Wario (SSB4)/Down aerial: Difference between revisions
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Wario performs a spinning head attack directed below him. It consists of 7 hits for a total of 11.8% if all hits connect, and possesses unusually high knockback for an attack of its type, being one of Wario's strongest attacks outside of his [[Wario Waft]]. It possesses deceptively disjointed range at the bottom of his head, but lacks a landing hitbox, unlike similar attacks. | Wario performs a spinning head attack directed below him. It consists of 7 hits for a total of 11.8% if all hits connect, and possesses unusually high knockback for an attack of its type, being one of Wario's strongest attacks outside of his [[Wario Waft]]. It possesses deceptively disjointed range at the bottom of his head, but lacks a landing hitbox, unlike similar attacks. | ||
This move is one of Wario's main tools for edgeguarding opponents, due to the long lasting disjointed hitboxes of the move and its | This move is one of Wario's main tools for edgeguarding opponents, due to the long lasting disjointed hitboxes of the move and its KO power. The multi-hits also possess one that sends the opponent straight down, and is prioritized over the upwards-hitting one. This makes it able to sometimes "[[meteor smash]]" opponents, if they hit Wario at the same time they get hit by the attack, if a hurtbox is extended too far (such as {{SSB4|Captain Falcon}}'s arm during [[Falcon Dive]]), or they can sometimes fall out of the move at random. The best way to ensure them to fall out is to move down fast and away. | ||
While the move has limited onstage use, as it is unable to autocancel from a short hop, the long lasting disjoint makes it a decent landing option, and, if Wario possesses enough [[rage]], hitting opponents while landing with the attack can lead into a guaranteed half waft (however, this is not guaranteed on | While the move has limited onstage use, as it is unable to autocancel from a short hop, the long lasting disjoint makes it a decent landing option, and, if Wario possesses enough [[rage]], hitting opponents while landing with the attack can lead into a guaranteed half waft (however, this is not guaranteed on {{SSB4|Bowser}} at any rage percent). The move can also be used for crossing up shields. | ||
Overall, the move is a great asset to Wario, giving him good edgeguarding prowess and | Overall, the move is a great asset to Wario, giving him good edgeguarding prowess and KO power, as well as functioning as a decent landing option and true comboing into half waft with enough rage when landing. | ||
==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1-6 (loop)|42}} | {{HitboxTableTitle|Hit 1-6 (loop)|42}} |
Latest revision as of 01:37, April 13, 2022
Overview[edit]
Wario performs a spinning head attack directed below him. It consists of 7 hits for a total of 11.8% if all hits connect, and possesses unusually high knockback for an attack of its type, being one of Wario's strongest attacks outside of his Wario Waft. It possesses deceptively disjointed range at the bottom of his head, but lacks a landing hitbox, unlike similar attacks.
This move is one of Wario's main tools for edgeguarding opponents, due to the long lasting disjointed hitboxes of the move and its KO power. The multi-hits also possess one that sends the opponent straight down, and is prioritized over the upwards-hitting one. This makes it able to sometimes "meteor smash" opponents, if they hit Wario at the same time they get hit by the attack, if a hurtbox is extended too far (such as Captain Falcon's arm during Falcon Dive), or they can sometimes fall out of the move at random. The best way to ensure them to fall out is to move down fast and away.
While the move has limited onstage use, as it is unable to autocancel from a short hop, the long lasting disjoint makes it a decent landing option, and, if Wario possesses enough rage, hitting opponents while landing with the attack can lead into a guaranteed half waft (however, this is not guaranteed on Bowser at any rage percent). The move can also be used for crossing up shields.
Overall, the move is a great asset to Wario, giving him good edgeguarding prowess and KO power, as well as functioning as a decent landing option and true comboing into half waft with enough rage when landing.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-2 |
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Hits 1-6 | 9, 11, 13, 15, 17, 19 |
Hit 7 | 21 |
Ending autocancel | 42- |
Interruptible | 48 |
Animation length | 74 |
Landing lag[edit]
Animation length | 19 |
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Lag time |
Hitbox |
Autocancel |
Interruptible |
|