Wario (SSBU)/Down tilt: Difference between revisions
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[[File:WarioDTiltSSBU.gif|thumb|330px|Hitbox visualization showing Wario's down tilt. There are model scaling issues due to Wario's finger not enlarging as it's supposed to, but the hitboxes are accurate thanks to not being attached to Wario.]] | [[File:WarioDTiltSSBU.gif|thumb|330px|Hitbox visualization showing Wario's down tilt. There are model scaling issues due to Wario's finger not enlarging as it's supposed to, but the hitboxes are accurate thanks to not being attached to Wario.]] | ||
==Overview== | ==Overview== | ||
A low poke. Starting at +5 on hit, this move is regularly used by high level Wario players to confirm [[Wario (SSBU)/Dash attack|dash attack]], which works from an average of 65%<ref>https://pastebin.com/mzJQfbkZ</ref> and KOs from around 110% at the ledge. This is one of Wario's most effective kill confirms, and can be seen actively being used by the likes of {{sm|Tweek}} and | A low poke. Starting at +5 on hit, this move is regularly used by high level Wario players to confirm [[Wario (SSBU)/Dash attack|dash attack]], which works from an average of 65%<ref>https://pastebin.com/mzJQfbkZ</ref> and KOs from around 110% at the ledge. This is one of Wario's most effective kill confirms, and can be seen actively being used by the likes of {{sm|Tweek}} and {{sm|Glutonny}}. This move also hits the ledge against some characters, allowing for Wario to condition players to not stall on there<ref>https://docs.google.com/spreadsheets/d/1RRHgX9u8li_2V9zzd28Wg9g-MaNJdhXsiSRRA2g_q8Q/edit?usp=sharing</ref>. It can also 2-frame characters with worse ones, such as {{SSBU|Joker}} should he have Arsene. | ||
However, down tilt does have drawbacks. While difficult to punish, down tilt is also -7 on shield, which makes it punishable if not spaced properly. It also has relatively low range and loses to aerial approaches, meaning that awareness is required to make optimal use of it. In addition, while +5 on hit at 0 is good, Wario can't exploit it as much at 0% due to his awkward grounded frame data | However, down tilt does have drawbacks. While difficult to punish, down tilt is also -7 on shield, which makes it punishable if not spaced properly. It also has relatively low range and loses to aerial approaches, meaning that awareness is required to make optimal use of it. In addition, while +5 on hit at 0 is good, Wario can't exploit it as much at 0% due to his awkward grounded frame data hampering his potential aerial combos. As a result, it is often relegated to mixups until the opponent has been softened up. | ||
==Hitboxes== | ==Hitboxes== | ||
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==Trivia== | ==Trivia== | ||
*This move has a 20% trip chance | *This move has a 20% trip chance, but due to its launch angles, it can only happen on steep slopes such as the ones in [[Hanenbow]], and only with the ID 0 hitbox. | ||
{{MvSubNavWario|g=SSBU}} | {{MvSubNavWario|g=SSBU}} | ||
[[Category:Wario (SSBU)]] | [[Category:Wario (SSBU)]] | ||
[[Category:Down tilts (SSBU)]] | [[Category:Down tilts (SSBU)]] |
Latest revision as of 16:07, April 12, 2023
Overview[edit]
A low poke. Starting at +5 on hit, this move is regularly used by high level Wario players to confirm dash attack, which works from an average of 65%[1] and KOs from around 110% at the ledge. This is one of Wario's most effective kill confirms, and can be seen actively being used by the likes of Tweek and Glutonny. This move also hits the ledge against some characters, allowing for Wario to condition players to not stall on there[2]. It can also 2-frame characters with worse ones, such as Joker should he have Arsene.
However, down tilt does have drawbacks. While difficult to punish, down tilt is also -7 on shield, which makes it punishable if not spaced properly. It also has relatively low range and loses to aerial approaches, meaning that awareness is required to make optimal use of it. In addition, while +5 on hit at 0 is good, Wario can't exploit it as much at 0% due to his awkward grounded frame data hampering his potential aerial combos. As a result, it is often relegated to mixups until the opponent has been softened up.
Hitboxes[edit]
Timing[edit]
Hitboxes | 5 |
---|---|
Interruptible | 18 |
Animation length | 37 |
Lag time |
Hitbox |
Interruptible |
Trivia[edit]
- This move has a 20% trip chance, but due to its launch angles, it can only happen on steep slopes such as the ones in Hanenbow, and only with the ID 0 hitbox.
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