy grab you could react to the grab and footstool waft them out from the air-dodge. This however is tricky because you can't buffer jump+air-dodge while mid-air. You'd actually have to practice this and then figure out if it's actually practical, but in theory it sounds nice. Now here's something funny/super impractical/next level: after dj+air dodge, if your opponent does a standing grab and you are unsure if you will complete the air-dodge animation in time to footstool, you could buffer jump and then if no cigar, nothing will happen because you have no 2nd jump, and you could just command grab as the opponent would likely shield out of fear. If you dj+air-dodge and avoid the opponents attack (likely a sh-hop u-air) or they remain in shield, I feel like 1. Wario could air-dodge through an opponents u-air/u-smash and then waft and kill an opponent vertically with max waft's 2nd hitbox, 2. you get a shield break because if the opponent remains in shield even after the airdodge, Wario has enough time for a U-air before landing which could be followed up with Max waft. The idea of u-air+max waft sounds good and might nearly always shield break (13+time in between[2.82 in shield damage if they hold shield in between]+27=42.8), but it would require Wario to still be near the opponent after the u-air which is dependent on a lot of things.
Forget the previous paragraph, I just think there is potential in Wario's ability to double jump right after full hop dair/nair/bair or after short hopping them from platform height. Getting the most out of every jump.
Another random set-up to footstool is if you are under a platform-level opponent on Battlefield, full hop air-dodge gives Wario enough time before landing to footstool a grounded opponent, fair doesn't. Full hop Fair-footstool works literally only on Lylat's left and right-most platforms and you have to be jumping from mid-stage where it's not curved. This seemingly works very well with chomp instead of jumping/attempting a footstool.
Lastly, if the Bike is lying on stage, full hop airdodge->max waft will not reach low enough to hit the bike, but Full hop fair (which ends 2 frames later), will hit low enough and make Wario a superarmor bomb in mid-air.
Wario's Nair and Bair leave Wario actionable on frame 50/53, putting Wario in a position to where he's 4 (50,51,52,53) frames above landing on the ground. As you might recall, Short hop air-dodge puts Wario 3 frames above ground. It might be worth noting that Wario's nair, near the end of its animation, still looks like a hitbox is out and that Wario looks like he has to land, so who knows, someone might try to grab. Point is, you can buffer jump and footstool from full hop nair and bair, and for cancelling nair, it looks like Wario immediately goes from being inflated to normal; its pretty weird.
This also works with full hop D-air (which puts Wario in a position to footstool opponents 6 frames before landing (works on Rosalina). It, too, doesn't look quite right from an animation standpoint. This puts Wario a little higher than Full hop nair/dair and I'm too lazy to lab every character to see who it does and doesn't work on, but I'd assume most*, since sh airdodge's main issue is being too low against some characters.
Everything you've just read can be done out of short hop on Battlefield mid-level platforms to characters on the ground level of the stage. So you could sh-dair to cover the grounded opponent jumping, then footstool if they remain in shield and you think they're foolish enough to grab (although better players usually don't shield grab unless they know their opponent isn't good/doesn't play safe).
This next part is mostly just a gateway to conversation, not anything I actually think is very practical.
One idea I had was that one could short hop d-air from a platform, and then double jump+air-dodge (making sure not to align Wario in a way that might cause him to footstool), and because the time for Wario's air dodge is similar to standing grab, if they're late on the standing/shield grab or they just have a really laggy grab you could react to the grab and footstool waft them out from the air-dodge. This however is tricky because you can't buffer jump+air-dodge while mid-air. You'd actually have to practice this and then figure out if it's actually practical, but in theory it sounds nice. Now here's something funny/super impractical/next level: after dj+air dodge, if your opponent does a standing grab and you are unsure if you will complete the air-dodge animation in time to footstool, you could buffer jump and then if no cigar, nothing will happen because you have no 2nd jump, and you could just command grab as the opponent would likely shield out of fear. If you dj+air-dodge and avoid the opponents attack (likely a sh-hop u-air) or they remain in shield, I feel like 1. Wario could air-dodge through an opponents u-air/u-smash and then waft and kill an opponent vertically with max waft's 2nd hitbox, 2. you get a shield break because if the opponent remains in shield even after the airdodge, Wario has enough time for a U-air before landing which could be followed up with Max waft. The idea of u-air+max waft sounds good and might nearly always shield break (13+time in between[2.82 in shield damage if they hold shield in between]+27=42.8), but it would require Wario to still be near the opponent after the u-air which is dependent on a lot of things.
Forget the previous paragraph, I just think there is potential in Wario's ability to double jump right after full hop dair/nair/bair or after short hopping them from platform height. Getting the most out of every jump.
Another random set-up to footstool is if you are under a platform-level opponent on Battlefield, full hop air-dodge gives Wario enough time before landing to footstool a grounded opponent, fair doesn't. Full hop Fair-footstool works literally only on Lylat's left and right-most platforms and you have to be jumping from mid-stage where it's not curved. This seemingly works very well with chomp instead of jumping/attempting a footstool.
Lastly, if the Bike is lying on stage, full hop airdodge->max waft will not reach low enough to hit the bike, but Full hop fair (which ends 2 frames later), will hit low enough and make Wario a superarmor bomb in mid-air.