Check the video thread; I spent a tournament exclusively using Speeding Bike this past weekend.I'm still leaning towards the regular bike, but I'd like to see Speeding Bike in action to change my mind.
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Check the video thread; I spent a tournament exclusively using Speeding Bike this past weekend.I'm still leaning towards the regular bike, but I'd like to see Speeding Bike in action to change my mind.
Do you usually just missile through or is it worth the time/risk to try to get the rising wheelie or the front tire slam with speed bike? If it scales like you say it does, that sounds very useful.Yeah, the Speeding Bike has obscene amounts of base knockback, which means it gets one of the biggest boosts from Rage, comparable to Luma U-Air/D-Air.
Not to mention he eats shadow balls for breakfast.Wario is a very small and very heavy character. Mewtwo is a very big and very light character. Wario is faster than Mewtwo, but has better kill moves and generally more damaging attacks. Mewtwo is floaty and awkward to move whereas Wario is nimble and has great air movement.
Based on initial impressions, I'd say Wario walks all over Mewtwo.
The more I think about it, the more Up-B3 seems like it's worthwhile. More ballsy edgeguards, less requirement to use Bike to recover, faster movement...Speeding bike is imo pretty clearly the best one, but default bike has a lot of tricks so i wouldnt consider it useless, and heavy bike looks like it could have relevance in certain mus where you want to truck through projectiles/weak hits or call rolls. Only custom I am sad to not see on the list is the high up b, seems like it could be a big help to his recovery
The thrown Bike is fairly easy to clank with, and that clank stops all of its horizontal movement. That said, Wario throws the bike faster than in Brawl; it has its uses.I've noticed that for some reason, the Heavy Bike bounces three times when smash thrown downwards and covers about half the length of Final Destination before it comes to a stop. The standard bike only bounces twice, while the speeding bike just explodes immediately.
Could work as a decent way of approaching if you can get the bike out, since the bike's massive hitbox shields from projectiles and threatens people who try to attack.
Something I found last night while experimenting with Wario's weird ability to be able to turn his Bike around at will (unfortunately, the MASTER OF MAGNET powers didn't work out as useful).
In Brawl, whenever you press a button to jump off the Bike, you no longer have a hitbox on you and are completely vulnerable until the animation is over. In Smash 4, this animation is the same, but you still have full hitbox power for the fifteen frames before Wario is clearly off the Bike.
Combined with the fact that there is a lingering hitbox on the Bike after you jump off, this is safer than I ever previously thought possible. On top of being able to instantly create second hitboxes with the wheelie or skidding turnaround, Gheb was right--This move is mega-dumb.
Also, when you're getting off the Bike, Wario cannot crash into the side of the stage; instead, the Bike just floats next to it. This means that running off the ledge, doing Forward-B, and immediately jumping off creates a ~15-frame strong stage spiking hit immediately above the ledge that synergizes well with Waft and divebomb D-Air (since pulling out the Bike takes something like 20 frames). Yet another powerful edgeguard option for this guy, and this one's disjointed. I didn't test a bunch of characters because it's hard to create that scenario with one person playing two characters, but it seems to beat Pac-Man and Captain Falcon's Up-Bs, at least. I'll make a more comprehensive list in the future.
That bike info is very interesting, but you got the like for (I AM THE SENATE), I spat my milk out reading it.Double-post, but, whatever (I AM THE SENATE). I made this post on another subforum, but you guys can benefit, too--
You get a like for drinking milk. That's the beverage of champions.That bike info is very interesting, but you got the like for (I AM THE SENATE), I spat my milk out reading it.
You mean like Mario's up tilt combos? Corkscrew.What's more useful for getting out of combos: N-air, corkscrew, or just air dodging?
Is there any reliable way to punish there second jump or should I just drop down a take neutral?They don't have any good options to do more than simply get back to neutral in a best-case scenario; for most characters, they spend a jump to get out of tumble
Not really, but without a double-jump, it should be significantly easier than normal to punish their landing or pressure them to the ledge.Is there any reliable way to punish there second jump or should I just drop down a take neutral?
I played a Diddy last week who traded with my dair with uair, he got sent down offstage because he only got hit with the first Dair hit. Now I know what happened.Wario can fastfall an immediate D-Air from the ledge and buffer his mid-air jump afterward without dying on Battlefield, Kongo Jungle 64, Lylat Cruise (only when that edge is not angled downward), Halberd, Castle Siege (1st transformation: right side only, 3rd transformation: all sides, even when angled downward), Town and City, Duck Hunt, and Wuhu Island. All other regularly legal stages (including ALL Omega stages) require you to wait a couple frames into the D-Air start-up before fastfalling.
This is potentially useful for catching people recovering from below. Passing through opponents while fastfalling with D-Air will often cause a fairly strong spike, because there are two hitboxes on his head for the multihits: One higher up that sucks people down and one below that sucks people upward. If you steer sideways while hitting them, or if you trade hits, this can be a death sentence in some cases. Even outside of that, you can hit very low recoveries with the last hit of D-Air and get the easy KO in a way that is difficult to see coming, since Wario's fastfall is quite fast.
They are, yeah. The move hits every other frame six times before you get the final hit.Are the two hitboxes present on all of the weaker Dair hits?
I find it useful for stopping characters who tend to grab while dashing like C. Falcon. Even if the d-tilt doesn't hit them, you can keep using it to push shielders back slightly, preventing them from grabbing you. If it does hit them it can usually lead into a grab at low %'s.What do you guys think of his d-tilt?
I always tend to ignore it for some reason. It is quick though but the range is so short and people can usually shield after the first one
I'm fairly certain you can eat Thoron.You can eat every level of Thunder except the max charge.